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InfiniteRasa#136 moved SetControlledActorId after the initial mission state, so the retail client loads its MissionTrack options against the current mission list. The weapon drawer refresh and the weapon and ability selections stayed where they were, now before the controlled actor, and AssigningPlayerRefreshesTheWeaponDrawerAfterSelectingTheControlledActor failed on every run since. They now follow SetControlledActorId: options and mission state still come first, and the tray still gets its contents after its actor, then its selection. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AxABTHjs6nJrsXVCTnmMo7
InfiniteRasa#138 named the retry mission's id in a doc comment, and GenericMissionRuntimeFilesDoNotContainBootcampMissionIdSwitches guards the generic mission runtime against Bootcamp ids. The comment names the mission instead. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AxABTHjs6nJrsXVCTnmMo7
SceneApplication.Tick took due timers from SceneDueQueue (a PriorityQueue
and a Dictionary) outside _dispatchGate, and Resume re-attached runs from
their rows outside it too, while commits from client threads run under
it. Two overlapping evaluations could corrupt the queue, or one could
re-attach a run a revision behind the other's commit, so both commits were
rejected ("Concurrent scene revision") and the deadline never completed.
- SceneDueQueue locks its own state.
- Tick takes due work and submits it under the dispatch gate.
- Resume runs under the dispatch gate.
ConcurrentDeadlineEvaluationCommitsOneCompletion is back in the suite:
it failed 12 in 500 iterations under load before, 0 in 2000 after.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01AxABTHjs6nJrsXVCTnmMo7
An escort engages hostiles within 20 of its owner, so at the reclaimed base it fought the Thrax, and where that fight left it at the last tick depended on creature timers that run on Environment.TickCount64. The test, which is about the route, removes the creatures hostile to the escorts first, and is back in the suite: it failed 6 in 15 runs before, 0 in 40 after. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01AxABTHjs6nJrsXVCTnmMo7
This was referenced Oct 5, 2026
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| // Inventory deltas precede LoginOk. Refresh the tray after its controlled actor | ||
| // exists so the initial image does not depend on opening the equipment selector. | ||
| client.CallMethod(SysEntity.ClientInventoryManagerId, | ||
| new Packets.Inventory.Server.InventoryCreatePacket( | ||
| InventoryType.WeaponDrawerInventory, player.Inventory.WeaponDrawer.ToList(), | ||
| player.Inventory.WeaponDrawer.Count)); | ||
| client.CallMethod(player.EntityId, new WeaponDrawerSlotPacket(player.ActiveWeapon, false)); | ||
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| // The armed ability too, with its loadout page: not requested, so the client takes it | ||
| // as its requested slot as well. | ||
| client.CallMethod(player.EntityId, new AbilityDrawerSlotPacket(player.CurrentAbilityDrawer, false)); | ||
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The ordering change here, what functionally wise does it do?
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Every CI run on
developmentsince #137 merged has failed. This fixes each failure, including the two tests #137 quarantined, so the suite runs with nothing skipped.Failures fixed
AssigningPlayerRefreshesTheWeaponDrawerAfterSelectingTheControlledActorSetControlledActorIdafter the initial mission state (needed for mission tracking), but the weapon-tray refresh stayed in place, so it went out before the controlled actorSetControlledActorId. Options and mission state still come first, which keeps #136's ordering.GenericMissionRuntimeFilesDoNotContainBootcampMissionIdSwitchesMissionApplication.cs, which this guard test forbidsConcurrentDeadlineEvaluationCommitsOneCompletion(quarantined in #137)SceneApplication.Ticktook due timers fromSceneDueQueueoutside_dispatchGate, andResumere-attached runs from their rows outside it, while commits from client threads run under the gate. Overlapping evaluations could corrupt the queue, or re-attach a run one revision behind a commit, so every commit was rejected ("Concurrent scene revision") and the deadline never completedSceneDueQueuelocks its own state.Ticktakes due work and submits it under the gate.Resumeruns under the gate. No new lock-order edges: the gate already coversCommit.ForeanEscortsCanFollowFromTheCaveExitToTheReclaimedBase(quarantined in #137)Environment.TickCount64)Validation
mcr.microsoft.com/dotnet/sdk:10.0.401(the SDK versionglobal.jsonpins), with the work dir and/tmpon tmpfs. All four failures reproduced. Stress loops of the two intermittent tests, before → after:TestShards.cs, 3,283 tests, 0 failed, 0 skipped.🤖 Generated with Claude Code
https://claude.ai/code/session_01AxABTHjs6nJrsXVCTnmMo7