From 33ad231d182c3e2a00edab57eb5740ba1080c9ce Mon Sep 17 00:00:00 2001 From: Erik Date: Tue, 30 Jun 2026 21:34:33 +0200 Subject: [PATCH] docs(L.2b/L.1b): movement wire-parity slice design + 2026-06-26 audits Imports the two 2026-06-26 movement/animation retail-parity research docs (audit D1-D12 + ACE-vs-2013 command-catalog gap) and adds the design spec for the first implementation slice: dual command catalog (AceModern runtime default + full-extraction Retail2013 conformance) + outbound wire parity (RawMotionState default-difference packing D1, contact|standingLongjump trailing byte D3, retail JumpPack layout D4). Decomp-verbatim, tests-first; D6 motion-interpreter input-state construction explicitly deferred. Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md Phases: L.2b (movement wire/contact authority) + L.1b (command router). Co-Authored-By: Claude Opus 4.8 --- ...26-06-26-ace-vs-2013-motion-command-gap.md | 151 +++++++++ ...-movement-animation-retail-parity-audit.md | 301 ++++++++++++++++++ .../2026-06-30-movement-wire-parity-design.md | 284 +++++++++++++++++ 3 files changed, 736 insertions(+) create mode 100644 docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md create mode 100644 docs/research/2026-06-26-movement-animation-retail-parity-audit.md create mode 100644 docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md diff --git a/docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md b/docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md new file mode 100644 index 00000000..00adaeee --- /dev/null +++ b/docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md @@ -0,0 +1,151 @@ +# ACE vs 2013 Retail Motion Command Gap + +Date: 2026-06-26 + +## Why this matters + +The movement/animation parity work cannot use one command catalog blindly. + +The 2013 `acclient.exe` decomp has a `command_ids[0x198]` table and a matching command-name table, but ACE's `MotionCommand` enum is based on a later client catalog. The local DAT motion tables also contain later-client command keys. If AcDream reconstructs incoming ACE wire commands through the 2013 table only, some server-triggered animations will disappear. + +The concrete example is lifestone recall: + +- 2013 retail decomp names `LifestoneRecall` as `0x10000150`. +- Current ACE names `LifestoneRecall` as `0x10000153`. +- Local DAT `MotionTable` links include both values, but many later recall/offhand commands only exist under the ACE-shifted value. + +## Sources checked + +- 2013 retail decomp: + - `docs/research/named-retail/acclient_2013_pseudo_c.txt` + - `command_ids[0x198]` at `0x007c73e8` + - command-name table around `0x008041ec..0x0080444c` +- ACE current master: + - `https://raw.githubusercontent.com/ACEmulator/ACE/master/Source/ACE.Entity/Enum/MotionCommand.cs` + - `https://raw.githubusercontent.com/ACEmulator/ACE/master/Source/ACE.Entity/Enum/CommandMasks.cs` +- Local DATs: + - `C:\Users\erikn\Documents\Asheron's Call\client_portal.dat` + - scanned 436 `MotionTable` records with `Chorizite.DatReaderWriter 2.1.7` +- Current AcDream resolver: + - `src/AcDream.Core/Physics/MotionCommandResolver.cs` + +## Catalog mismatch + +Parsed inventory: + +- 2013 retail command names parsed: `406` +- ACE command names parsed: `409` +- Common names: `400` +- Common names with different values: `130` + +The important mismatch is a contiguous low-word `+3` shift beginning after the targeting UI block: + +| Name | 2013 retail | ACE current | +|---|---:|---:| +| `SnowAngelState` | `0x43000115` | `0x43000118` | +| `MeditateState` | `0x43000119` | `0x4300011C` | +| `Pickup5` | `0x40000133` | `0x40000136` | +| `HouseRecall` | `0x10000137` | `0x1000013A` | +| `SitState` | `0x4300013A` | `0x4300013D` | +| `HaveASeat` | `0x1300014F` | `0x13000152` | +| `LifestoneRecall` | `0x10000150` | `0x10000153` | +| `MarketplaceRecall` | `0x10000163` | `0x10000166` | +| `AllegianceHometownRecall` | `0x1000016E` | `0x10000171` | +| `PKArenaRecall` | `0x1000016F` | `0x10000172` | +| `OffhandSlashHigh` | `0x10000170` | `0x10000173` | + +ACE's enum comments show the branch point: + +- `SkillHealSelf = 0x1000010e` +- `SkillHealOther = 0x1000010f` +- duplicate/commented legacy slots around `0x010f..0x0111` +- `SnowAngelState = 0x43000118` + +2013 retail instead has: + +- `SkillHealSelf = 0x0900010E` +- `NextMonster = 0x0900010F` +- `PreviousMonster = 0x09000110` +- `ClosestMonster = 0x09000111` +- `NextPlayer = 0x09000112` +- `PreviousPlayer = 0x09000113` +- `ClosestPlayer = 0x09000114` +- `SnowAngelState = 0x43000115` + +So this is a later-client catalog divergence, not just a single bad enum value. + +## MotionTable availability + +I scanned all 436 local DAT `MotionTable` records for the selected 2013 and ACE values. Counts below are link target hits; recall/action commands are stored in `Links`, not `Cycles`. + +| Command | 2013 value hits | ACE value hits | Interpretation | +|---|---:|---:|---| +| `HouseRecall` | `317` | `24` | both exist; the old value is very common | +| `LifestoneRecall` | `28` | `19` | both exist; ACE `/ls` value can animate | +| `MarketplaceRecall` | `0` | `19` | only ACE-shifted value exists | +| `AllegianceHometownRecall` | `0` | `19` | only ACE-shifted value exists | +| `PKArenaRecall` | `0` | `18` | only ACE-shifted value exists | +| `OffhandSlashHigh` | `0` | `31` | only ACE-shifted value exists | + +This means the local DATs are not pure 2013-command-table data. They include later-client action keys that match ACE/DatReaderWriter. + +## Current AcDream resolver behavior + +Current `MotionCommandResolver.ReconstructFullCommand` results: + +| Wire low | Current full command | +|---:|---:| +| `0x0137` | `0x40000137` | +| `0x013A` | `0x1000013A` | +| `0x0150` | `0x13000150` | +| `0x0153` | `0x10000153` | +| `0x0163` | `0x09000163` | +| `0x0166` | `0x10000166` | +| `0x016E` | `0x1000016E` | +| `0x016F` | `0x1000016F` | +| `0x0170` | `0x10000170` | +| `0x0171` | `0x10000171` | +| `0x0172` | `0x10000172` | +| `0x0173` | `0x10000173` | + +Implications: + +- ACE `/ls` wire `0x0153` currently reconstructs to `0x10000153`, which is good for ACE and local DATs. +- 2013 retail lifestone wire `0x0150` would currently reconstruct as `ScanHorizon` chat emote, not `LifestoneRecall`. +- The override comment in `MotionCommandResolver` is wrong: the mismatch does not start at `AllegianceHometownRecall`; it starts earlier around `SnowAngelState`. +- The override range `0x016E..0x0197` maps `0x016E/0x016F/0x0170` to action-class commands even though ACE names those low words as UI commands. This probably does not hurt normal ACE animation broadcasts, but it is not a clean catalog model. + +## Recommendation + +Do not replace ACE/DatReaderWriter reconstruction with 2013 `command_ids` globally. + +Use two catalogs explicitly: + +1. `Retail2013CommandCatalog` + - For proving decomp behavior and reproducing the 2013 client command table. + - Useful for old-client conformance tests. + +2. `AceModernCommandCatalog` + - For reconstructing ACE `InterpretedMotionState` wire `u16` commands into the full 32-bit motion commands that match local DAT motion tables. + - Should be the runtime default while talking to ACE. + +Then add a resolver mode/test matrix: + +- ACE mode: + - `0x0153 -> 0x10000153` (`LifestoneRecall`) + - `0x0166 -> 0x10000166` (`MarketplaceRecall`) + - `0x0171 -> 0x10000171` (`AllegianceHometownRecall`) + - `0x0173 -> 0x10000173` (`OffhandSlashHigh`) +- 2013 retail mode: + - `0x0150 -> 0x10000150` (`LifestoneRecall`) + - `0x0163 -> 0x10000163` (`MarketplaceRecall`) + - `0x016E -> 0x1000016E` (`AllegianceHometownRecall`) + - `0x0170 -> 0x10000170` (`OffhandSlashHigh`) + +Animation lookup should be tested against the DAT motion tables too, not just enum names. A command is visually usable only if the entity's `MotionTable` has a `Links` or `Modifiers` entry for that full command. + +## Bottom line + +For ACE interop, the lifestone recall animation is not missing from the local DAT motion tables. It is missing only if we force ACE's wire `0x0153` through the 2013 retail command catalog. + +The gap is real and broader than lifestone recall: the later-client/ACE command catalog diverges from the 2013 decomp for 130 common names, and several important animations only exist under the ACE-shifted IDs in the local DATs. diff --git a/docs/research/2026-06-26-movement-animation-retail-parity-audit.md b/docs/research/2026-06-26-movement-animation-retail-parity-audit.md new file mode 100644 index 00000000..bb94aaad --- /dev/null +++ b/docs/research/2026-06-26-movement-animation-retail-parity-audit.md @@ -0,0 +1,301 @@ +# Movement and Animation Retail Parity Audit + +Date: 2026-06-26 + +## Verdict on approach + +The approach is good if it stays decomp-first and test-first. For this area, "verbatim" needs to mean: + +- Outbound wire bytes match retail packers for the same input state. +- Incoming movement packets are parsed into the same semantic state retail would unpack. +- Local, remote player, monster, NPC, and force-walk paths flow through retail-equivalent motion state transitions before animation selection. +- Any behavior that cannot be proven from retail decomp, Ghidra, or retail captures is marked unresolved instead of tuned by feel. + +The approach is not good if it begins as a broad rewrite or animation polish pass. The current code has several comments and tests that already encode approximations. Those need to become failing parity tests first, then implementation slices. + +## Sources checked + +Primary oracle: + +- `docs/research/named-retail/acclient_2013_pseudo_c.txt` +- `docs/research/named-retail/acclient.h` +- `docs/research/named-retail/acclient.c` + +Secondary oracle: + +- `docs/research/acclient_decompiled.c` +- Ghidra HTTP bridge verified on `http://127.0.0.1:8081`; `methods?limit=3` responded and decompile-by-address worked during the audit. Codex tool discovery did not expose a first-class Ghidra MCP namespace in this thread, so direct HTTP is the usable path here. + +Current implementation surfaces: + +- `src/AcDream.Core.Net/Messages/MoveToState.cs` +- `src/AcDream.Core.Net/Messages/AutonomousPosition.cs` +- `src/AcDream.Core.Net/Messages/JumpAction.cs` +- `src/AcDream.Core.Net/Messages/UpdateMotion.cs` +- `src/AcDream.Core.Net/Messages/UpdatePosition.cs` +- `src/AcDream.Core.Net/Messages/CreateObject.cs` +- `src/AcDream.Core.Net/WorldSession.cs` +- `src/AcDream.Core/Physics/MotionInterpreter.cs` +- `src/AcDream.Core/Physics/AnimationSequencer.cs` +- `src/AcDream.Core/Physics/ServerControlledLocomotion.cs` +- `src/AcDream.Core/Physics/RemoteMoveToDriver.cs` +- `src/AcDream.App/Input/PlayerMovementController.cs` +- `src/AcDream.App/Rendering/GameWindow.cs` + +## Retail source map + +### Outbound movement to ACE + +- `CommandInterpreter::ShouldSendPositionEvent` at `0x006b45e0`, pseudo line around `700233`. +- `CommandInterpreter::SendMovementEvent` at `0x006b4680`, pseudo line around `700274`. +- `CommandInterpreter::SendPositionEvent` at `0x006b4770`, pseudo line around `700316`. +- `CM_Movement::Event_AutonomousPosition` at `0x006af790`, sub-opcode `0xf753`. +- `CM_Movement::Event_Jump` at `0x006afa70`, sub-opcode `0xf61b`. +- `CM_Movement::Event_MoveToState` at `0x006afc00`, sub-opcode `0xf61c`. +- `MoveToStatePack::Pack` at `0x005168f0`, pseudo line around `284694`. +- `AutonomousPositionPack::Pack` at `0x00516af0`, pseudo line around `284795`. +- `JumpPack::Pack` at `0x00516d10`, pseudo line around `284915`. +- `RawMotionState::Pack` at `0x0051ed10`, pseudo line around `293761`. + +Retail `RawMotionState` defaults: + +- `current_holdkey = HoldKey.None` +- `current_style = 0x8000003d` +- `forward_command = 0x41000003` +- `forward_holdkey = HoldKey.Invalid` +- `forward_speed = 1.0` +- `sidestep_command = 0` +- `sidestep_holdkey = HoldKey.Invalid` +- `sidestep_speed = 1.0` +- `turn_command = 0` +- `turn_holdkey = HoldKey.Invalid` +- `turn_speed = 1.0` + +Retail `RawMotionState::Pack` compares against these defaults. It does not set a field bit merely because the caller supplied a value. For example, `forward_speed == 1.0f` is omitted. + +### Incoming movement and force movement + +- `MovementManager::PerformMovement` at `0x005240d0`, pseudo line around `300194`, routes movement types `1-5` to `CMotionInterp` and `6-9` to `MoveToManager`. +- `MovementManager::unpack_movement` at `0x00524440`, pseudo line around `300563`, unpacks interpreted motion plus `MoveToObject`, `MoveToPosition`, `TurnToObject`, and `TurnToHeading`. +- `MovementParameters::UnPackNet` at `0x0052ac70`, pseudo line around `308118`. +- `MovementParameters::get_command` at `0x0052aa00`, pseudo line around `307946`. +- `MoveToManager::_DoMotion`, `MoveToPosition`, and related queue logic are around pseudo lines `306351`, `307187`, and `307521`. + +Retail movement types from `acclient.h`: + +- `0`: interpreted motion in inbound packet context +- `1`: raw motion +- `2`: interpreted motion +- `3`: stop raw motion +- `4`: stop interpreted motion +- `5`: stop completely +- `6`: move to object +- `7`: move to position +- `8`: turn to object +- `9`: turn to heading + +### Animation and motion interpretation + +- `CMotionInterp::apply_run_to_command` at `0x00527be0`, pseudo line around `305062`. +- `CMotionInterp::get_state_velocity` at `0x00527d50`. +- `CMotionInterp::adjust_motion` at `0x00528010`, pseudo line around `305343`. +- `CMotionInterp::apply_raw_movement` at `0x005287e0`. +- `CMotionInterp::DoInterpretedMotion` around pseudo line `305575`. +- `CMotionInterp::apply_current_movement` around pseudo line `305713`. +- `CMotionTable::GetObjectSequence` around pseudo line `298636`. +- `CSequence` append/advance/update logic around pseudo lines `301622`, `301777`, `301839`, and `302425`. + +Key retail normalization: + +- `SideStepLeft` becomes `SideStepRight` with negative speed. +- `SideStepRight` speed becomes `(3.11999989 / 1.25) * 0.5 * speed`. +- `TurnLeft` becomes `TurnRight` with negative speed. +- `WalkBackward` becomes `WalkForward` with `-0.649999976 * speed`. +- Hold-key `Run` upgrades forward walk to run, multiplies turn speed by `1.5`, and multiplies sidestep by run rate with an absolute clamp of `3.0`. + +## Confirmed divergences + +### D1: MoveToState raw flags are not retail + +Current `MoveToState.Build` sets raw-motion flags from nullable/presence inputs. Retail sets flags by comparing the complete `RawMotionState` against default values. This means the current client can over-send: + +- `CurrentHoldKey = None` +- `ForwardSpeed = 1.0` +- `SidestepSpeed = 1.0` +- `TurnSpeed = 1.0` +- likely per-axis hold keys when they are default `Invalid` + +Existing `MoveToStateTests.Build_WalkForward_IncludesForwardCommandInFlags` currently asserts the non-retail behavior by expecting a `ForwardSpeed` flag for speed `1.0`. + +Impact: outbound movement bytes can differ from retail for normal running, walking, sidestepping, and turning. + +### D2: RawMotionState action-list and style packing are incomplete + +Retail bitfield layout uses 11 one-bit flags plus `num_actions : 5` at bits `11-15`. Current comments imply the command list length is broader than retail. Current builder does not cover full action-list packing or current-style scenarios. + +Impact: action/modifier movement states cannot be proven retail-equivalent. + +### D3: MoveToState longjump bit is not modeled + +Retail `MoveToStatePack::Pack` writes one trailing byte: + +- bit `0x01`: contact +- bit `0x02`: `standing_longjump` + +Current `GameWindow` passes only contact `0/1` into a generic byte. The source of `standing_longjump` is not wired as a named state. + +Impact: standing longjump movement-state updates can differ from retail. + +### D4: JumpAction packet layout is retail-incompatible + +Retail `JumpPack` packs: + +- `float extent` +- `Vector3 velocity` +- full `Position` +- four `u16` update timestamps +- alignment + +Current `JumpAction.Build` packs extent and velocity, then timestamps, then extra `objectGuid` and `spellId`, and does not pack `Position`. + +Impact: local jump movement update is a high-confidence wire mismatch. + +### D5: Position heartbeat is close but not fully proven + +Retail `ShouldSendPositionEvent` gates autonomous position updates by active state, autonomy level, player smartbox, 1.0 second interval, cell/frame change, and contact-plane change. Current `PlayerMovementController` has a similar cadence. + +Open proof point: retail `SendMovementEvent` visibly stamps `last_sent_position_time`; retail `SendPositionEvent` stamps time, position, and contact plane. Current `GameWindow` calls `NotePositionSent` after both MTS and AP, stamping all three. + +Impact: the client may suppress or reorder autonomous position sends differently after movement-state sends. + +### D6: MotionInterpreter lacks canonical retail raw-to-interpreted normalization + +Retail `CMotionInterp::apply_raw_movement` copies raw state, calls `adjust_motion` for forward/sidestep/turn, applies run-hold behavior, then applies interpreted movement. Current `MotionInterpreter.DoMotion` stores commands directly and applies velocity directly. + +Specific visible risks: + +- `SideStepLeft` may produce no velocity because velocity code only recognizes `SideStepRight`. +- backward and sidestep speeds are patched elsewhere instead of normalized at the retail source point. +- turn run-speed scaling is not faithfully represented. +- local jump lateral velocity relies on comments that say this is temporary until `adjust_motion` is ported. + +Impact: running, slow walking, slow side walking, backward movement, turning, and jump lateral motion are not retail-proven. + +### D7: Animation application is split away from retail motion flow + +Retail movement application sequences style, forward or falling, sidestep start/stop, turn start/stop, and actions through `CMotionInterp` and `CMotionTable::GetObjectSequence`. Current `AnimationSequencer` implements useful pieces, but `MotionInterpreter.apply_current_movement` is mostly velocity-oriented and does not drive animation state through the same retail order. + +Impact: animations can look plausible while being state-machine divergent. + +### D8: Force-walk and MoveTo are approximations + +Retail `MoveToManager` is a queued command system over `CMotionInterp`, with pre-turn, move, aux turn, final heading, sticky targeting, progress failure, and `MovementParameters::get_command` walk/run/hold-key selection. + +Current `ServerControlledLocomotion`, `RemoteMoveToDriver`, and `PlayerMovementController.BeginServerAutoWalk` approximate visible steering and cycle selection. + +Impact: ACE force walking and monster/NPC MoveTo behavior are not retail-equivalent. + +### D9: Inbound movement types 8 and 9 are dropped + +Retail inbound movement supports: + +- `8`: `TurnToObject` +- `9`: `TurnToHeading` + +Current `UpdateMotion` handles interpreted state and MoveTo types `6/7`, but not `8/9`. + +Impact: incoming server turn commands for characters, monsters, and NPCs are ignored. + +### D10: Spawn-time movement state is weaker than live movement state + +`CreateObject` can detect movement types and some flags, but it does not preserve full MoveTo target/origin/threshold data the way live `UpdateMotion` does. + +Impact: monsters/NPCs spawned while already moving cannot be driven retail-equivalently until a later movement packet arrives. + +### D11: Sequence/autonomy data is parsed then discarded + +Retail carries movement sequence, server-control sequence, autonomous state, motion flags, and position sequence into movement application. Current events expose only a subset. + +Impact: ordering, stale update rejection, and force-control transitions cannot match retail. + +### D12: Jump/falling/contact gates are simplified + +Retail allows specific movement while falling/dead and has separate jump checks for posture, stamina, constraints, pending motion, contact, and leave/hit-ground reapplication. Current code blocks or simplifies several of these paths. + +Impact: airborne movement, falling animation, dead/fallen movement commands, and jump eligibility are not retail-proven. + +## Priority plan + +### Phase 0: Lock the oracle + +1. Create small retail-reference helpers/tests that encode `RawMotionState::Pack`, `MoveToStatePack::Pack`, `AutonomousPositionPack::Pack`, `JumpPack::Pack`, `MovementParameters::UnPackNet`, and `MovementParameters::get_command`. +2. Every helper must cite the decomp function and address in the test name or comments. +3. Any unclear branch gets a TODO with address and blocked status, not an approximation. + +Exit criteria: failing tests describe current divergences without changing runtime behavior yet. + +### Phase 1: Fix outbound wire parity + +1. Change `MoveToState` packing from presence-based to retail default-difference packing. +2. Add explicit raw-state model with defaults, current style, action list count, and per-axis hold keys. +3. Add explicit `contact` and `standingLongjump` parameters for MTS trailing byte. +4. Replace `JumpAction` with retail `JumpPack`: extent, velocity, full position, four timestamps, align; remove extra object/spell fields unless another retail opcode proves they belong elsewhere. +5. Verify timestamp order: instance `[8]`, server-control `[5]`, teleport `[4]`, force-position `[6]`. +6. Audit whether MTS should stamp only last-send time or also last-send position/contact plane. + +Exit criteria: golden byte tests pass for walk, run, sidestep, turn, slow walk/toggle-run, jump, contact, longjump, and AP heartbeat cases. + +### Phase 2: Port retail raw/interpreted motion core + +1. Introduce retail-shaped `RawMotionState` and `InterpretedMotionState` in core physics. +2. Port `adjust_motion`, `apply_run_to_command`, `get_state_velocity`, and `apply_raw_movement`. +3. Route local player input through this path instead of compensating in `PlayerMovementController`. +4. Preserve run rate and hold-key semantics, including toggle-run slow-walk behavior. + +Exit criteria: movement state tests prove backward, sidestep left/right, run turn, run sidestep clamp, forward run, and slow-walk semantics match retail math. + +### Phase 3: Reconnect animation to retail movement application + +1. Port enough of `CMotionInterp::apply_current_movement` to sequence style, forward/falling, sidestep stop/start, turn stop/start, and actions in retail order. +2. Keep existing `AnimationSequencer` where it already matches retail, but move normalization out of sequencer-only code and into motion interpretation. +3. Add parity tests for reverse playback, link fallback, modifier state, action sequencing, and root-motion composition using real retail motion table data. + +Exit criteria: local and remote animation selection flows from the same interpreted state that drives velocity. + +### Phase 4: Port inbound movement and force-walk behavior + +1. Extend `UpdateMotion` to parse and surface types `8` and `9`. +2. Preserve sequence/autonomy/motion flags through `WorldSession` events. +3. Preserve full spawn-time MoveTo state in `CreateObject`. +4. Replace approximate server-driven locomotion with a retail-shaped `MoveToManager` queue over `CMotionInterp`. +5. Port `MovementParameters::get_command`, including walk/run threshold, `can_run`, force-walk, hold-key application, fail distance, sticky/target following, and final heading. + +Exit criteria: incoming interpreted motion, MoveToObject, MoveToPosition, TurnToObject, TurnToHeading, and ACE force-walk packets animate and move through retail-equivalent state transitions. + +### Phase 5: Integration captures and regression guard + +1. Capture retail-equivalent fixtures for normal run, slow walk, sidestep, slow sidestep, backward, turn, jump, forced walk, NPC MoveTo, monster chase/flee, and remote player interpolation. +2. Assert wire bytes for outbound messages. +3. Assert parsed semantic state for inbound messages. +4. Assert animation command sequence and velocity for local and remote entities. +5. Run full test suite plus a targeted in-app smoke pass. + +Exit criteria: no movement or animation path is accepted without a retail-addressed test. + +## Initial test inventory to add or replace + +- `MoveToState` golden tests: default raw state, walk forward speed `1.0`, run forward, backward, sidestep right/left, turn right/left, current style, action count, contact/longjump byte. +- `JumpAction` golden tests: retail `JumpPack` layout with full position and no object/spell fields. +- `AutonomousPosition` tests: timestamp order and contact byte. +- `PlayerMovementController` tests: forward walk/run, slow walk/toggle-run, backward, sidestep, turn-only run, jump release, server auto-walk suppression. +- `ShouldSendPositionEvent` tests: pre-interval cell change, pre-interval contact-plane change, interval frame change, idle no-send, airborne AP suppression. +- `UpdateMotion` tests: interpreted, MoveToObject, MoveToPosition, TurnToObject, TurnToHeading. +- `CreateObject` tests: spawn-time MoveTo preservation. +- `WorldSession` tests: sequence/autonomy propagation. +- `MotionInterpreter` tests: `adjust_motion`, `apply_run_to_command`, `get_state_velocity`, contact gates, falling fallback, jump eligibility. +- `AnimationSequencer` tests: retail sequence order, stop/start transitions, reverse playback, link fallback, modifier combine/subtract behavior. +- `MoveToManager` tests: pre-turn, move, aux turn, final heading, target following, fail distance, force-walk walk/run choice. + +## Implementation rule + +No code path in this system should remain justified by "feels like retail", "ACE-compatible", or "close enough". If the decomp is unclear, use Ghidra or captures to resolve it. If it still cannot be resolved, leave the behavior behind a clearly named unresolved test or blocked TODO rather than guessing. diff --git a/docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md b/docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md new file mode 100644 index 00000000..c2841a0e --- /dev/null +++ b/docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md @@ -0,0 +1,284 @@ +# Movement / Animation Wire-Parity Slice — Design + +Date: 2026-06-30 +Phase: **L.2b** (movement wire/contact authority) + **L.1b** (command router + motion-state cleanup) +Standard: **decomp-verbatim, tests-first. No approximations, no "feels like retail."** + +## Source documents (read first) + +- `docs/research/2026-06-26-movement-animation-retail-parity-audit.md` — the 12 + confirmed divergences (D1–D12) and the Phase 0–5 plan. +- `docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md` — the ACE-vs-2013 + command-catalog divergence (130 common names with different values; the `+3` + low-word shift beginning at `SnowAngelState`). +- Oracle: `docs/research/named-retail/acclient_2013_pseudo_c.txt` (Sept 2013 EoR + build) + `docs/research/named-retail/acclient.h`. Live confirmation via the + Ghidra HTTP bridge at `http://127.0.0.1:8081` (decompile-by-address). +- Plans of record this slice serves: `docs/plans/animation-system-audit.md` (L.1) + and `docs/plans/2026-04-29-movement-collision-conformance.md` (L.2). + +## Goal + +Make the **outbound movement wire bytes** (`MoveToState 0xF61C`, `Jump 0xF61B`, +`AutonomousPosition 0xF753`) and the **inbound→animation command catalog** +byte-for-byte / value-for-value faithful to retail, proven by tests whose golden +values are derived directly from the 2013 decomp packers and cross-checked +against holtburger. + +This slice fixes the *packing* and the *catalog*. It does **not** port the +motion-interpreter input-state construction (`adjust_motion` / +`apply_raw_movement`) — that is the next slice (D6 / audit Phase 2), explicitly +deferred below. + +## Scope + +### In scope +- **D1** — `RawMotionState::Pack` default-difference flag packing (replaces + presence-based flags). +- **D3** — `MoveToStatePack` trailing byte = `contact | standingLongjump`. +- **D4** — `JumpPack` layout (extent, velocity, full Position, four timestamps; + drop the spurious objectGuid/spellId). +- **Catalog gap** — dual command catalog (`AceModernCommandCatalog` runtime + default + `Retail2013CommandCatalog` conformance), built behind an + `IMotionCommandCatalog` seam; full 2013 `command_ids[0x198]` extraction; + DAT-availability tests. +- **Phase 0 oracle tests** — written first and failing, encoding the four retail + `Pack` functions and the catalog matrices. + +### Out of scope (later L.1/L.2 slices — see "Deferred / unresolved") +D2 (runtime actions-list/current_style emission), D5 (heartbeat-clock stamping — +*audit only* this slice), D6 (`adjust_motion`/`apply_raw_movement` input-state), +D7 (animation/motion application reorder), D8 (MoveToManager/force-walk), D9 +(inbound types 8/9), D10 (spawn-time MoveTo), D11 (sequence/autonomy +propagation), D12 (jump/contact gates). + +## Decisions (locked with the user 2026-06-30) + +1. **First slice = catalog + outbound wire** (not catalog-only, not + motion core). +2. **Golden-byte oracle = decomp-derived + holtburger cross-check**, confirmed via + the Ghidra bridge. No live retail capture for this slice (captures are reserved + for Phase 2, where retail's *input state* is the genuine unknown). +3. **Catalog mechanism = Option A** — `IMotionCommandCatalog` interface; static + `MotionCommandResolver.ReconstructFullCommand(ushort)` is retained, delegating + to an `AceModernCommandCatalog` singleton so all ~10 runtime call sites are + unchanged. Tests instantiate `Retail2013CommandCatalog` explicitly. +4. **2013 table depth = full extraction** (~408 `command_ids[0x198]` entries with + provenance), not a test-matrix stub. + +## Component design + +### 1. Command catalog (L.1b) + +**Seam.** New interface in `AcDream.Core.Physics`: + +``` +public interface IMotionCommandCatalog +{ + /// Reconstruct the full 32-bit MotionCommand from a 16-bit wire value. + /// Returns 0 if no entry matches. + uint ReconstructFullCommand(ushort wireCommand); +} +``` + +**`AceModernCommandCatalog : IMotionCommandCatalog`** — the runtime default. +Built from the DatReaderWriter / ACE `MotionCommand` enum (these share values; +ACE's enum is the authoritative ACE-modern catalog and matches the local DATs). +Reconstruction = wire-low → full lookup, with collisions resolved by the +documented retail class priority (lower class byte wins: Action 0x10 < SubState +0x41 < Style 0x80 …) applied **at build time**, producing a flat +`IReadOnlyDictionary`. + +- **Verify and (likely) delete the magic override.** The current + `MotionCommandResolver.ApplyNamedRetailOverrides` force-maps `0x016E–0x0197` + to `0x10000000 | lo`. Once `AceModernCommandCatalog` is built cleanly from the + ACE enum, assert the ACE test matrix passes (`0x0153→0x10000153`, + `0x0166→0x10000166`, `0x0171→0x10000171`, `0x0173→0x10000173`). If it passes + **without** the override loop, delete the loop (unexplained magic range; see + the magic-number-audit memory). If a specific command still resolves to the + wrong class, add a **per-command, cited** override — never a blind range. +- **Fix the wrong comment.** The shift starts at `SnowAngelState` (`0x43000115` + → `0x43000118`), not `AllegianceHometownRecall`. + +**`Retail2013CommandCatalog : IMotionCommandCatalog`** — conformance/reference. +Built from the **full** 2013 `command_ids[0x198]` table at `0x007c73e8` paired +with the command-name table at `0x008041ec..0x0080444c`. Deterministic +extraction from `acclient_2013_pseudo_c.txt` (and/or the Ghidra bridge), emitted +as a generated/static name→value table in the source with a provenance header +citing both addresses. ~408 entries. + +**`MotionCommandResolver`** keeps `public static uint ReconstructFullCommand(ushort)` +delegating to a private `static readonly AceModernCommandCatalog s_aceModern`. +All current callers (`AnimationCommandRouter`, `CombatAnimationPlanner`, 8× +`GameWindow`) are untouched. + +**DAT-availability tests.** A command animates only if the entity's `MotionTable` +has a `Links` or `Modifiers` entry for the full 32-bit value. Tests +(`MotionCommandCatalogTests`, real-DAT-backed via `Chorizite.DatReaderWriter`): +- ACE mode: `0x0153→0x10000153 LifestoneRecall`, `0x0166→0x10000166`, + `0x0171→0x10000171`, `0x0173→0x10000173`. +- 2013 mode: `0x0150→0x10000150 LifestoneRecall`, `0x0163→0x10000163`, + `0x016E→0x1000016E`, `0x0170→0x10000170`. +- Availability: `LifestoneRecall (ACE 0x10000153)` and `HouseRecall` exist in + local DAT MotionTables; `MarketplaceRecall / AllegianceHometownRecall / + PKArenaRecall / OffhandSlashHigh` exist **only** under the ACE-shifted IDs + (reproduces the gap doc's link-hit scan as a fixture assertion). + +### 2. RawMotionState model + default-difference packing (D1) + +**Data type** `AcDream.Core.Physics.RawMotionState` — a value type mirroring the +retail struct (`acclient.h RawMotionState::PackBitfield`, decomp `0x0051ed10`): + +| field | retail default | bit | +|---|---|---:| +| current_holdkey | `HoldKey.None` (1) | 0x001 | +| current_style | `0x8000003D` | 0x002 | +| forward_command | `0x41000003` | 0x004 | +| forward_holdkey | `HoldKey.Invalid` (0) | 0x008 | +| forward_speed | `1.0f` | 0x010 | +| sidestep_command | `0` | 0x020 | +| sidestep_holdkey | `HoldKey.Invalid` (0) | 0x040 | +| sidestep_speed | `1.0f` | 0x080 | +| turn_command | `0` | 0x100 | +| turn_holdkey | `HoldKey.Invalid` (0) | 0x200 | +| turn_speed | `1.0f` | 0x400 | +| actions (list) | empty | `num_actions<<11` (bits 11–15) | + +Pure data, no GL/Net dependency. Lives in Core.Physics so the Phase-2 motion +interpreter (also Core.Physics) can populate it without a Core.Net dependency. +A `RawMotionState.Default` exposes the retail defaults. + +**Packer** in `AcDream.Core.Net` (Core.Net may reference Core.Physics; the +reverse is forbidden by Code Structure Rule #2). Ports `RawMotionState::Pack` +verbatim: +1. Build flags dword: set bit *only* when the field **differs from its default** + (`forward_speed != 1.0f`, `current_holdkey != None`, etc.), OR in + `num_actions << 11`. **Note the bitfield is bits 0–15 only** — bits 16–31 are + unused (retail `num_actions` is 5 bits, max 31). The current + `MoveToState.cs` comment "bits 11–31 = command list length" is wrong; correct + it to bits 11–15 = `num_actions`. +2. Write the flags dword. +3. Write each set field in bit order (holdkey, style, fwd_cmd, fwd_holdkey, + fwd_speed, ss_cmd, ss_holdkey, ss_speed, turn_cmd, turn_holdkey, turn_speed). +4. Write each action: `u16 command` then + `u16 (stamp & 0x7FFF) | (autonomous ? 0x8000 : 0)` (decomp lines 293945–293960). + +`MoveToState.Build` is refactored to take a `RawMotionState` (plus position, +sequences, contact, standingLongjump) instead of the flat nullable param list. + +**Behavioral effect vs ACE:** the only runtime change is *removing* over-sent +defaults (`forwardSpeed=1.0`, `currentHoldKey=None`, default per-axis hold keys). +ACE's `UnPackNet` defaults omitted fields, so this is strictly more correct. The +slice does **not** change which RawMotionState values the caller constructs +(that is D6) — it threads the same values the caller passes today through the new +struct. Smoke-test against ACE confirms no regression. + +### 3. MoveToState trailing byte (D3) + +From `MoveToStatePack::Pack` (`0x005168f0`, lines 284717–284722): the trailing +byte is `((longjump_mode != 0 ? 0x02 : 0) | (contact != 0 ? 0x01 : 0))`. Then +ALIGN to 4. + +`MoveToState.Build` gains explicit `bool contact` and `bool standingLongjump` +params. `standingLongjump` is wired to its true current value (`false` — standing +longjump is not implemented yet). The *packing* is faithful; the *input* is +honest. When standing longjump lands (later), the param flips. This is not a +masking shortcut — it is the correct byte with the correct current input. + +### 4. JumpPack (D4) + +From `JumpPack::Pack` (`0x00516d10`, lines 284934–284963), field order: +1. `f32 extent` +2. `f32 velocity.x, velocity.y, velocity.z` +3. `Position.Pack` (objcell_id + frame) +4. `u16 instance_timestamp, server_control_timestamp, teleport_timestamp, force_position_ts` +5. ALIGN to 4 + +`JumpAction.Build` is rewritten to this layout. The current spurious +`u32 objectGuid` + `u32 spellId` are **removed** (no retail evidence). New params: +`cellId`, `position`, `rotation`. Caller at `GameWindow.cs:8343` supplies them +(it already has `wireCellId` / `wirePos` / `wireRot` in scope). + +### 5. AutonomousPosition (D5 audit + timestamp order) + +`AutonomousPositionPack::Pack` (`0x00516af0`): Position, then `u16` instance / +server_control / teleport / force_position, then a **contact-only** byte +(`contact != 0`; no longjump bit), then ALIGN. Current code matches. Add: +- a timestamp-**order** golden test (instance, serverControl, teleport, + forcePosition); +- a contact-byte test. + +**D5 audit (no behavior change unless decomp proves divergence):** read +`CommandInterpreter::SendMovementEvent` (`0x006b4680`) and `SendPositionEvent` +(`0x006b4770`) and compare what they stamp (`last_sent_position_time` vs +position vs contact_plane) to acdream's `NotePositionSent`. Document the finding; +change behavior only if the decomp shows a real divergence. + +### 6. Position::Pack verification + +`Position::Pack` is shared by all three messages and currently writes +`cellId, x, y, z, qw, qx, qy, qz`. It works against ACE, but for strict parity: +decompile `Position::Pack` / `Frame::Pack` by address, confirm the field order, +and lock it with a golden test on the Position block. Fix only if the decomp +diverges; otherwise the test pins it. + +## Test inventory (written first, failing) + +Core.Net.Tests: +- `RawMotionStatePackTests` — default state (only the flags dword, value `0`); + walk-forward speed 1.0 (forward_command + forward_holdkey set, **forward_speed + omitted**); run forward (holdkey + fwd_cmd + fwd_holdkey + fwd_speed); backward; + sidestep right/left; turn right/left; non-default current_style; a populated + actions list (num_actions bits + per-action u16 pair); contact/longjump + trailing byte combinations. +- `MoveToStateGoldenTests` — full-message golden bytes for walk, run, slow-walk + (toggle-run), sidestep, turn, contact, standing-longjump. +- `JumpActionTests` — retail `JumpPack` layout, full Position present, no + object/spell fields. +- `AutonomousPositionTests` — timestamp order + contact byte. +- `PositionPackTests` — Position block byte order. + +Core.Tests: +- `MotionCommandCatalogTests` — ACE-mode + 2013-mode matrices; class-priority + collisions; the "override deleted" assertion (or per-command cited override). +- `MotionCommandCatalogDatTests` — real-DAT availability assertions. + +Golden bytes are computed by hand from the decomp `Pack` functions (cited by +address in each test) and cross-checked against holtburger's Rust packers. + +## Layering & placement + +- `IMotionCommandCatalog`, `AceModernCommandCatalog`, `Retail2013CommandCatalog`, + `RawMotionState` → `src/AcDream.Core/Physics/`. +- `RawMotionState` packer + the three message builders → `src/AcDream.Core.Net/Messages/`. +- Caller wiring → `src/AcDream.App/Rendering/GameWindow.cs` (MoveToState ~8277, + Jump ~8343) — minimal: build a `RawMotionState`, pass new contact/longjump and + jump position params. No new feature body in `GameWindow` (Code Structure Rule #1). +- Tests in the project matching the layer (Rule #6). + +## Deferred / unresolved (called out, not guessed) + +- **D6 (next slice):** the runtime does not yet construct the exactly-retail + `RawMotionState` (run-vs-walk `forward_command`, hold-key derivation, backward + / sidestep-left speed normalization). This slice makes the *packer* verbatim; + state construction is `adjust_motion`/`apply_raw_movement` (audit Phase 2). +- **D5:** heartbeat-clock stamping is *audited* here, changed only if proven. +- **D2:** actions-list / current_style packing is structurally supported and + tested, but the runtime emits 0 actions; populated emission is Phase 2+. +- **D9/D8/D10/D11/D12, D7:** later L.1/L.2 slices. + +## Bookkeeping (mandatory) + +- **Divergence register:** delete the rows for D1, D3, D4 in the same commit that + ports each. If any new deviation is introduced, add its row in the same commit. +- **Roadmap:** update L.2b (wire) and L.1b (catalog) "shipped" notes when landed. +- **Memory:** if a durable lesson emerges (e.g., the default-difference packing + pattern, the dual-catalog seam), capture it. + +## Acceptance criteria + +- Failing oracle tests written first; then green after implementation. +- `dotnet build` + `dotnet test` green at each commit. +- Every ported algorithm cites the named retail symbol + address in test/comment. +- ACE smoke pass: login, walk/run/sidestep/turn/jump, observe no server + rejection; confirm the over-sent defaults are gone on the wire (dump or capture). +- Divergence register rows for D1/D3/D4 retired; roadmap updated.