fix(R4-V5): moveto stall #2 - login SetPosition ran before the sink bind, orphaning one immortal pending_motions node

The c2dc1a88 wedge fix paired every StopCompletely A9 node with a
completable motion-table type-5 entry via DefaultSink?.StopCompletely()
- but EnterPlayerModeNow called the initial SetPosition (whose teleport
idle is StopCompletely, R3-W6) BEFORE the sequencer/DefaultSink bind
block, so the login A9 node dispatched against a NULL sink and stayed
an orphan. Head-pop-any semantics mean a queue with one orphan never
reaches empty again (later completions just relabel the backlog), so
MotionsPending stayed true at every UseTime and the MoveToManager's
retail wait-for-anims gate (BeginTurnToHeading) never opened: every
server MoveTo armed (movingTo=True, Initialized=True, tracker fed,
node plan built) and the body never moved.

Pinned live by the [autowalk-gate] probe: type=MoveToObject init=True
contact=True motionsPending=True pm=[0x41000003] nodes=[TurnToHeading,
MoveToPosition] curCmd=0 - identical every half-second, forever.

Fix: the sequencer/sink bind block in EnterPlayerModeNow moves ABOVE
the initial physics Resolve + SetPosition (no data dependency - the
block only needs playerEntity/_animatedEntities). Teleport-arrival
SetPositions were already safe (sink long bound). Test rigs
(PlayerMoveToCutoverTests.MakeRig, W6EdgeDrivenMovementTests) mirror
the fixed order, and a new LoginQueue_DrainsToEmpty_UnderProductionFeed
test pins the invariant the probe caught: after login, pending_motions
must reach EMPTY under the production completion feed.

The [autowalk-gate]/[autowalk-feed] diagnostics stay in for the live
verify pass (TEMPORARY-tagged; strip when #5 closes). Full suite
green: 3,958.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-03 14:35:44 +02:00
parent c2dc1a889c
commit 24569fd2a1
4 changed files with 90 additions and 26 deletions

View file

@ -198,6 +198,8 @@ public sealed class PlayerMovementController
private bool _prevTurnLeftHeld;
private bool _prevTurnRightHeld;
private bool _prevRunHeld;
// TEMPORARY diagnostic clock (2026-07-03 moveto-stall investigation).
private float _lastAutowalkGateLogTime = float.MinValue;
// Heartbeat timer.
// Cadence is 1.0 sec to match holtburger's
@ -526,6 +528,22 @@ public sealed class PlayerMovementController
// slot drains.
_motion.CheckForCompletedMotions?.Invoke();
// TEMPORARY diagnostic (2026-07-03 moveto-stall investigation,
// strip when closed): every gate input the armed moveto's per-tick
// drive depends on, ~2 Hz while armed, ProbeAutoWalk-gated.
if (PhysicsDiagnostics.ProbeAutoWalkEnabled
&& MoveTo is { } mtDiag && mtDiag.IsMovingTo()
&& _simTimeSeconds - _lastAutowalkGateLogTime > 0.5f)
{
_lastAutowalkGateLogTime = _simTimeSeconds;
var pmParts = new System.Collections.Generic.List<string>();
foreach (var n in _motion.PendingMotions) pmParts.Add($"0x{n.Motion:X8}");
var nodeParts = new System.Collections.Generic.List<string>();
foreach (var n in mtDiag.PendingActions) nodeParts.Add(n.Type.ToString());
Console.WriteLine(System.FormattableString.Invariant(
$"[autowalk-gate] type={mtDiag.MovementTypeState} init={mtDiag.Initialized} tlid=0x{mtDiag.TopLevelObjectId:X8} contact={_body.InContact} motionsPending={_motion.MotionsPending()} pm=[{string.Join(",", pmParts)}] nodes=[{string.Join(",", nodeParts)}] curCmd=0x{mtDiag.CurrentCommand:X8} auxCmd=0x{mtDiag.AuxCommand:X8} fwd=0x{_motion.InterpretedState.ForwardCommand:X8} pos=({Position.X:F1},{Position.Y:F1}) yaw={Yaw:F2}"));
}
// Portal-space guard: while teleporting, no input is processed and
// no physics is resolved. Return a zero-movement result so the caller
// can detect the frozen state (MotionStateChanged = false, no commands).

View file

@ -7927,6 +7927,11 @@ public sealed class GameWindow : IDisposable
_playerMoveToTargetGuid,
AcDream.Core.Physics.Motion.TargetStatus.Ok,
tp, tp));
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
{
Console.WriteLine(System.FormattableString.Invariant(
$"[autowalk-feed] Ok guid=0x{_playerMoveToTargetGuid:X8} pos=({tpos.X:F1},{tpos.Y:F1}) init={playerMtm.Initialized}"));
}
}
}
else
@ -13058,6 +13063,35 @@ public sealed class GameWindow : IDisposable
int plbY = _liveCenterY + (int)MathF.Floor(playerEntity.Position.Y / 192f);
pinitCellId = ((uint)plbX << 24) | ((uint)plbY << 16) | 0x0001u;
}
// R4-V5 moveto-stall fix #2 (2026-07-03, the [autowalk-gate] probe's
// one-immortal-node finding): the sequencer/sink bind block MUST run
// BEFORE the initial SetPosition. SetPosition → StopCompletely
// enqueues the A9 pending_motions node whose completable partner is
// the DefaultSink's type-5 motion-table entry — with the sink still
// null at login, the node was ORPHANED, and pending_motions never
// reached empty again (head-pop-any just relabels a backlog), so
// the MoveToManager's wait-for-anims gate never opened: every
// server MoveTo armed but the body never moved.
if (_animatedEntities.TryGetValue(playerEntity.Id, out var playerAE)
&& playerAE.Sequencer is { } playerSeq)
{
_playerController.AttachCycleVelocityAccessor(() => playerSeq.CurrentVelocity);
// R3-W4: bind the player interp's retail seams to the player
// sequencer — LeaveGround/HitGround strip transition links here
// (the K-fix18 replacement).
_playerController.Motion.RemoveLinkAnimations = playerSeq.RemoveAllLinkAnimations;
_playerController.Motion.InitializeMotionTables =
() => playerSeq.Manager.InitializeState();
_playerController.Motion.CheckForCompletedMotions =
playerSeq.Manager.CheckForCompletedMotions;
// R3-W6: the player's cycles are now driven through the SAME
// dispatch sink remotes use (TurnApplied/TurnStopped omitted —
// ObservedOmega is a remote-DR-only concept; local rotation is
// the controller's Yaw integration).
_playerController.Motion.DefaultSink =
new AcDream.Core.Physics.Motion.MotionTableDispatchSink(playerSeq);
}
var initResult = _physicsEngine.Resolve(
playerEntity.Position, pinitCellId,
System.Numerics.Vector3.Zero, 100f);
@ -13072,27 +13106,6 @@ public sealed class GameWindow : IDisposable
playerEntity.SetPosition(initResult.Position);
playerEntity.ParentCellId = initResult.CellId;
if (_animatedEntities.TryGetValue(playerEntity.Id, out var playerAE)
&& playerAE.Sequencer is { } playerSeq)
{
_playerController.AttachCycleVelocityAccessor(() => playerSeq.CurrentVelocity);
// R3-W4: bind the player interp's retail seams to the player
// sequencer — LeaveGround/HitGround strip transition links here
// (the K-fix18 replacement); DefaultSink stays null until R3-W6
// (UpdatePlayerAnimation still drives the player's cycles).
_playerController.Motion.RemoveLinkAnimations = playerSeq.RemoveAllLinkAnimations;
_playerController.Motion.InitializeMotionTables =
() => playerSeq.Manager.InitializeState();
_playerController.Motion.CheckForCompletedMotions =
playerSeq.Manager.CheckForCompletedMotions;
// R3-W6: the player's cycles are now driven through the SAME
// dispatch sink remotes use (TurnApplied/TurnStopped omitted —
// ObservedOmega is a remote-DR-only concept; local rotation is
// the controller's Yaw integration).
_playerController.Motion.DefaultSink =
new AcDream.Core.Physics.Motion.MotionTableDispatchSink(playerSeq);
}
var q = playerEntity.Rotation;
float rawYaw = MathF.Atan2(
2f * (q.W * q.Z + q.X * q.Y),

View file

@ -114,14 +114,19 @@ public class PlayerMoveToCutoverTests
private static Rig MakeRig(out AnimationSequencer seqOut)
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f; // heading 90 = facing +X
var seq = MakeSequencer();
seqOut = seq;
// Production (EnterPlayerModeNow) order: the sink binds BEFORE the
// initial SetPosition — SetPosition → StopCompletely needs the sink
// for its type-5 motion-table dispatch, the completable partner of
// the A9 pending_motions node (a null sink orphans it and the
// MoveToManager wait-for-anims gate never opens — the live stall).
controller.Motion.DefaultSink = new MotionTableDispatchSink(seq);
controller.Motion.RemoveLinkAnimations = seq.RemoveAllLinkAnimations;
controller.Motion.InitializeMotionTables = () => seq.Manager.InitializeState();
controller.Motion.CheckForCompletedMotions = seq.Manager.CheckForCompletedMotions;
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f; // heading 90 = facing +X
var rig = new Rig { Controller = controller, MoveTo = null! };
var moveTo = new MoveToManager(
@ -270,6 +275,31 @@ public class PlayerMoveToCutoverTests
Assert.True(result.MotionStateChanged);
}
[Fact]
public void LoginQueue_DrainsToEmpty_UnderProductionFeed()
{
// The second live stall (2026-07-03, [autowalk-gate] probe): ONE
// immortal Ready node in pending_motions — login SetPosition's
// StopCompletely fired before the sink bind, orphaning its A9 node
// (no completable partner). Head-pop-any relabels but never empties
// a queue with an orphan, and MotionsPending==true wedges every
// subsequent moveto. This pins the invariant: after login (rig
// construction, production bind order) the queue must reach EMPTY
// under the production completion feed.
var rig = MakeRig(out var seq);
var c = rig.Controller;
seq.MotionDoneTarget = (m, ok) => c.Motion.MotionDone(m, ok);
for (int f = 0; f < 300 && c.Motion.MotionsPending(); f++)
{
c.Update(1f / 60f, new MovementInput());
seq.Advance(1f / 60f);
}
Assert.False(c.Motion.MotionsPending(),
"login pending_motions must drain to empty under the production feed");
}
[Fact]
public void ServerMoveToPosition_ProductionCompletionFeed_WalksToArrival()
{

View file

@ -95,15 +95,18 @@ public class W6EdgeDrivenMovementTests
private static PlayerMovementController MakeControllerWithRealSink(out AnimationSequencer seq)
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f;
seq = MakeSequencer();
// The full W6 GameWindow bind set (EnterPlayerModeNow equivalent).
// The full W6 GameWindow bind set (EnterPlayerModeNow equivalent) —
// sink binds BEFORE SetPosition, matching the R4-V5 stall-fix order
// (SetPosition → StopCompletely needs the sink for its type-5
// dispatch, else its A9 pending_motions node is orphaned).
controller.Motion.DefaultSink = new MotionTableDispatchSink(seq);
var s = seq;
controller.Motion.RemoveLinkAnimations = s.RemoveAllLinkAnimations;
controller.Motion.InitializeMotionTables = () => s.Manager.InitializeState();
controller.Motion.CheckForCompletedMotions = s.Manager.CheckForCompletedMotions;
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f;
return controller;
}