fix(#171): R5-V3 — bind sticky melee (StickyManager live) + real arrival radii
Group-melee interpenetration + facing drift: the R5-V1-ported StickyManager/PositionManager were Core-only — the StickTo/Unstick seams were unbound and every arrival radius was 0, so ACE's Sticky|UseSpheres melee chases closed ~one body-radius too deep and froze at stale arrival poses until the next wire re-arm. Retires TS-39. Wiring (anchors re-verified against the named decomp this session): - EntityPhysicsHost owns a PositionManager; HandleUpdateTarget fans MoveToManager then PositionManager (CPhysicsObj::HandleUpdateTarget 0x00512bc0 order). - Seams bound remote + player: MoveToManager.StickTo (BeginNextNode sticky arrival @0x00529d3a), Unstick (PerformMovement head), and MotionInterpreter.UnstickFromObject (UM funnel head, 0x0050eaea). - AdjustOffset at the retail UpdatePositionInternal slot (@0x00512d0e): NPC branch composes pre-sweep (steer is swept by ResolveWithTransition); remote-player branch chains the combiner offset through the shared delta frame (the interp stage) so sticky OVERWRITES when armed (0x00555430 assigns m_fOrigin, not accumulates); player inside the 30 Hz physics quantum before UpdatePhysicsInternal. - UseTime (the 1 s lease watchdog) at the UpdateObjectInternal tail (@0x005159b3): unconditional per remote; player gated on the physics tick (retail's MinQuantum gate skips UseTime too). - Real setup cylsphere radii (CPartArray::GetRadius/GetHeight 0x005180a0/0x005180b0 = setup radius/height x ObjScale from the spawn record): own via EnsureRemoteMotionBindings + player wiring; target via RouteServerMoveTo AND the speculative use-walk install (retail resolves the target PartArray at EVERY MoveToObject site — ACE PhysicsObj.cs:951). - Teardown parity: exit_world (0x00514e60) UnStick + ClearTarget before the ExitWorld notify; player teleport fires teleport_hook's tail (UnStick in SetPosition + EntityPhysicsHost.NotifyTeleported = ClearTarget + NotifyVoyeurOfEvent(Teleported) @0x00514f1b) so mobs stuck to the player drop their sticks on a recall. - SERVERVEL arbitration also yields to a stuck entity (same starvation class as the #170 fix — sticky owns the between-snap translation). - StickyManager.UseTime aligned to retail's strict > deadline (0x00555626; ACE >): two V1 tests had pinned the >= edge — corrected. Register: TS-39 deleted; TS-41 narrowed (stickyArmed gate); TS-43 added (remote teleport_hook gap — self-corrects within the 1 s lease); AP-23 narrowed (real radii at the speculative site; only the use-radius buckets remain invented). Conformance: 2 new full-stack sticky scenarios in RemoteChaseEndToEndHarnessTests (arrive -> stick -> strafing-target gap+facing track -> lease expiry; unstick-on-rearm -> re-stick). Full suite 4038 green. Pre-commit adversarial diff review (3 lenses + per-finding refuters) confirmed and fixed 4 findings: ObjScale-dead radius read, player UseTime order inversion, missing teleport voyeur notify, speculative- site radius asymmetry. Awaiting the user visual gate: pack melee side-by-side vs retail (attackers reshuffle + keep facing; some overlap is ACE-server-side). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -106,15 +106,22 @@ public sealed class StickyManagerTests
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}
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[Fact]
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public void UseTime_AtDeadline_UnsticksAndInterrupts()
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public void UseTime_PastDeadline_UnsticksAndInterrupts()
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{
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var (self, target, sticky) = Setup();
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self.CurTime = 100.0;
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sticky.StickTo(target.Id, 0.5f, 1.0f); // deadline 101.0
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int interruptsBefore = self.InterruptCurrentMovementCalls;
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// AT the deadline the stick survives — retail 0x00555626 tears down
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// strictly AFTER it (`test ah,0x41`: C0|C3 = less-or-equal keeps;
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// ACE `>` too). The R5-V1 pin of `>=` was the wrong value.
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self.CurTime = 101.0;
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sticky.UseTime();
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Assert.Equal(target.Id, sticky.TargetId);
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int interruptsBefore = self.InterruptCurrentMovementCalls;
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self.CurTime = 101.001;
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sticky.UseTime();
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Assert.Equal(0u, sticky.TargetId);
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Assert.Equal(interruptsBefore + 1, self.InterruptCurrentMovementCalls);
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