feat(physics): R5-V1 — port PositionManager/Sticky/Constraint + TargetManager (Core, unwired)

The retail movement-manager family the R4 MoveToManager port left as
do-not-invent seams (decomp §9f/§9g). Faithful C# ports of retail's
PositionManager facade + StickyManager + ConstraintManager + the
TargetManager voyeur system, with full conformance tests. NO wiring yet
— purely additive, no behavior change. Wiring (retiring TS-39 sticky +
AP-79 target adapter) is R5-V2/V3.

New Core classes (src/AcDream.Core/Physics/Motion/):
- StickyManager (0x00555400): follow-a-target steering. adjust_offset's
  dense x87 mush decoded via ACE (StickyRadius 0.3, StickyTime 1.0,
  follow speed ×5 / fallback 15) — speed-clamped signed-distance steer +
  bounded turn-to-face; 1 s watchdog; Ok→initialized / non-Ok→teardown.
- ConstraintManager (0x00556090): the server-position rubber-band leash.
  90% IsFullyConstrained jump gate + grounded linear brake taper.
  Structural only — acdream never ARMS it (retail arms from
  SmartBox::HandleReceivedPosition, which acdream lacks, with two x87
  constants BN elided). IsFullyConstrained stays false = TS-35 behavior;
  leash-arming + the unknown constants are a deferred issue.
- PositionManager facade (0x00555160): lazy Sticky/Constraint + fan-out.
- TargetManager (0x0051a370) + TargettedVoyeurInfo: the peer-to-peer
  voyeur subscription system (0.5 s throttle, 10 s staleness,
  send-on-drift-past-radius, dead-reckon GetInterpolatedPosition). A
  faithful superset of the AP-79 adapter — SetTarget subscribes ON the
  target; the target's HandleTargetting pushes updates back.
- IPhysicsObjHost: the CPhysicsObj back-pointer seam (position/velocity/
  radius/contact/GetObjectA + target-tracking fan-out) the App wires per
  entity in V2/V3. MotionDeltaFrame: mutable retail-Frame delta accumulator.

Supporting:
- TargetInfo extended to the full retail 10-field struct (additive
  defaults keep the R4 4-arg call sites compiling).
- MoveToMath: signed CylinderDistanceNoZ, NormalizeCheckSmall,
  GlobalToLocalVec.
- Rename: the misnamed AcDream.Core.Physics.PositionManager (a remote
  anim+interp per-frame combiner, NOT the retail facade) → RemoteMotion
  Combiner, freeing the name and removing the ambiguity that breaks every
  file importing both Physics + Physics.Motion (GameWindow will in V2/V3).

Tests: 42 new conformance cases (Sticky/Constraint/Position facade +
TargetManager incl. the full cross-entity voyeur round-trip). Full suite
4006 green (+2 skipped), no regressions.

Decomp + ACE cross-ref + port plan: docs/research/2026-07-03-r5-managers/.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-03 19:34:49 +02:00
parent 517bbfdae4
commit 3d89446d98
25 changed files with 7279 additions and 12 deletions

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@ -548,8 +548,8 @@ public sealed class GameWindow : IDisposable
/// queue catch-up REPLACES anim when active; anim stands when queue
/// is idle.
/// </summary>
public AcDream.Core.Physics.PositionManager Position { get; } =
new AcDream.Core.Physics.PositionManager();
public AcDream.Core.Physics.RemoteMotionCombiner Position { get; } =
new AcDream.Core.Physics.RemoteMotionCombiner();
/// <summary>
/// Diagnostic-only (gated on <c>ACDREAM_REMOTE_VEL_DIAG=1</c>): the

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@ -457,7 +457,7 @@ public sealed class AnimationSequencer
/// <see cref="MotionTableManager.PerformMovement"/>, then (on a
/// successful InterpretedCommand) the locomotion velocity synthesis
/// (register AP-75; the consumers are remote body translation via
/// PositionManager.ComputeOffset and the local Option-B
/// RemoteMotionCombiner.ComputeOffset and the local Option-B
/// get_state_velocity — retire in R6 when root motion drives the body).
/// Omega is deliberately NOT synthesized here: remote rotation is the
/// ObservedOmega seam (MotionTableDispatchSink callbacks, retire R6);

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@ -0,0 +1,120 @@
using System;
using System.Numerics;
namespace AcDream.Core.Physics.Motion;
/// <summary>
/// R5 — verbatim port of retail's <c>ConstraintManager</c> (acclient.h:31529,
/// struct #3467; decomp 0x00556090-0x005562xx,
/// <c>r5-constraintmanager-decomp.md</c>). The server-position <b>rubber-band
/// leash</b>: while the owning object is in ground contact it progressively
/// resists movement past a start→max distance band from a pinned anchor, and
/// hard-clamps at the max. Read as a jump gate by
/// <c>CMotionInterp::jump_is_allowed</c> (block jump while
/// <see cref="IsFullyConstrained"/>).
///
/// <para><b>Arming is UNPORTED in acdream (R5).</b> Retail arms the leash ONLY
/// from <c>SmartBox::HandleReceivedPosition</c> (on every inbound server
/// position packet) with two constants from
/// <c>CPhysicsObj::GetStart/MaxConstraintDistance</c> whose values BN elided
/// (x87 returns — unknown, need a cdb read). acdream's position reconciliation
/// is not SmartBox, so nothing calls <see cref="ConstrainTo"/> — the leash
/// stays disarmed and <see cref="IsFullyConstrained"/> stays false, matching
/// register TS-35's current stub behavior. The class is ported for structural
/// completeness of <see cref="PositionManager"/>; the leash-arming port + the
/// two unknown constants are a deferred issue (port-plan §Constraint scope).</para>
/// </summary>
public sealed class ConstraintManager
{
private readonly IPhysicsObjHost _host;
/// <summary>+0x04 retail <c>is_constrained</c>.</summary>
public bool IsConstrained { get; private set; }
/// <summary>+0x08 retail <c>constraint_pos_offset</c> — recomputed every
/// <see cref="AdjustOffset"/> as the LENGTH of that tick's step (NOT the
/// distance to the anchor — see the ACE correctness note, port-plan §2b);
/// the next tick's contact branch compares it against start/max.</summary>
public float ConstraintPosOffset { get; private set; }
/// <summary>+0x0c retail <c>constraint_pos</c> — the leash anchor. Stored
/// by <see cref="ConstrainTo"/>, never read by <see cref="AdjustOffset"/>
/// (retail + ACE — write-only in this class).</summary>
public Position ConstraintPos { get; private set; }
/// <summary>+0x48 retail <c>constraint_distance_start</c> — the near edge
/// of the brake band.</summary>
public float ConstraintDistanceStart { get; private set; }
/// <summary>+0x4c retail <c>constraint_distance_max</c> — the far edge
/// (full clamp).</summary>
public float ConstraintDistanceMax { get; private set; }
public ConstraintManager(IPhysicsObjHost host)
=> _host = host ?? throw new ArgumentNullException(nameof(host));
/// <summary>
/// Retail <c>ConstraintManager::ConstrainTo</c> (0x00556240). Pin the leash
/// anchor and band; initialize <see cref="ConstraintPosOffset"/> to the
/// CURRENT distance from anchor to the mover (the leash starts already
/// extended to wherever the object is, not at zero).
/// </summary>
public void ConstrainTo(Position anchor, float startDistance, float maxDistance)
{
IsConstrained = true;
ConstraintPos = anchor;
ConstraintDistanceStart = startDistance;
ConstraintDistanceMax = maxDistance;
ConstraintPosOffset = Vector3.Distance(anchor.Frame.Origin, _host.Position.Frame.Origin);
}
/// <summary>Retail <c>ConstraintManager::UnConstrain</c> (0x005560c0) —
/// clears the constrained flag only (leaves the band/anchor/offset stale
/// until the next <see cref="ConstrainTo"/>).</summary>
public void UnConstrain() => IsConstrained = false;
/// <summary>
/// Retail <c>ConstraintManager::IsFullyConstrained</c> (0x005560d0):
/// <c>constraint_distance_max * 0.9 &lt; constraint_pos_offset</c> — the
/// object counts as fully constrained once it has strained past 90 % of the
/// max leash. Read by <c>jump_is_allowed</c> to block jumps. Always false
/// while the leash is disarmed (acdream never arms it — see class note).
/// </summary>
public bool IsFullyConstrained()
=> ConstraintDistanceMax * 0.9f < ConstraintPosOffset;
/// <summary>
/// Retail <c>ConstraintManager::adjust_offset</c> (0x00556180). The last
/// stage of <see cref="PositionManager.AdjustOffset"/>'s chain — clamps the
/// ALREADY-composed per-tick <paramref name="offset"/> (interp + sticky)
/// while grounded, then records its length for the next tick. No-op unless
/// <see cref="IsConstrained"/>. See port-plan §2b.
/// </summary>
public void AdjustOffset(MotionDeltaFrame offset, double quantum)
{
_ = quantum; // retail body doesn't use the quantum directly.
if (!IsConstrained)
return;
if (_host.InContact) // transient_state & 1 — clamp only while grounded.
{
if (ConstraintPosOffset < ConstraintDistanceMax)
{
if (ConstraintPosOffset > ConstraintDistanceStart)
{
// Linear brake taper: 1.0 just past start → 0.0 at max.
float taper = (ConstraintDistanceMax - ConstraintPosOffset)
/ (ConstraintDistanceMax - ConstraintDistanceStart);
offset.Origin *= taper;
}
}
else
{
offset.Origin = Vector3.Zero; // past max — fully pinned.
}
}
// Unconditional (grounded OR airborne): track this tick's step length.
ConstraintPosOffset = offset.Origin.Length();
}
}

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@ -0,0 +1,100 @@
using System.Numerics;
namespace AcDream.Core.Physics.Motion;
/// <summary>
/// R5 seam — the acdream stand-in for retail's <c>CPhysicsObj</c> as seen BY
/// its owned managers. Retail's <c>StickyManager</c> / <c>ConstraintManager</c>
/// / <c>TargetManager</c> each hold a raw <c>physics_obj</c> pointer and call
/// back through it (position/velocity/radius accessors, target-tracking
/// registration, the <c>HandleUpdateTarget</c> fan-out) and — for the voyeur
/// system — resolve OTHER physics objects via <c>CObjectMaint::GetObjectA</c>
/// and drive their <c>add_voyeur</c> / <c>receive_target_update</c> /
/// <c>remove_voyeur</c> entry points. This interface is that back-pointer.
///
/// <para>The App layer implements one host per entity (a remote
/// <c>RemoteMotion</c> or the local player), wiring the accessors to the live
/// <see cref="PhysicsBody"/> and the <see cref="MoveToManager"/> /
/// <see cref="PositionManager"/> / <see cref="TargetManager"/> it owns.
/// <see cref="GetObjectA"/> is backed by the App's live entity table
/// (<c>_entitiesByServerGuid</c>), giving the voyeur round-trip its
/// cross-entity delivery path.</para>
/// </summary>
public interface IPhysicsObjHost
{
/// <summary>Retail <c>physics_obj-&gt;id</c> — this object's guid.</summary>
uint Id { get; }
/// <summary>Retail <c>physics_obj-&gt;m_position</c> — world-space cell +
/// frame (acdream seams carry WORLD space; see the MoveToManager binding
/// note).</summary>
Position Position { get; }
/// <summary>Retail <c>CPhysicsObj::get_velocity</c>.</summary>
Vector3 Velocity { get; }
/// <summary>Retail <c>CPhysicsObj::GetRadius</c> — the mover's cylinder
/// radius.</summary>
float Radius { get; }
/// <summary>Retail <c>physics_obj-&gt;transient_state &amp; 1</c> — the
/// CONTACT bit (ConstraintManager's grounded gate).</summary>
bool InContact { get; }
/// <summary>Retail <c>CPhysicsObj::get_minterp()-&gt;get_max_speed()</c> —
/// the mover's max locomotion speed, or <c>null</c> if it has no motion
/// interpreter yet (StickyManager falls back to a 15.0 constant).</summary>
float? MinterpMaxSpeed { get; }
/// <summary>Retail <c>Timer::cur_time</c> — the wall/game clock (seconds).
/// Drives the sticky 1 s timeout and target 10 s staleness deadlines.</summary>
double CurTime { get; }
/// <summary>Retail <c>PhysicsTimer::curr_time</c> — the physics-tick clock
/// (seconds). Drives <c>TargetManager::HandleTargetting</c>'s 0.5 s
/// throttle. Retail uses a DIFFERENT clock here than <see cref="CurTime"/>;
/// acdream may bind both to the same source.</summary>
double PhysicsTimerTime { get; }
/// <summary>Retail <c>CObjectMaint::GetObjectA(id)</c> — resolve another
/// physics object by guid, or <c>null</c> if not currently known/visible.
/// The cross-entity seam for the voyeur round-trip and sticky live-target
/// resolve.</summary>
IPhysicsObjHost? GetObjectA(uint id);
/// <summary>Retail <c>CPhysicsObj::HandleUpdateTarget</c> — fans a
/// <see cref="TargetInfo"/> to this host's <see cref="MoveToManager"/>
/// (move-to steering) AND <see cref="PositionManager"/> (sticky follow).
/// Called from <see cref="TargetManager.ReceiveUpdate"/> and the timeout
/// path.</summary>
void HandleUpdateTarget(TargetInfo info);
/// <summary>Retail <c>CPhysicsObj::interrupt_current_movement</c> →
/// <c>MovementManager::CancelMoveTo(0x36)</c>.</summary>
void InterruptCurrentMovement();
/// <summary>Retail <c>CPhysicsObj::set_target(ctx, objId, radius,
/// quantum)</c> → <see cref="TargetManager.SetTarget"/> (lazily creating
/// the TargetManager). Called by <c>StickyManager::StickTo</c> and
/// <c>MoveToManager</c>'s object-move entry points.</summary>
void SetTarget(uint contextId, uint objectId, float radius, double quantum);
/// <summary>Retail <c>CPhysicsObj::clear_target</c> →
/// <see cref="TargetManager.ClearTarget"/>.</summary>
void ClearTarget();
/// <summary>Retail <c>CPhysicsObj::receive_target_update</c> →
/// <see cref="TargetManager.ReceiveUpdate"/>. The inbound side a SENDER's
/// <c>SendVoyeurUpdate</c> tail-calls on the watcher.</summary>
void ReceiveTargetUpdate(TargetInfo info);
/// <summary>Retail <c>CPhysicsObj::add_voyeur(id, radius, quantum)</c> →
/// <see cref="TargetManager.AddVoyeur"/> (lazily creating the
/// TargetManager). Called on the TARGET when a watcher subscribes.</summary>
void AddVoyeur(uint watcherId, float radius, double quantum);
/// <summary>Retail <c>CPhysicsObj::remove_voyeur(id)</c> →
/// <see cref="TargetManager.RemoveVoyeur"/>. Called on the TARGET when a
/// watcher unsubscribes.</summary>
void RemoveVoyeur(uint watcherId);
}

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@ -0,0 +1,40 @@
using System.Numerics;
namespace AcDream.Core.Physics.Motion;
/// <summary>
/// Mutable stand-in for retail's <c>Frame</c> when it is used as the per-tick
/// <b>delta accumulator</b> that <c>PositionManager::adjust_offset</c> and its
/// three sub-managers (Interpolation / Sticky / Constraint) write into
/// (retail arg2, e.g. <c>StickyManager::adjust_offset</c> 0x00555430,
/// <c>ConstraintManager::adjust_offset</c> 0x00556180). acdream's
/// <see cref="CellFrame"/> is an immutable record — retail's per-tick math
/// mutates <c>m_fOrigin</c> in place across the interp→sticky→constraint chain
/// (each sub-manager composes on top of the previous one's write), so the
/// accumulator needs a mutable shape.
///
/// <para><see cref="Origin"/> = retail <c>m_fOrigin</c> (the accumulated
/// position delta, in the mover's LOCAL frame after
/// <c>Position::globaltolocalvec</c>). <see cref="Orientation"/> carries the
/// heading retail's <c>Frame::set_heading</c> writes; read/write it as a
/// compass heading via <see cref="GetHeading"/> / <see cref="SetHeading"/>
/// (P5 convention, degrees).</para>
/// </summary>
public sealed class MotionDeltaFrame
{
/// <summary>Retail <c>m_fOrigin</c> — the accumulated per-tick position
/// delta (mover-local frame).</summary>
public Vector3 Origin;
/// <summary>Retail <c>Frame</c> rotation — carries the
/// <c>Frame::set_heading</c> output.</summary>
public Quaternion Orientation = Quaternion.Identity;
/// <summary>Retail <c>Frame::get_heading</c> (P5 compass degrees).</summary>
public float GetHeading() => MoveToMath.GetHeading(Orientation);
/// <summary>Retail <c>Frame::set_heading(headingDeg)</c> — pure
/// yaw-about-Z setter (P5 compass degrees).</summary>
public void SetHeading(float headingDeg) =>
Orientation = MoveToMath.SetHeading(Orientation, headingDeg);
}

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@ -1558,10 +1558,21 @@ public sealed class MoveToManager
/// <summary>
/// Retail <c>TargetInfo</c> (acclient.h:31591, struct #3482) — the callback
/// payload <see cref="MoveToManager.HandleUpdateTarget"/> consumes. The P4
/// TargetTracker adapter (App-side, R4-V4 scope) is the ONLY producer;
/// <see cref="MoveToManager"/> itself has no target-tracking machinery of its
/// own (TargetManager bodies are R5 — decomp §9f, do-not-invent list).
/// payload <see cref="MoveToManager.HandleUpdateTarget"/> consumes AND the wire
/// record the R5 <see cref="TargetManager"/> voyeur system exchanges between
/// hosts (<c>SendVoyeurUpdate</c> → <c>receive_target_update</c> →
/// <see cref="TargetManager.ReceiveUpdate"/>).
///
/// <para>R5 EXTENDED this from the R4 4-field callback shape to the full retail
/// 10-field struct. The extra fields (<see cref="ContextId"/>,
/// <see cref="Radius"/>, <see cref="Quantum"/>,
/// <see cref="InterpolatedHeading"/>, <see cref="Velocity"/>,
/// <see cref="LastUpdateTime"/>) default to zero, so the existing 4-argument
/// <c>new TargetInfo(id, status, tp, ip)</c> call sites (MoveToManager tests,
/// the AP-79 adapter pre-V2) still compile unchanged.
/// <see cref="MoveToManager.HandleUpdateTarget"/> only reads
/// <see cref="ObjectId"/>/<see cref="Status"/>/<see cref="InterpolatedPosition"/>;
/// the extra fields are consumed by the voyeur system.</para>
/// </summary>
/// <param name="ObjectId">Retail <c>object_id</c> — matched against
/// <see cref="MoveToManager.TopLevelObjectId"/>; a mismatch is silently
@ -1572,11 +1583,30 @@ public sealed class MoveToManager
/// <param name="InterpolatedPosition">Retail <c>interpolated_position</c> —
/// the smoothed tracking point <see cref="MoveToManager.MoveToObject_Internal"/>
/// steers toward.</param>
/// <param name="ContextId">Retail <c>context_id</c> — the tracking context
/// (0 = the movement context; <c>CPhysicsObj::HandleUpdateTarget</c> only fans
/// out context 0).</param>
/// <param name="Radius">Retail <c>radius</c> — the voyeur's send-on-move
/// threshold (game units).</param>
/// <param name="Quantum">Retail <c>quantum</c> — the dead-reckoning lookahead
/// horizon (seconds) for <c>GetInterpolatedPosition</c>.</param>
/// <param name="InterpolatedHeading">Retail <c>interpolated_heading</c> —
/// normalized self→target direction (falls back to +Z when degenerate).</param>
/// <param name="Velocity">Retail <c>velocity</c> — the target's velocity at
/// send time.</param>
/// <param name="LastUpdateTime">Retail <c>last_update_time</c> — receipt
/// timestamp (drives the 10 s staleness timeout).</param>
public readonly record struct TargetInfo(
uint ObjectId,
TargetStatus Status,
Position TargetPosition,
Position InterpolatedPosition);
Position InterpolatedPosition,
uint ContextId = 0,
float Radius = 0f,
double Quantum = 0.0,
Vector3 InterpolatedHeading = default,
Vector3 Velocity = default,
double LastUpdateTime = 0.0);
/// <summary>
/// Retail <c>TargetStatus</c> (acclient.h:7264). Only <see cref="Ok"/> vs

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@ -230,6 +230,58 @@ public static class MoveToMath
return edgeDist > 0f ? edgeDist : 0f;
}
/// <summary>
/// Retail <c>Position::cylinder_distance_no_z</c> — the <b>signed</b>
/// horizontal (X/Y) edge-to-edge distance between two cylinders:
/// <c>centerDist ownRadius targetRadius</c>. Unlike
/// <see cref="CylinderDistance"/> (the arrival-gate variant, which CLAMPS at
/// 0), this variant is NOT clamped — overlapping cylinders report a NEGATIVE
/// value. <c>StickyManager::adjust_offset</c> (0x00555430) relies on the
/// sign: when the follower is inside the desired 0.3 m stick gap the
/// distance goes negative, the per-tick delta inverts, and the mover backs
/// off to restore the gap (ACE StickyManager.cs:156).
/// </summary>
public static float CylinderDistanceNoZ(
float ownRadius, Vector3 ownPos, float targetRadius, Vector3 targetPos)
{
float dx = targetPos.X - ownPos.X;
float dy = targetPos.Y - ownPos.Y;
float centerDist = MathF.Sqrt(dx * dx + dy * dy);
return centerDist - ownRadius - targetRadius;
}
/// <summary>
/// Retail <c>AC1Legacy::Vector3::normalize_check_small</c> — normalize
/// <paramref name="v"/> in place, returning <c>true</c> if the vector was
/// too small to normalize (near-zero) and leaving it unchanged in that
/// case. Consumed by <c>StickyManager::adjust_offset</c> (don't chase
/// jitter when already at the target) and
/// <see cref="TargetManager.ReceiveUpdate"/> (interpolated-heading
/// fallback). A public shared twin of the private helper in
/// <c>ParticleSystem</c>; same 1e-8 near-zero length guard.
/// </summary>
/// <returns><c>true</c> = too small (left unchanged); <c>false</c> =
/// normalized.</returns>
public static bool NormalizeCheckSmall(ref Vector3 v)
{
float length = v.Length();
if (length < 1e-8f)
return true;
v /= length;
return false;
}
/// <summary>
/// Retail <c>Position::globaltolocalvec</c> — rotate a WORLD-space vector
/// into a frame's LOCAL coordinates by the inverse of the frame's
/// orientation. Consumed by <c>StickyManager::adjust_offset</c>
/// (0x00555430) to express the self→target offset in the mover's own frame
/// before flattening Z and steering. Pure rotation (no translation) —
/// <paramref name="worldVec"/> is a direction/offset, not a point.
/// </summary>
public static Vector3 GlobalToLocalVec(Quaternion frameOrientation, Vector3 worldVec)
=> Vector3.Transform(worldVec, Quaternion.Conjugate(frameOrientation));
/// <summary>
/// Landblock-local wire origin → world space (verbatim relocation from
/// the deleted <c>RemoteMoveToDriver.OriginToWorld</c>, R4-V4): MoveTo /

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@ -0,0 +1,102 @@
using System;
namespace AcDream.Core.Physics.Motion;
/// <summary>
/// R5 — port of retail's <c>PositionManager</c> facade (acclient.h:30952,
/// struct #3468; decomp 0x00555160-0x005553d0,
/// <c>r5-positionmanager-sticky-decomp.md</c>). A thin fan-out over three
/// sub-managers: Interpolation, Sticky, Constraint. Owned 1:1 by the entity's
/// <see cref="IPhysicsObjHost"/> (retail <c>CPhysicsObj::position_manager</c>,
/// lazily created).
///
/// <para><b>Interpolation note:</b> retail's <c>adjust_offset</c> chains
/// Interpolation → Sticky → Constraint. acdream's interpolation stage lives in
/// <see cref="RemoteMotionCombiner"/> (the R5-renamed remote-motion combiner,
/// formerly the misnamed <c>Physics.PositionManager</c>) and is NOT chained
/// here in V1 — this facade owns only the two R5 targets (Sticky retires TS-39;
/// Constraint is structural — see <see cref="ConstraintManager"/>). Folding the
/// combiner in as the interp stage is a wiring-slice cleanup.</para>
/// </summary>
public sealed class PositionManager
{
private readonly IPhysicsObjHost _host;
// Lazily created (retail: sticky on first StickTo, constraint on first
// ConstrainTo — 0x00555230 / 0x00555280).
private StickyManager? _sticky;
private ConstraintManager? _constraint;
public PositionManager(IPhysicsObjHost host)
=> _host = host ?? throw new ArgumentNullException(nameof(host));
/// <summary>Exposed for wiring/tests — the lazily-created sub-managers
/// (null until first use).</summary>
public StickyManager? Sticky => _sticky;
public ConstraintManager? Constraint => _constraint;
/// <summary>Retail <c>PositionManager::StickTo</c> (0x00555230) — lazily
/// create the <see cref="StickyManager"/> and begin following
/// <paramref name="objectId"/>.</summary>
public void StickTo(uint objectId, float radius, float height)
{
_sticky ??= new StickyManager(_host);
_sticky.StickTo(objectId, radius, height);
}
/// <summary>Retail <c>PositionManager::UnStick</c> (0x005551e0) — forward
/// to the sticky sub-manager if it exists.</summary>
public void UnStick() => _sticky?.UnStick();
/// <summary>Retail <c>PositionManager::GetStickyObjectID</c>
/// (0x00555270).</summary>
public uint GetStickyObjectId() => _sticky?.TargetId ?? 0u;
/// <summary>Retail <c>PositionManager::ConstrainTo</c> (0x00555280) —
/// lazily create the <see cref="ConstraintManager"/> and arm the leash.
/// (Unused in acdream — no arming call site; see
/// <see cref="ConstraintManager"/>.)</summary>
public void ConstrainTo(Position anchor, float startDistance, float maxDistance)
{
_constraint ??= new ConstraintManager(_host);
_constraint.ConstrainTo(anchor, startDistance, maxDistance);
}
/// <summary>Retail <c>PositionManager::UnConstrain</c>
/// (0x005552b0).</summary>
public void UnConstrain() => _constraint?.UnConstrain();
/// <summary>Retail <c>PositionManager::IsFullyConstrained</c>
/// (0x005552c0) — false when no constraint sub-manager exists.</summary>
public bool IsFullyConstrained() => _constraint?.IsFullyConstrained() ?? false;
/// <summary>
/// Retail <c>PositionManager::HandleUpdateTarget</c> (0x005553d0) — only
/// the sticky sub-manager cares about live target positions (interpolation
/// and constraint don't). Fanned out from
/// <c>CPhysicsObj::HandleUpdateTarget</c>.
/// </summary>
public void HandleUpdateTarget(TargetInfo info) => _sticky?.HandleUpdateTarget(info);
/// <summary>
/// Retail <c>PositionManager::adjust_offset</c> (0x00555190) — chains the
/// sub-managers' contributions into the SAME <paramref name="offset"/>
/// accumulator, in retail order. Retail runs Interpolation → Sticky →
/// Constraint; acdream's interpolation stays in the separate remote-motion
/// combiner (see class note), so this chains Sticky → Constraint only.
/// Constraint is LAST because it clamps the already-composed displacement.
/// </summary>
public void AdjustOffset(MotionDeltaFrame offset, double quantum)
{
_sticky?.AdjustOffset(offset, quantum);
_constraint?.AdjustOffset(offset, quantum);
}
/// <summary>
/// Retail <c>PositionManager::UseTime</c> (0x00555160) — per-tick pump.
/// Retail order Interpolation → Constraint → Sticky; acdream runs the two
/// owned managers (constraint's UseTime is a retail no-op, so effectively
/// just the sticky 1 s watchdog).
/// </summary>
public void UseTime() => _sticky?.UseTime();
}

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@ -0,0 +1,235 @@
using System;
using System.Numerics;
namespace AcDream.Core.Physics.Motion;
/// <summary>
/// R5 — verbatim port of retail's <c>StickyManager</c> (acclient.h:31518,
/// struct #3466; decomp block 0x00555400-0x00555866,
/// <c>r5-positionmanager-sticky-decomp.md</c>). Makes the owning object
/// FOLLOW a target object at a bounded gap: each tick
/// <see cref="AdjustOffset"/> steers the mover horizontally toward the
/// target's live (or last-known) position and turns it to face the target,
/// speed- and turn-rate-limited. A 1-second watchdog (<see cref="UseTime"/>)
/// drops the stick if no target-position update arrives.
///
/// <para>Owned by <see cref="PositionManager"/> (lazily created on first
/// <see cref="PositionManager.StickTo"/>). Establishes its target-tracking
/// subscription through the owning <see cref="IPhysicsObjHost"/>'s
/// <c>set_target</c> (→ <see cref="TargetManager"/>); receives the target's
/// live position back through <see cref="HandleUpdateTarget"/>, fanned out from
/// <c>CPhysicsObj::HandleUpdateTarget</c> → <see cref="PositionManager"/>.</para>
///
/// <para>The dense x87 back half of retail's <c>adjust_offset</c> is decoded
/// against ACE's <c>StickyManager.cs</c> (the two constants
/// <see cref="StickyRadius"/>=0.3 and <see cref="StickyTime"/>=1.0 are ACE's,
/// verified against the retail mush structure — see the port-plan §2a).</para>
/// </summary>
public sealed class StickyManager
{
/// <summary>Retail <c>StickyRadius</c> const (ACE: 0.3f) — the desired
/// follow gap subtracted from the cylinder distance.</summary>
public const float StickyRadius = 0.3f;
/// <summary>Retail <c>StickyTime</c> const (ACE: 1.0f) — the one-shot grace
/// window: if no target update refreshes the stick within this many
/// seconds of <see cref="StickTo"/>, <see cref="UseTime"/> drops it.</summary>
public const float StickyTime = 1.0f;
/// <summary>Retail <c>get_max_speed</c> multiplier for the follow speed
/// (ACE: ×5 — the follower catches up faster than a normal walk/run).</summary>
private const float FollowSpeedFactor = 5.0f;
/// <summary>Retail fallback follow speed when no motion interpreter exists
/// (ACE: 15.0f, i.e. the <c>MAX_VELOCITY</c> constant the mush loads).</summary>
private const float FallbackFollowSpeed = 15.0f;
private readonly IPhysicsObjHost _host;
/// <summary>+0x00 retail <c>target_id</c> — the object we are stuck to
/// (0 = not stuck).</summary>
public uint TargetId { get; private set; }
/// <summary>+0x04 retail <c>target_radius</c> — the target's cylinder
/// radius (from <c>CPartArray::GetRadius</c> of the stuck-to object).</summary>
public float TargetRadius { get; private set; }
/// <summary>+0x08 retail <c>target_position</c> — last-known target
/// position (from <see cref="HandleUpdateTarget"/>), used when the live
/// <c>GetObjectA</c> resolve fails.</summary>
public Position TargetPosition { get; private set; }
/// <summary>+0x54 retail <c>initialized</c> — false until the first
/// <c>Ok</c> target update arrives (gates <see cref="AdjustOffset"/> and
/// the <see cref="UseTime"/> timeout).</summary>
public bool Initialized { get; private set; }
/// <summary>+0x58 retail <c>sticky_timeout_time</c> — the wall-clock
/// deadline set once at <see cref="StickTo"/> time (now + 1 s).</summary>
public double StickyTimeoutTime { get; private set; }
public StickyManager(IPhysicsObjHost host)
=> _host = host ?? throw new ArgumentNullException(nameof(host));
/// <summary>
/// Retail <c>StickyManager::UnStick</c> (0x00555400). No-op if not stuck;
/// otherwise the standard 4-step teardown: clear <see cref="TargetId"/> +
/// <see cref="Initialized"/>, tell the host to <c>clear_target</c> (drop
/// the voyeur subscription), then <c>interrupt_current_movement</c>.
/// </summary>
public void UnStick()
{
if (TargetId == 0)
return;
TargetId = 0;
Initialized = false;
_host.ClearTarget();
_host.InterruptCurrentMovement();
}
/// <summary>
/// Retail <c>StickyManager::StickTo</c> (0x00555710). Begin following
/// <paramref name="objectId"/>. If already stuck, tears the old stick down
/// first (same 4-step sequence as <see cref="UnStick"/>). Sets the 1 s
/// timeout deadline and registers as a voyeur of the target via the host's
/// <c>set_target(context=0, objectId, radius=0.5, quantum=0.5)</c> — the
/// live target position then arrives asynchronously through
/// <see cref="HandleUpdateTarget"/>.
/// </summary>
/// <param name="objectId">Retail <c>arg2</c> — target object id.</param>
/// <param name="targetRadius">Retail <c>arg3</c> — the target's cylinder
/// radius (feeds <see cref="AdjustOffset"/>'s distance math).</param>
/// <param name="targetHeight">Retail <c>arg4</c> — accepted for call-shape
/// parity but UNUSED in the body (matches retail + ACE; the height feeds
/// the caller-side geometry only).</param>
public void StickTo(uint objectId, float targetRadius, float targetHeight)
{
_ = targetHeight; // retail/ACE: arg4 is read nowhere in this body.
if (TargetId != 0)
{
// Inlined 4-step teardown of the previous stick (retail 0x00555716).
TargetId = 0;
Initialized = false;
_host.ClearTarget();
_host.InterruptCurrentMovement();
}
TargetRadius = targetRadius;
TargetId = objectId;
Initialized = false;
StickyTimeoutTime = _host.CurTime + StickyTime;
// set_target(context_id=0, objectId, radius=0.5, quantum=0.5).
_host.SetTarget(0, objectId, 0.5f, 0.5);
}
/// <summary>
/// Retail <c>StickyManager::UseTime</c> (0x00555610). The 1 s watchdog: if
/// <c>Timer::cur_time &gt;= sticky_timeout_time</c>, force-unstick (same
/// 4-step teardown). The deadline is set once in <see cref="StickTo"/> and
/// NOT refreshed by <see cref="HandleUpdateTarget"/> (retail + ACE) — a
/// stick survives at most 1 s of wall-clock unless re-issued.
/// </summary>
public void UseTime()
{
if (TargetId == 0)
return;
if (_host.CurTime >= StickyTimeoutTime)
{
TargetId = 0;
Initialized = false;
_host.ClearTarget();
_host.InterruptCurrentMovement();
}
}
/// <summary>
/// Retail <c>StickyManager::HandleUpdateTarget</c> (0x00555780). The
/// target-position callback (fanned out from
/// <c>CPhysicsObj::HandleUpdateTarget</c> → <see cref="PositionManager"/>).
/// Ignores updates whose <see cref="TargetInfo.ObjectId"/> doesn't match
/// our <see cref="TargetId"/>. On <see cref="TargetStatus.Ok"/>: cache the
/// target position and mark <see cref="Initialized"/>. On any other status
/// (lost/exit/teleport): tear the stick down (4-step).
/// </summary>
public void HandleUpdateTarget(TargetInfo info)
{
if (info.ObjectId != TargetId)
return;
if (info.Status == TargetStatus.Ok)
{
Initialized = true;
TargetPosition = info.TargetPosition;
return;
}
if (TargetId != 0)
{
TargetId = 0;
Initialized = false;
_host.ClearTarget();
_host.InterruptCurrentMovement();
}
}
/// <summary>
/// Retail <c>StickyManager::adjust_offset</c> (0x00555430). Writes this
/// tick's follow steering into the shared <paramref name="offset"/>
/// accumulator: a speed-clamped horizontal position delta toward the
/// target plus a bounded turn to face it. No-op unless stuck AND
/// initialized. See port-plan §2a for the x87-mush decode.
/// </summary>
/// <param name="offset">The per-tick delta frame
/// (<see cref="PositionManager.AdjustOffset"/>'s shared accumulator).</param>
/// <param name="quantum">Elapsed time this tick, seconds.</param>
public void AdjustOffset(MotionDeltaFrame offset, double quantum)
{
if (TargetId == 0 || !Initialized)
return;
var self = _host.Position;
var target = _host.GetObjectA(TargetId);
var targetPos = target != null ? target.Position : TargetPosition;
// offset = local-frame, Z-flattened vector from self to target.
Vector3 worldOffset = targetPos.Frame.Origin - self.Frame.Origin; // Position::get_offset
Vector3 local = MoveToMath.GlobalToLocalVec(self.Frame.Orientation, worldOffset);
local.Z = 0f;
offset.Origin = local;
// Signed horizontal cylinder distance past the 0.3 m stick gap.
float dist = MoveToMath.CylinderDistanceNoZ(
_host.Radius, self.Frame.Origin, TargetRadius, targetPos.Frame.Origin) - StickyRadius;
if (MoveToMath.NormalizeCheckSmall(ref offset.Origin))
offset.Origin = Vector3.Zero;
// Follow speed = 5× own max locomotion speed (catch up), fallback 15.
float speed = 0f;
float? maxSpeed = _host.MinterpMaxSpeed;
if (maxSpeed.HasValue)
speed = maxSpeed.Value * FollowSpeedFactor;
if (speed < MoveToMath.Epsilon)
speed = FallbackFollowSpeed;
// Don't overshoot: clamp the per-tick step to the remaining (signed)
// distance — a negative dist inverts the direction (back off).
float delta = speed * (float)quantum;
if (delta >= MathF.Abs(dist))
delta = dist;
offset.Origin *= delta;
// Bounded turn to face the target (relative heading this tick).
float curHeading = MoveToMath.GetHeading(self.Frame.Orientation);
float targetHeading = MoveToMath.PositionHeading(self.Frame.Origin, targetPos.Frame.Origin);
float heading = targetHeading - curHeading;
if (MathF.Abs(heading) < MoveToMath.Epsilon)
heading = 0f;
if (heading < -MoveToMath.Epsilon)
heading += 360f;
offset.SetHeading(heading);
}
}

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@ -0,0 +1,300 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
namespace AcDream.Core.Physics.Motion;
/// <summary>
/// R5 — port of retail's <c>TargetManager</c> (acclient.h:31024, struct #3484;
/// decomp 0x0051a370-0x0051ad90, <c>r5-targetmanager-decomp.md</c>). A
/// peer-to-peer <b>voyeur subscription</b> system with two roles per object:
///
/// <list type="bullet">
/// <item><b>Watcher</b> (<see cref="TargetInfo"/>): <see cref="SetTarget"/>
/// registers this object as a voyeur ON a target; the target's per-tick
/// <see cref="HandleTargetting"/> pushes position updates back here via
/// <see cref="ReceiveUpdate"/>, which fans them to the owning host's
/// MoveToManager + PositionManager (sticky) through
/// <see cref="IPhysicsObjHost.HandleUpdateTarget"/>.</item>
/// <item><b>Watched</b> (<see cref="VoyeurTable"/>): other objects'
/// <see cref="AddVoyeur"/> subscribe to THIS object; each tick
/// <see cref="HandleTargetting"/> → <see cref="CheckAndUpdateVoyeur"/> sends a
/// dead-reckoned update to any subscriber the object has drifted past the
/// subscriber's radius from.</item>
/// </list>
///
/// <para>This REPLACES the AP-79 minimal TargetTracker adapter (GameWindow
/// polling the entity table). It is a faithful superset: the same
/// move-to tracking (distance &gt; radius → HandleUpdateTarget(Ok)) plus the
/// correct sticky, 10 s timeout, and exit/teleport event handling.</para>
///
/// <para>Owned 1:1 by an <see cref="IPhysicsObjHost"/> (retail
/// <c>CPhysicsObj::target_manager</c>, lazily created on first
/// <c>set_target</c>/<c>add_voyeur</c>). The two throttle constants
/// (<see cref="ThrottleSeconds"/>=0.5, <see cref="StalenessSeconds"/>=10) are
/// ACE's, verified against the retail x87 mush — port-plan §2d.</para>
/// </summary>
public sealed class TargetManager
{
/// <summary>Retail <c>HandleTargetting</c> per-tick throttle (ACE: 0.5s) —
/// the voyeur sweep runs at most this often.</summary>
public const double ThrottleSeconds = 0.5;
/// <summary>Retail target-info staleness timeout (ACE: 10.0s) — an
/// Undefined-status target with no update for this long is marked
/// TimedOut.</summary>
public const double StalenessSeconds = 10.0;
private readonly IPhysicsObjHost _host;
private TargetInfo? _targetInfo; // retail target_info (watcher role)
private Dictionary<uint, TargettedVoyeurInfo>? _voyeurTable; // retail voyeur_table (watched role)
private double _lastUpdateTime; // retail last_update_time (throttle base)
public TargetManager(IPhysicsObjHost host)
=> _host = host ?? throw new ArgumentNullException(nameof(host));
/// <summary>The current watched-target info, or null when tracking
/// nothing.</summary>
public TargetInfo? TargetInfo => _targetInfo;
/// <summary>The subscriber table (null until the first
/// <see cref="AddVoyeur"/>).</summary>
public IReadOnlyDictionary<uint, TargettedVoyeurInfo>? VoyeurTable => _voyeurTable;
/// <summary>Retail <c>get_target_quantum</c> — the current target's
/// quantum, 0 when tracking nothing.</summary>
public double GetTargetQuantum() => _targetInfo?.Quantum ?? 0.0;
// ── watcher role ───────────────────────────────────────────────────────
/// <summary>
/// Retail <c>TargetManager::SetTarget</c> (0x0051ac30). Tear down any
/// existing target, then: if <paramref name="objectId"/> is 0, synthesize a
/// TimedOut clear-update to the host and leave <see cref="TargetInfo"/>
/// null; otherwise create a fresh <see cref="TargetInfo"/> (status
/// Undefined) and subscribe as a voyeur ON the target
/// (<c>target.add_voyeur(self.id, radius, quantum)</c>). The target's live
/// position arrives asynchronously via <see cref="ReceiveUpdate"/>.
/// </summary>
public void SetTarget(uint contextId, uint objectId, float radius, double quantum)
{
ClearTarget();
if (objectId == 0)
{
// Clear/cancel: report a TimedOut update carrying the context,
// leave _targetInfo null. (Retail var_10_1 = 6 = TimedOut.)
var cleared = new TargetInfo(
ObjectId: 0, Status: TargetStatus.TimedOut,
TargetPosition: default, InterpolatedPosition: default,
ContextId: contextId);
_host.HandleUpdateTarget(cleared);
return;
}
_targetInfo = new TargetInfo(
ObjectId: objectId, Status: TargetStatus.Undefined,
TargetPosition: default, InterpolatedPosition: default,
ContextId: contextId, Radius: radius, Quantum: quantum,
LastUpdateTime: _host.CurTime);
var target = _host.GetObjectA(objectId);
target?.AddVoyeur(_host.Id, radius, quantum);
}
/// <summary>
/// Retail <c>TargetManager::SetTargetQuantum</c> (0x0051a4a0). Update the
/// current target's resend interval and re-register the voyeur subscription
/// on the target with the new quantum.
/// </summary>
public void SetTargetQuantum(double quantum)
{
if (_targetInfo is not { } ti)
return;
_targetInfo = ti with { Quantum = quantum };
var target = _host.GetObjectA(ti.ObjectId);
target?.AddVoyeur(_host.Id, ti.Radius, quantum);
}
/// <summary>
/// Retail <c>TargetManager::ClearTarget</c> (0x0051a7e0). Unsubscribe from
/// the current target's voyeur table and drop <see cref="TargetInfo"/>.
/// </summary>
public void ClearTarget()
{
if (_targetInfo is not { } ti)
return;
var target = _host.GetObjectA(ti.ObjectId);
target?.RemoveVoyeur(_host.Id);
_targetInfo = null;
}
/// <summary>
/// Retail <c>TargetManager::ReceiveUpdate</c> (0x0051a930). The inbound
/// handler when a target we watch sends us its position (via
/// <c>SendVoyeurUpdate</c> → <c>receive_target_update</c>). Ignores updates
/// for anything but our current target. Copies the payload, stamps receipt
/// time, recomputes the self→target interpolated heading (falls back to +Z
/// when degenerate), fans the snapshot to the host, and drops the
/// subscription on an ExitWorld status.
/// </summary>
public void ReceiveUpdate(TargetInfo update)
{
if (_targetInfo is not { } ti || ti.ObjectId != update.ObjectId)
return;
// Copy radius/quantum/positions/velocity/status from the wire; keep our
// object_id; stamp receipt time.
Vector3 interpHeading = update.InterpolatedPosition.Frame.Origin
- _host.Position.Frame.Origin;
if (MoveToMath.NormalizeCheckSmall(ref interpHeading))
interpHeading = Vector3.UnitZ;
var updated = ti with
{
Radius = update.Radius,
Quantum = update.Quantum,
TargetPosition = update.TargetPosition,
InterpolatedPosition = update.InterpolatedPosition,
Velocity = update.Velocity,
Status = update.Status,
InterpolatedHeading = interpHeading,
LastUpdateTime = _host.CurTime,
};
_targetInfo = updated;
_host.HandleUpdateTarget(updated);
if (update.Status == TargetStatus.ExitWorld)
ClearTarget();
}
// ── watched role ───────────────────────────────────────────────────────
/// <summary>
/// Retail <c>TargetManager::AddVoyeur</c> (0x0051a830). A subscriber
/// registers to watch this object. If already subscribed, updates its
/// radius/quantum in place (no immediate send); otherwise creates the entry
/// and pushes an immediate initial snapshot (<c>Ok</c>).
/// </summary>
public void AddVoyeur(uint watcherId, float radius, double quantum)
{
_voyeurTable ??= new Dictionary<uint, TargettedVoyeurInfo>();
if (_voyeurTable.TryGetValue(watcherId, out var existing))
{
existing.Radius = radius;
existing.Quantum = quantum;
return;
}
var voyeur = new TargettedVoyeurInfo(watcherId, radius, quantum);
_voyeurTable[watcherId] = voyeur;
SendVoyeurUpdate(voyeur, _host.Position, TargetStatus.Ok);
}
/// <summary>Retail <c>TargetManager::RemoveVoyeur</c> (0x0051ad90).</summary>
public bool RemoveVoyeur(uint watcherId)
=> _voyeurTable?.Remove(watcherId) ?? false;
/// <summary>
/// Retail <c>TargetManager::HandleTargetting</c> (0x0051aa90). THE per-tick
/// driver (no separate <c>UseTime</c>): self-throttled to
/// <see cref="ThrottleSeconds"/>, promotes a stale target to TimedOut after
/// <see cref="StalenessSeconds"/>, then sweeps every subscriber through
/// <see cref="CheckAndUpdateVoyeur"/>.
/// </summary>
public void HandleTargetting()
{
if (_host.PhysicsTimerTime - _lastUpdateTime < ThrottleSeconds)
return;
if (_targetInfo is { } ti)
{
if (ti.Status == TargetStatus.Undefined
&& ti.LastUpdateTime + StalenessSeconds < _host.CurTime)
{
var timedOut = ti with { Status = TargetStatus.TimedOut };
_targetInfo = timedOut;
_host.HandleUpdateTarget(timedOut);
}
}
if (_voyeurTable != null)
{
foreach (var voyeur in _voyeurTable.Values.ToList())
CheckAndUpdateVoyeur(voyeur);
}
_lastUpdateTime = _host.PhysicsTimerTime;
}
/// <summary>
/// Retail <c>TargetManager::CheckAndUpdateVoyeur</c> (0x0051a650). Push an
/// update to <paramref name="voyeur"/> only if this object's dead-reckoned
/// position has drifted more than the voyeur's radius since the last send.
/// </summary>
public void CheckAndUpdateVoyeur(TargettedVoyeurInfo voyeur)
{
Position newPos = GetInterpolatedPosition(voyeur.Quantum);
float drift = Vector3.Distance(
newPos.Frame.Origin, voyeur.LastSentPosition.Frame.Origin);
if (drift > voyeur.Radius)
SendVoyeurUpdate(voyeur, newPos, TargetStatus.Ok);
}
/// <summary>
/// Retail <c>TargetManager::GetInterpolatedPosition</c> (0x0051a5e0).
/// Dead-reckon this object's position forward by <paramref name="quantum"/>
/// seconds using its current velocity.
/// </summary>
public Position GetInterpolatedPosition(double quantum)
{
var pos = _host.Position;
Vector3 origin = pos.Frame.Origin + _host.Velocity * (float)quantum;
return new Position(pos.ObjCellId, origin, pos.Frame.Orientation);
}
/// <summary>
/// Retail <c>TargetManager::SendVoyeurUpdate</c> (0x0051a4f0). Record the
/// sent position on the voyeur, build a <see cref="TargetInfo"/> carrying
/// this object's CURRENT authoritative position + the extrapolated
/// <paramref name="pos"/> + velocity + status, and deliver it to the
/// subscriber's <see cref="ReceiveUpdate"/> (via its host).
/// </summary>
public void SendVoyeurUpdate(TargettedVoyeurInfo voyeur, Position pos, TargetStatus status)
{
voyeur.LastSentPosition = pos;
var info = new TargetInfo(
ObjectId: _host.Id,
Status: status,
TargetPosition: _host.Position, // current authoritative
InterpolatedPosition: pos, // the extrapolated position
ContextId: 0,
Radius: voyeur.Radius,
Quantum: voyeur.Quantum,
Velocity: _host.Velocity);
var voyeurObj = _host.GetObjectA(voyeur.ObjectId);
voyeurObj?.ReceiveTargetUpdate(info);
}
/// <summary>
/// Retail <c>TargetManager::NotifyVoyeurOfEvent</c> (0x0051a6f0). Broadcast
/// a discrete status event (e.g. ExitWorld, Teleported) to every subscriber
/// with this object's CURRENT position — no distance gate.
/// </summary>
public void NotifyVoyeurOfEvent(TargetStatus status)
{
if (_voyeurTable == null)
return;
foreach (var voyeur in _voyeurTable.Values.ToList())
SendVoyeurUpdate(voyeur, _host.Position, status);
}
}

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@ -0,0 +1,36 @@
namespace AcDream.Core.Physics.Motion;
/// <summary>
/// R5 — port of retail's <c>TargettedVoyeurInfo</c> (acclient.h:52807,
/// struct #5801). One entry in a <see cref="TargetManager"/>'s voyeur table:
/// a subscriber watching THIS object, the send-on-move <see cref="Radius"/>
/// threshold it registered, its dead-reckoning <see cref="Quantum"/>, and the
/// <see cref="LastSentPosition"/> already delivered to it (the delta baseline
/// <c>CheckAndUpdateVoyeur</c> compares against). Mutable class (retail heap
/// record updated in place by <c>AddVoyeur</c>/<c>SendVoyeurUpdate</c>).
/// </summary>
public sealed class TargettedVoyeurInfo
{
/// <summary>+0x00 retail <c>object_id</c> — the subscriber's guid.</summary>
public uint ObjectId { get; }
/// <summary>+0x04 retail <c>quantum</c> — the subscriber's dead-reckoning
/// lookahead horizon (seconds).</summary>
public double Quantum { get; set; }
/// <summary>+0x10 retail <c>radius</c> — the send-on-move threshold: an
/// update is pushed only when the tracked object drifts more than this from
/// <see cref="LastSentPosition"/>.</summary>
public float Radius { get; set; }
/// <summary>+0x14 retail <c>last_sent_position</c> — the position last
/// delivered to this subscriber (updated by <c>SendVoyeurUpdate</c>).</summary>
public Position LastSentPosition { get; set; }
public TargettedVoyeurInfo(uint objectId, float radius, double quantum)
{
ObjectId = objectId;
Radius = radius;
Quantum = quantum;
}
}

View file

@ -17,8 +17,16 @@ namespace AcDream.Core.Physics;
/// active locomotion cycle). We rotate that by the body's orientation
/// to get a world-space delta, then add the InterpolationManager's
/// world-space correction.
///
/// <para><b>Renamed R5</b> (was <c>PositionManager</c>): this class is only the
/// InterpolationManager-composition portion of retail's
/// <c>PositionManager::adjust_offset</c> — NOT the retail PositionManager
/// facade. The faithful facade (Sticky/Constraint, owned per entity) is
/// <see cref="Motion.PositionManager"/>. The name was freed to remove the
/// ambiguity that broke every file importing both
/// <c>AcDream.Core.Physics</c> and <c>AcDream.Core.Physics.Motion</c>.</para>
/// </summary>
public sealed class PositionManager
public sealed class RemoteMotionCombiner
{
/// <summary>
/// Compute the per-frame world-space delta to add to body.Position.