fix #270: run retail spawn placement at remote-body creation - standing monsters' attack animations restored

The [MT-FAIL] probe caught combat-stance monsters constantly failing to
dispatch 0x40000015 (Falling): their bodies were airborne-flagged while
standing. contact_allows_move (0x00528dd0) requires Contact+OnWalkable
and silently refuses every action animation for an airborne mover - a
spawned-standing monster's swings never played until it first moved.

Retail never has this state: CreateObject spawns run the placement
transition (CPhysicsObj::SetPosition -> SetPositionInternal 0x00515330),
which establishes CONTACT/ON_WALKABLE from the floor at spawn. Our
remote creation seeded a raw position with no placement.

SeedRemoteSpawnPlacement mirrors RemoteTeleportPlacement: engine
placement resolve (Setup-derived cylinder, TS-46) + the verbatim
CommitSetPositionTransition, wired at BOTH RemoteMotion creation sites
(UM-triggered creation - so a first-ever-UM attack animates in the same
packet - and ordinary first-UP creation). Unplaceable results leave the
body airborne exactly like a failed retail placement.

Also adds the [UM-ACT] (wire action items + stamp-gate verdict) and
[MT-FAIL] (refused animation dispatches) probes, riding
ACDREAM_DUMP_MOTION=1, which are what convicted the body state.

Complete Release suite: 10,032 passed / 5 skips / 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-30 23:28:57 +02:00
parent 1390add140
commit 4da25a442b
4 changed files with 257 additions and 17 deletions

View file

@ -2772,6 +2772,17 @@ public sealed class MotionInterpreter : IMotionDoneSink
int stored = ServerActionStamp & 0x7FFF;
int diff = incoming >= stored ? incoming - stored : stored - incoming;
bool newer = diff <= 0x3FFF ? stored < incoming : incoming < stored;
// #270 missing-attack investigation (2026-07-30): one line per
// wire action item with the gate verdict — rides
// ACDREAM_DUMP_MOTION=1. Strip when #270 closes.
if (PhysicsDiagnostics.DumpMotionEnabled)
{
Console.WriteLine(
$"[UM-ACT] cmd=0x{a.Command:X8} stamp={incoming} stored={stored} "
+ $"newer={newer} auton={a.Autonomous} localSkip={IsLocalPlayer && a.Autonomous}");
}
if (!newer) continue;
// Local player skips its own autonomous echoes (305977).
@ -3020,6 +3031,17 @@ public sealed class MotionInterpreter : IMotionDoneSink
// non-action" apply-only path below — but WITHOUT writing state.
bool dispatchOk = sink?.ApplyMotion(motion, p.Speed) ?? true;
// #270 missing-attack investigation (2026-07-30): surface FAILED
// animation dispatches — a silently-failing sink is the "monster
// attacks but the animation never fires" candidate. Rides
// ACDREAM_DUMP_MOTION=1. Strip when #270 closes.
if (!dispatchOk && PhysicsDiagnostics.DumpMotionEnabled)
{
Console.WriteLine(
$"[MT-FAIL] motion=0x{motion:X8} speed={p.Speed:F2} "
+ $"style=0x{InterpretedState.CurrentStyle:X8} substate=0x{InterpretedState.ForwardCommand:X8}");
}
if (!dispatchOk)
{
// Retail: `result = CPhysicsObj::DoInterpretedMotion(...)` is