feat(R3-W2): pending_motions lifecycle + the MotionDone consumer — the R2 seam lands (closes J1, J17)
MotionInterpreter implements IMotionDoneSink: pending_motions (LinkedList<MotionNode>, AD-34 wording) + add_to_queue 0x00527b80 + motions_pending 0x00527fe0 + MotionDone 0x00527ec0 verbatim (action-class head → UnstickFromObject no-op seam (→R5 StickyManager) + BOTH states' action-FIFO pops; head popped UNCONDITIONALLY — A7: never match-by-id, params unread in this build) + HandleExitWorld 0x00527f30 (the raw decompile's null-physics-obj branch would infinite-loop if translated literally — adjudicated as retail dead code, documented on the method) + is_standing_still 0x00527fa0 + MotionAllowsJump 0x005279e0 with the A1-pinned literal blocklist (28-case boundary table test: Fallen blocks, Falling passes — ACE's transposition NOT copied). Queue producers wired into the funnel per the decomp anchors (re-verified from the raw text): DispatchInterpretedMotion's success path computes jump_error_code via retail's double-check shape (motion_allows_jump(motion), then forward_command when non-action; the DisableJumpDuringLink params leg is TODO(W5) — no MovementParameters threaded yet) + add_to_queue; apply_interpreted_movement's turn-stop re-queues the Ready node (@305766-305785 — the plan's producer #2 and #3 are the SAME site; StopInterpretedMotion's internal add_to_queue @305657 is W5 scope). ContextId=0 with TODO(W5): retail's own compiled code reads an UNINITIALIZED local for it at this call site. GameWindow: MotionDoneTarget now binds the entity's REAL consumer — player via PlayerMovementController.Motion (new internal property), remotes via RemoteMotion.Motion — resolved AT FIRE TIME (a remote's RemoteMotion can be created after its first anim tick; an eager capture would drop completions forever). Despawn runs BOTH layers' exit-world drains (manager then interp) per §4. AD-36 narrowed (consumed for creature-class; doors/statics recorder-only until R5). 51 new conformance cases incl. the end-to-end chain test: MotionTableManager.AnimationDone → sink → interp pending head pops in step. 183-case observer-trace + funnel suites green unchanged (queue side effects additive). Full suite: 3,582 passed. Implemented by a dedicated agent (MotionInterpreter side) against the W0-pinned spec; producer placements + MotionAllowsJump branch algebra independently reviewed against the raw decomp; GameWindow wiring by the orchestrator. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -360,6 +360,15 @@ public sealed class PlayerMovementController
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_weenie.SetSkills(runSkill, jumpSkill);
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}
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/// <summary>
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/// R3-W2 (r3-port-plan.md §4): the player's <see cref="MotionInterpreter"/>
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/// — GameWindow binds the player sequencer's MotionDone seam to it so the
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/// pending_motions queue pops in step with animation completion, same
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/// path remotes use. R3-W6 widens this into the full local-player
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/// unification.
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/// </summary>
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internal MotionInterpreter Motion => _motion;
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/// <summary>
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/// Wire the player's AnimationSequencer current cycle velocity into
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/// <see cref="MotionInterpreter.GetCycleVelocity"/>. When attached,
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