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>
This commit is contained in:
Erik 2026-07-04 23:46:17 +02:00
parent d413ac2a29
commit 5bd2b8bc8b
10 changed files with 586 additions and 32 deletions

View file

@ -48,7 +48,17 @@ Copy this block when adding a new issue:
## #171 — Group melee: monsters interpenetrate + facing drifts (sticky melee unbound, arrival radii = 0)
**Status:** OPEN — investigated + fix APPROVED 2026-07-04 (user: "Ok I approve").
**Status:** FIX LANDED (2026-07-04, R5-V3) — awaiting user visual gate. StickyManager/
PositionManager (ported R5-V1) now BOUND: `StickTo`/`Unstick`/`UnstickFromObject`
seams → the host's `PositionManager` (remote + player), `AdjustOffset` composed
at the retail `UpdatePositionInternal` slot before the collision sweep,
`UseTime` (1 s lease watchdog) at the `UpdateObjectInternal` tail, real setup
cylsphere radii threaded (own via `EnsureRemoteMotionBindings`/player wiring,
target via `RouteServerMoveTo`), the SERVERVEL leg now also yields to a stuck
entity (TS-41), exit-world/teleport teardown wired (remote teleport gap filed
TS-43). TS-39 retired. Harness: 2 new sticky scenarios in
`RemoteChaseEndToEndHarnessTests` (arrive→stick→strafe-track→lease-expiry;
unstick-on-rearm→re-stick).
**Severity:** MEDIUM (visual — group combat feel vs retail)
**Filed:** 2026-07-04 (user report during the #170 visual gate: "some monsters were
partly inside other monsters while hitting me… some orientation of the monsters

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@ -123,7 +123,7 @@ accepted-divergence entries (#96, #49, #50).
| AP-20 | Sub-pixel view-polygon vertex merge fixed at 1080p-reference NDC units (2/1080); retail merges at ~1 actual screen pixel | `src/AcDream.App/Rendering/PortalProjection.cs:179` | Unit approximation whose coarseness only strengthens convergence — the merge is the flood's fixpoint floor (replaced MaxReprocessPerCell=16) | At 4K+ a legitimately visible 12 px sliver aperture collapses to degenerate and rejects — a thin/distant doorway stops admitting its flood slightly earlier than retail | `Render::copy_view` 0x0054dfc0 |
| AP-21 | Entity translucency: two-pass alpha-test (N.5 Decision 2, invented 0.95/0.05 thresholds); AlphaBlend + Additive + InvAlpha all composite under (SrcAlpha, 1SrcAlpha) — retail applies per-surface D3D blend incl. true additive. EnvCellRenderer + ParticleBatcher DO switch to additive; divergence confined to GfxObj/Setup entities via WbDrawDispatcher | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs:1563` (+ `Shaders/mesh_modern.frag:10`; #52 amendment removed the α≥0.95 discard) | Matches original WB's model; keeps the bindless MDI pipeline at two indirect draws; spec §6 documents the falsifiable fallback — a third indirect call with `glBlendFunc(SrcAlpha, One)` (~30 min) on a magic-content regression | Additive glow/magic entity surfaces composite darker / occlude instead of brightening — the predicted regression once spell VFX density increases; α<0.05 discard drops faint fringes retail blends | SurfaceType.Additive D3DBLEND_ONE per-surface routing |
| AP-22 | Invented `setup.Radius` cylinder (height = Height or Radius×2) for shapeless live entities; shape + height formula not from the retail shape walk | `src/AcDream.App/Rendering/GameWindow.cs:3250` | ShadowShapeBuilder (faithful walk) only emits CylSphere/Sphere/Part-BSP; the legacy cylinder preserves prior behavior so rare decorative props don't lose collision | Those props collide with an invented footprint (especially the Radius×2 height guess) — slides/blocks at non-retail distances | `find_obj_collisions``CPartArray::FindObjCollisions` pc:286236 |
| AP-23 | Invented per-type use-radius heuristic (3 m creatures / 2 m doors-lifestones-portals-corpses / 0.6 m rest) for close-range gating + the speculative local TurnToObject/MoveToObject install through the player's MoveToManager (R4-V5; retail's client use flow issues the same manager calls, §9a/§9b, but with the object's real radius) | `src/AcDream.App/Rendering/GameWindow.cs:12274` (`InstallSpeculativeTurnToTarget`) | ACE broadcasts nothing actionable on the close branch (WithinUseRadius shortcut); the true radius arrives only on the far MoveToObject branch — a local stand-in is required | A target whose real UseRadius differs from the bucket misjudges the gate — Use/PickUp deferred for a completion that never comes, or fires early into a server "too far" | ACE Player_Move.cs:66; wire MoveToObject (type 6) carries the true radius; `CPhysicsObj::TurnToObject/MoveToObject` callers §9a/§9b |
| AP-23 | Invented per-type use-radius heuristic (3 m creatures / 2 m doors-lifestones-portals-corpses / 0.6 m rest) for close-range gating + the speculative local TurnToObject/MoveToObject install through the player's MoveToManager (R4-V5; retail's client use flow issues the same manager calls, §9a/§9b). **R5-V3 narrowed it: the speculative install now threads the target's REAL setup radius/height (`GetSetupCylinder`, same as the wire mt-6 route) and the player's own radius is real — only the use-radius BUCKETS remain invented** (retail reads the object's UseRadius property) | `src/AcDream.App/Rendering/GameWindow.cs` (`InstallSpeculativeTurnToTarget`) | ACE broadcasts nothing actionable on the close branch (WithinUseRadius shortcut); the true radius arrives only on the far MoveToObject branch — a local stand-in is required | A target whose real UseRadius differs from the bucket misjudges the gate — Use/PickUp deferred for a completion that never comes, or fires early into a server "too far" | ACE Player_Move.cs:66; wire MoveToObject (type 6) carries the true radius; `CPhysicsObj::TurnToObject/MoveToObject` callers §9a/§9b |
| AP-24 | Jump charge fill rate guessed at 2.0 extent/s (full in 0.5 s); retail's divisor illegible (clobbered x87 in `GetPowerBarLevel`). Height→velocity formula is byte-faithful | `src/AcDream.App/Input/PlayerMovementController.cs:176` | Only time-to-fill diverges; 2.0/s matched retail muscle memory better than 1.0/s; targeted Ghidra decompile of 0x0056ADE0 already flagged (M2 research) | Every held-spacebar jump reaches a different extent than the same hold in retail — fence/gap jumps succeed/fail differently until the constant is recovered | FUN_0056ade0 (GetPowerBarLevel) |
| AP-25 | Run/Jump skill pushed to movement = attributeBonus + Init + Ranks — no augmentations, multipliers, or vitae | `src/AcDream.Core.Net/GameEventWiring.cs:346` | Closest to ACE's CreatureSkill.Current short of porting the full Aug/Multiplier/Vitae chain (K-fix7/13) | A character with augs or post-death vitae predicts wrong local run speed / jump arc — dying would NOT slow the local player though the server moves them slower: drift + snap-back | ACE CreatureSkill.Current; ACE Skill.cs (Jump=22, Run=24) |
| AP-26 | DDD interrogation answered with an empty dat-version list (count=0); retail reports actual dat iteration state | `src/AcDream.Core.Net/Messages/DddInterrogationResponse.cs:18` | ACE is satisfied by the empty ack; pattern from holtburger | A dat-patching-enabled server could push a full patch or reject on version mismatch — the lie is harmless only while the server never acts on it | DDD flow 0xF7E5/0xF7E6 |
@ -180,7 +180,7 @@ accepted-divergence entries (#96, #49, #50).
| AP-80 | **PlanFromVelocity survives for velocity-only NPC cycles** (M16): UpdatePosition-derived speed picks Ready/Walk/Run cycles for server-controlled creatures whose UMs never arrive (scripted-path NPCs); retail derives every cycle from motion messages through the motion tables (R4-V4 note; pre-existing mechanism, row added per the V4 plan) | `src/AcDream.Core/Physics/ServerControlledLocomotion.cs` (`PlanFromVelocity`); consumer `GameWindow.ApplyServerControlledVelocityCycle` | Some ACE entities move by position updates alone — without this, they slide in T-pose; constants (StopSpeed 0.2, RunThreshold 1.25) tuned against live ACE traffic | Cycle-pick thresholds are acdream inventions — a creature intended to walk fast may show run legs near the threshold | retire in R6 (root motion + full per-tick order) |
| AP-81 | **Remote-DR gravity toggled via the Gravity STATE bit**: the jump handler sets `Body.State \|= Gravity` at VectorUpdate and both landing blocks clear it after `HitGround()`; retail keeps GRAVITY set for the object's whole life and gates gravity ACCELERATION on the Contact transient (`calc_acceleration`) (pre-existing K-fix9/K-fix15 mechanism, row added during #161 — which also fixed the ordering so `Motion.HitGround()`'s verbatim `state&0x400` gate runs BEFORE the clear) | `src/AcDream.App/Rendering/GameWindow.cs` (VectorUpdate jump handler + the two landing blocks) | The DR tick integrates gravity only for airborne remotes; the flag dance delivers exactly that without porting the full contact-gated `calc_acceleration` chain; the #161 ordering fix keeps the retail HitGround contract satisfied | Any NEW call into `Motion.HitGround`/`LeaveGround` placed after the clear silently no-ops on the gravity gate (the #161 leg-2 class); grounded remotes carry a non-retail state word (probes comparing state bits vs retail mislead) | `CPhysicsObj::calc_acceleration` (contact-gated); `set_on_walkable` 0x00511310; retire in R6 (contact-gated accel + persistent GRAVITY) |
## 4. Temporary stopgap (TS) — 38 rows (TS-37 is a retired-row historical note, not an active count)
## 4. Temporary stopgap (TS) — 38 rows (TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded)
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
@ -216,13 +216,13 @@ accepted-divergence entries (#96, #49, #50).
| TS-31 | Squelch toggle absent (no `/squelch` slash command, no clickable name-tags to silence); retail's squelch list filters incoming chat lines | `src/AcDream.Core/Chat/ChatLog.cs` | Squelch is a social / moderation feature deferred to post-M1.5; the data structure (`ChatLog`) has no squelch set today | Any player can spam all clients; clickable-name-tag contextual menu (used in retail to squelch, tell, add-to-friends) is absent | `ChatFilter::IsSquelched`; retail right-click player name → Squelch menu |
| TS-32 | `ClientObjectTable` has no pre-queue for a child `CreateObject` that arrives before its parent (out-of-order PARENTED create); such objects are ingested as root objects and their `ContainerId` links a not-yet-known container. Retail's `null_object_table` + `null_weenie_object_table` hold unresolvable objects until the parent arrives | `src/AcDream.Core/Items/ClientObjectTable.cs` (`Ingest`) | PD↔`CreateObject` ordering is handled (upsert semantics); out-of-order PARENTED creates are observed only at high packet loss or in vendor/corpse multi-object bursts on non-loopback links; deferred to D.5.5+ | A container's child object arriving before the container is ingested as a root item — it won't appear in `GetContents` until the next `RecordMembership` or a move event corrects the parent link | `CObjectMaint::null_object_table` / `null_weenie_object_table` (acclient.h / named-retail pc) |
| TS-33 | Outbound position-send tracker over-stamped after MoveToState: `NotePositionSent` writes last-sent position + cell + contact-plane after BOTH the MTS and AP sends, but retail's `SendMovementEvent` (0x006b4680) stamps ONLY `last_sent_position_time` after an MTS — only `SendPositionEvent` (0x006b4770, the AP path) stamps all three. Broader: acdream gates APs on a plain interval (`HeartbeatDue`) where retail uses `ShouldSendPositionEvent` (0x006b45e0 — interval OR cell-change OR contact-plane-change), AND acdream's frame-changed diff compares POSITION only (`ApproxPositionEqual`) where retail's `Frame::is_equal` compares the full frame incl. ORIENTATION — a stationary heading change (R4-V5: the MoveToManager's `HandleTurnToHeading` arrival snap, `set_heading(send:true)`) never triggers an AP, so the server keeps the stale facing until the player next moves. Masked against ACE (ACE rotates server-side on its own mt-8/9 / close-range-use paths and broadcasts the result) | `src/AcDream.App/Rendering/GameWindow.cs:8331` (MTS `NotePositionSent`); `src/AcDream.App/Input/PlayerMovementController.cs` (`ApproxPositionEqual` + the heartbeat diff); the player MoveToManager `setHeading` seam in `EnterPlayerModeNow` (the `send` flag's would-be consumer) | D5 audit-only in the L.2b wire-parity slice; the full cadence port (`ShouldSendPositionEvent` gate + split MTS/AP stamping + full-frame `Frame::is_equal` diff) is a dedicated follow-up slice (R7 outbound) | AP heartbeat cadence diverges from retail — acdream may suppress or reorder autonomous-position sends differently after movement-state sends, and a stationary server-commanded turn leaves observers with stale facing until the next movement; on a real network this shifts the position-correction rhythm | `CommandInterpreter::SendMovementEvent` 0x006b4680, `SendPositionEvent` 0x006b4770, `ShouldSendPositionEvent` 0x006b45e0, `Frame::is_equal` (pc:700263) |
| TS-39 | `MoveToManager.StickTo` and `Unstick` are unbound no-op seams (both remote and player bindings leave them null) — retail's sticky arrival hands off to `PositionManager::StickTo(tlid, radius, height)` (BeginNextNode §4b reads the three fields BEFORE CleanUp zeroes them — that ordering IS ported) and every `PerformMovement` head calls `unstick_from_object``PositionManager::UnStick`; acdream's sticky moveto (wire bit 0x80) completes-and-stops instead of sticking | `src/AcDream.Core/Physics/Motion/MoveToManager.cs` (`StickTo`/`Unstick` seam properties); GameWindow `EnsureRemoteMotionBindings` + `EnterPlayerModeNow` (neither binds them) | PositionManager/StickyManager bodies were NOT extracted in the R4 research (call shapes only, decomp §9f/§9g — do-not-invent); the seams + verbatim call ordering land now, the bodies with R5 | A server /follow-style sticky MoveTo arrives, walks to the target, then STOPS instead of sticking — the entity drifts off the target as it moves until the next re-emit; unstick ordering differences invisible until StickyManager exists | `PositionManager::StickTo` / `UnStick` call shapes (r4-moveto-decomp.md §4b/§3a); R5 StickyManager port retires this row |
| TS-40 | Retail's `physics_obj->cell` ("placed in the world") is proxied by the explicit `PhysicsBody.InWorld` flag — set by `SnapToCell` (local player placement) and `RemoteMotion` construction (remotes exist only for world entities); consumed by `CMotionInterp`'s detached-object link-strip guards (`if (cell == 0) RemoveLinkAnimations`, raw @305627). Replaces the UNREGISTERED `CellPosition.ObjCellId == 0` proxy, which only the local player ever seeded (#145 `SnapToCell`), so every REMOTE body read "detached" and every dispatched transition link (door swings, remote walk↔run links) was stripped the same tick it was appended — the 2026-07-03 door-snap bug | `src/AcDream.Core/Physics/PhysicsBody.cs` (`InWorld`); `src/AcDream.Core/Physics/MotionInterpreter.cs` (3 guard sites) | acdream has no per-body CObjCell pointer; a boolean placement flag carries exactly the guard's retail meaning until cell-pointer plumbing exists | A body used without either placement path (a future entity class constructing bodies directly) reads detached and loses transition links until its creation site sets the flag | `CMotionInterp::DoInterpretedMotion` 0x00528360 tail @305627; `CPhysicsObj::RemoveLinkAnimations` |
| TS-35 | `PhysicsBody.IsFullyConstrained` is a stub property (default `false`, never set by any physics code), read by `jump_is_allowed`'s verbatim `IsFullyConstrained` gate (raw 305524-305525) | `src/AcDream.Core/Physics/PhysicsBody.cs` (`IsFullyConstrained`) | R3-W3 needed the read site to port `jump_is_allowed`'s full chain. **R5-V1 CORRECTED the mechanism** (the earlier "per-cell contact-plane / doorway-jamming" guess was WRONG): the write side is the **ConstraintManager server-position rubber-band leash** — armed by `SmartBox::HandleReceivedPosition` on every inbound server position, `IsFullyConstrained` = `max*0.9 < offset`. R5-V1 ported `ConstraintManager` (`src/AcDream.Core/Physics/Motion/ConstraintManager.cs`) but does NOT arm it (no acdream `SmartBox` + two x87 distance constants BN elided) — so this read stays false. Arming = issue #167 | A body retail would consider fully constrained (still rubber-banding toward a server position inside the tight leash) never refuses the jump (0x47) — a jump succeeds mid-rubber-band where retail blocks it. Low practical risk (the leash band is tight + short-lived) | `CPhysicsObj::IsFullyConstrained` 0x0050ec60 → `ConstraintManager::IsFullyConstrained` 0x005560d0; `jump_is_allowed` 0x005282b0; arming `SmartBox::HandleReceivedPosition` 0x00453fd0 (issue #167) |
| TS-37 | RETIRED misattribution note (not a live divergence — kept here as the historical record R3-W3 closes): the S2a port had `contact_allows_move` (0x00528240) arm `StandingLongJump` as a side effect, explicitly flagged "PRE-EXISTING acdream side effect (not part of 0x00528240)". R3-W3 deletes that side effect; `ChargeJump` (0x005281c0) is now the ONLY arming site, matching retail exactly. No further action — recorded per the register's retire-in-same-commit rule | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`contact_allows_move`, `ChargeJump`) | N/A — retired | N/A — retired | `CMotionInterp::charge_jump` 0x005281c0 @305448 |
| TS-38 | `MotionInterpreter.Initted` defaults to `true` in both constructors, not retail's `false` — retail's `CMotionInterp` is never observed pre-`enter_default_state` (every real construction path calls it before exposing the interpreter); acdream's constructors are used directly by ~40 pre-existing tests and both App call sites as complete, immediately-usable objects with no separate "enter default state" step | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`Initted` property + both constructors) | Defaulting `true` is the C# equivalent of "the constructor already did what `enter_default_state` would have done to this flag" — `EnterDefaultState()` remains available, verbatim, for the REST of retail's reset semantics (state defaults, sentinel enqueue, `LeaveGround` tail) when a caller wants them | None observed: no code path needs `apply_current_movement`/`ReportExhaustion` to no-op before an explicit `EnterDefaultState()` call, since nothing constructs a `MotionInterpreter` and defers initialization today. If a future caller DOES need staged construction (build now, `EnterDefaultState()` later), it must explicitly set `Initted = false` first | `CMotionInterp::enter_default_state` 0x00528c80 @306124 sets `initted = 1`; retire if/when construction is staged through `EnterDefaultState()` uniformly |
| TS-41 | Grounded remote NPCs WITHOUT an armed moveto are body-driven by UP-synthesized server velocity (`HasServerVelocity` → the SERVERVEL per-tick leg: `Body.Velocity = ServerVelocity`, `MoveToManager.UseTime` SKIPPED, stale-decay stop via `ApplyServerControlledVelocityCycle(Zero)`); retail has no wire-velocity leg-driver anywhere — `MovementManager::UseTime` runs UNCONDITIONALLY per tick and between-UP translation comes from the motion state (`get_state_velocity`), UPs only hard-snap. **#170 residual fix narrowed this branch: an ARMED moveto (`MovementTypeState != Invalid`) now always takes the MOVETO leg** — the old arbitration starved the verbatim MoveToManager for exactly the duration of a server-side chase (UPs flowing → UseTime never ran → legs stayed Ready while the body glided = the #170 slide; live funnel 16 arms → 1 run install) | `src/AcDream.App/Rendering/GameWindow.cs` (`TickAnimations` grounded NPC branch, `moveToArmed` gate) | ACE moves some entities by position updates alone (scripted paths, missiles) with no UM/moveto stream — without a velocity fallback they freeze between UPs; entities WITH a moveto now get the retail drive | An entity class that carries BOTH wire velocity and an armed moveto with conflicting truths follows the moveto; UP hard-snaps bound the drift. Non-moveto entities keep the non-retail stale-stop heuristics (AP-80 thresholds) | `CPhysicsObj::UpdateObjectInternal` 0x005156b0 (`MovementManager::UseTime` call @0x00515998, unconditional); retire in R6 (full per-tick order) |
| TS-41 | Grounded remote NPCs WITHOUT an armed moveto are body-driven by UP-synthesized server velocity (`HasServerVelocity` → the SERVERVEL per-tick leg: `Body.Velocity = ServerVelocity`, `MoveToManager.UseTime` SKIPPED, stale-decay stop via `ApplyServerControlledVelocityCycle(Zero)`); retail has no wire-velocity leg-driver anywhere — `MovementManager::UseTime` runs UNCONDITIONALLY per tick and between-UP translation comes from the motion state (`get_state_velocity`), UPs only hard-snap. **#170 residual fix narrowed this branch: an ARMED moveto (`MovementTypeState != Invalid`) now always takes the MOVETO leg** — the old arbitration starved the verbatim MoveToManager for exactly the duration of a server-side chase (UPs flowing → UseTime never ran → legs stayed Ready while the body glided = the #170 slide; live funnel 16 arms → 1 run install). **R5-V3 (#171) narrowed it again: a STUCK entity (`PositionManager.GetStickyObjectId() != 0`) also takes the MOVETO leg** — after the sticky arrival the moveto is cleaned (Invalid) but `StickyManager::adjust_offset` owns the between-snap translation; SERVERVEL would glide the body against the sticky steer (same starvation class) | `src/AcDream.App/Rendering/GameWindow.cs` (`TickAnimations` grounded NPC branch, `moveToArmed`+`stickyArmed` gate) | ACE moves some entities by position updates alone (scripted paths, missiles) with no UM/moveto stream — without a velocity fallback they freeze between UPs; entities WITH a moveto now get the retail drive | An entity class that carries BOTH wire velocity and an armed moveto with conflicting truths follows the moveto; UP hard-snaps bound the drift. Non-moveto entities keep the non-retail stale-stop heuristics (AP-80 thresholds) | `CPhysicsObj::UpdateObjectInternal` 0x005156b0 (`MovementManager::UseTime` call @0x00515998, unconditional); retire in R6 (full per-tick order) |
| TS-42 | Per-tick DRAIN ORDER inverted vs retail: acdream's `TickAnimations` runs `HandleTargetting``MoveTo.UseTime` FIRST and the animation-completion drain (Sequencer.Advance → AnimDone hooks → `MotionTableManager.AnimationDone`/`UseTime``CMotionInterp.MotionDone` pops) LAST, so every motion-completion-gated decision (`BeginTurnToHeading`'s `motions_pending` wait) sees a queue that is one frame STALE — the unblock after a stop/swing lands one frame later than retail. Retail order (pinned from the named decomp this session): `UpdatePositionInternal` (CPartArray::Update + `process_hooks` @0x00512d3d — the drain) runs BEFORE `TargetManager::HandleTargetting` @0x00515989`MovementManager::UseTime` @0x00515998`CPartArray::HandleMovement` @0x005159a4 (zero-tick sweep) in `UpdateObjectInternal` | `src/AcDream.App/Rendering/GameWindow.cs` (`TickAnimations` per-entity phase order; the R2-Q4 comment already marks the placement "provisional until R6") | Bounded to exactly ONE frame (~16 ms) of extra latency per completion-gated event; every queue eventually drains identically (RemoteChaseEndToEndHarnessTests conformance) | Motion-completion-gated transitions (chase turn start, post-swing re-arm) systematically lag retail by one frame; under compound churn the lag can cost an extra retry cycle | `CPhysicsObj::UpdateObjectInternal` 0x005156b0 + `UpdatePositionInternal` 0x00512c30 (`process_hooks` @0x00512d3d); retire in R6 (retail UpdateObjectInternal order) |
| TS-43 | Remote teleport has no `teleport_hook` equivalent: retail tears down the position managers on every teleport (`CPhysicsObj::teleport_hook` 0x00514ed0 — `CancelMoveTo(0x3c)` @0x00514edf, `PositionManager::UnStick` @0x00514eee, `StopInterpolating`/`UnConstrain`); acdream's remote teleport is a bare UP hard-snap, so a stuck/chasing remote that the server teleports keeps its stick/moveto for up to the 1 s sticky lease / next UM. The LOCAL player side IS wired (R5-V3: `PlayerMovementController.SetPosition``PositionManager.UnStick`; the moveto cancel was already there via `StopCompletely`; the teleport-arrival site also fires the hook's tail — `EntityPhysicsHost.NotifyTeleported` = `TargetManager::ClearTarget` + `NotifyVoyeurOfEvent(Teleported)` @0x00514f1b-0x00514f28, which is what makes mobs stuck to the player drop their sticks on a recall) | `src/AcDream.App/Rendering/GameWindow.cs` (`OnLivePositionUpdated` — no teleport-flag manager teardown for remotes) | Remote teleports are rare (recalls/summons); the sticky 1 s lease + UP hard-snaps self-correct within a second; wiring it properly wants the UP teleport-stamp plumbing (TS-26's stamp work) | A teleported-away attacker briefly steers toward its pre-teleport target from the new location (≤1 s) before the lease/next-UM corrects it | `CPhysicsObj::teleport_hook` 0x00514ed0; retire with the TS-26 UP-stamp port |
---

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@ -84,6 +84,16 @@ often. If chase feels choppier than AP-79, that's the throttle — retail-faithf
but note it.
### V3 — wire PositionManager (sticky), retire TS-39, apply mt-0 flags
> **STATUS 2026-07-04: SHIPPED (as the #171 fix), awaiting the visual gate**
> — sticky seams bound (StickTo/Unstick/UnstickFromObject, remote + player),
> AdjustOffset at the UpdatePositionInternal slot (combiner chained as the
> interp stage in the remote-player branch; pre-sweep compose in the NPC
> branch + player physics tick), UseTime at the UpdateObjectInternal tail,
> real setup cylsphere radii threaded, exit-world/teleport teardown (remote
> teleport gap = TS-43), SERVERVEL yields to a stuck entity (TS-41). TS-39
> retired. **The mt-0 wire flags (0x1 StickToObject / 0x2 StandingLongJump)
> were NOT part of the user-approved #171 scope — they move to V4.**
Add a `PositionManager` to each host. Bind `MoveToManager.StickTo →
host.PositionManager.StickTo`, `MoveToManager.Unstick → host.PositionManager.UnStick`.
The load-bearing part: integrate `host.PositionManager.AdjustOffset(deltaFrame,

View file

@ -286,6 +286,21 @@ public sealed class PlayerMovementController
/// </summary>
public AcDream.Core.Physics.Motion.MoveToManager? MoveTo { get; set; }
/// <summary>
/// R5-V3 (#171): the player's <c>PositionManager</c> facade (retail
/// <c>CPhysicsObj::position_manager</c> — owned by the player's
/// <c>EntityPhysicsHost</c>, handed here by <c>EnterPlayerModeNow</c>).
/// <see cref="Update"/> drives it at the two retail per-tick points:
/// <c>AdjustOffset</c> inside the physics-tick block (retail
/// <c>UpdatePositionInternal</c> @0x00512d0e, BEFORE
/// <c>UpdatePhysicsInternal</c> so the sticky steer is part of the swept
/// motion) and <c>UseTime</c> after the completed-motions sweep (retail
/// <c>UpdateObjectInternal</c> tail @0x005159b3 — the sticky 1 s lease
/// watchdog). <see cref="SetPosition(Vector3, uint, Vector3)"/> tears any
/// stick down (retail <c>teleport_hook</c> @0x00514eee).
/// </summary>
public AcDream.Core.Physics.Motion.PositionManager? PositionManager { get; set; }
public PlayerMovementController(PhysicsEngine physics)
{
_physics = physics;
@ -468,6 +483,12 @@ public sealed class PlayerMovementController
// 0x00527e40: resets fwd/sidestep/turn COMMANDS, zeroes velocity,
// enqueues the A9 jump-snapshot node) — not a bare DoMotion(Ready).
_motion.StopCompletely();
// R5-V3 (#171): retail teleport_hook (0x00514ed0) — PositionManager::
// UnStick (@0x00514eee) right after the moveto cancel: a teleport
// tears down any active stick. (StopInterpolating/UnConstrain have no
// armed acdream counterparts — no local-player InterpolationManager,
// constraint leash unarmed per #167.)
PositionManager?.UnStick();
// Reset the edge tracker: the stop wiped the motion state, so keys
// still physically held must re-fire as press edges on the next
// Update (matches the pre-W6 level-triggered behavior of walking
@ -793,6 +814,29 @@ public sealed class PlayerMovementController
// Integrate accumulated dt, clamped to MaxQuantum so a long
// pause doesn't produce one giant integration step.
float tickDt = MathF.Min(_physicsAccum, PhysicsBody.MaxQuantum);
// R5-V3 (#171): retail UpdatePositionInternal (0x00512c30) —
// PositionManager::adjust_offset (@0x00512d0e) composes the
// sticky steer into this quantum's motion BEFORE
// UpdatePhysicsInternal, so the transition sweep below resolves
// it like any other movement (preIntegratePos was captured
// above). The delta's Origin is mover-LOCAL (rotate out by the
// body orientation); the heading is RELATIVE and writes Yaw —
// the authoritative facing the body quaternion is re-derived
// from every frame (a quaternion-only write would be clobbered).
// No-op while nothing is stuck (untouched delta frame).
if (PositionManager is { } ppm)
{
var pmDelta = new AcDream.Core.Physics.Motion.MotionDeltaFrame();
ppm.AdjustOffset(pmDelta, tickDt);
if (pmDelta.Origin != Vector3.Zero)
_body.Position += Vector3.Transform(pmDelta.Origin, _body.Orientation);
if (!pmDelta.Orientation.IsIdentity)
Yaw = AcDream.Core.Physics.Motion.MoveToMath.YawFromHeading(
AcDream.Core.Physics.Motion.MoveToMath.HeadingFromYaw(Yaw)
+ pmDelta.GetHeading());
}
_body.calc_acceleration();
_body.UpdatePhysicsInternal(tickDt);
_physicsAccum -= tickDt;
@ -853,6 +897,16 @@ public sealed class PlayerMovementController
{
_prevPhysicsPos = oldTickEndPos;
_currPhysicsPos = _body.Position;
// R5-V3 (#171): retail UpdateObjectInternal TAIL — PositionManager::
// UseTime (@0x005159b3) runs AFTER the quantum's integration
// (whose head hosts adjust_offset) and only on frames where a
// physics quantum executed (retail's update_object MinQuantum
// gate skips the whole UpdateObjectInternal). Diff-review find:
// a head-of-frame placement tore an expiring stick down BEFORE
// the crossing quantum's final steer/turn — retail applies that
// last adjust_offset, THEN the tail watchdog tears down.
PositionManager?.UseTime();
}
// L.3a (2026-04-30): retail wall-bounce / velocity reflection.

View file

@ -24,9 +24,15 @@ namespace AcDream.App.Rendering;
/// <see cref="HandleUpdateTarget"/> fan-out are injected by GameWindow so this
/// class stays free of GameWindow's internals (code-structure rule #1).</para>
///
/// <para>PositionManager (sticky) is R5-V3 — this host gains a
/// <c>PositionManager</c> and <see cref="HandleUpdateTarget"/> fans to it then;
/// V2 delivers only to the MoveToManager.</para>
/// <para>R5-V3: owns a <see cref="PositionManager"/> too (retail
/// <c>CPhysicsObj::position_manager</c> — retail creates it lazily via
/// <c>get_position_manager</c>; acdream constructs it eagerly, which is
/// behaviorally identical because the empty facade no-ops until its first
/// <c>StickTo</c>/<c>ConstrainTo</c>). <see cref="HandleUpdateTarget"/> fans
/// deliveries to the injected MoveToManager fan FIRST, then the
/// PositionManager — retail <c>CPhysicsObj::HandleUpdateTarget</c> order
/// (0x00512bc0: MovementManager @0x00512bf0, PositionManager
/// @0x00512c1a).</para>
/// </summary>
public sealed class EntityPhysicsHost : IPhysicsObjHost
{
@ -68,6 +74,7 @@ public sealed class EntityPhysicsHost : IPhysicsObjHost
_interruptCurrentMovement = interruptCurrentMovement
?? throw new ArgumentNullException(nameof(interruptCurrentMovement));
_targetManager = new TargetManager(this);
PositionManager = new PositionManager(this);
}
// ── IPhysicsObjHost accessors ──────────────────────────────────────────
@ -84,9 +91,24 @@ public sealed class EntityPhysicsHost : IPhysicsObjHost
/// <c>CPhysicsObj::target_manager</c>).</summary>
public TargetManager TargetManager => _targetManager;
/// <summary>R5-V3 — the owned <see cref="PositionManager"/> facade (retail
/// <c>CPhysicsObj::position_manager</c>): sticky follow + (unarmed)
/// constraint leash. Seam targets: <c>MoveToManager.StickTo/Unstick</c>,
/// <c>MotionInterpreter.UnstickFromObject</c>, the per-tick
/// <c>AdjustOffset</c>/<c>UseTime</c> drivers.</summary>
public PositionManager PositionManager { get; }
// ── IPhysicsObjHost fan-out / target-tracking seams ────────────────────
public IPhysicsObjHost? GetObjectA(uint id) => _getObjectA(id);
public void HandleUpdateTarget(TargetInfo info) => _handleUpdateTarget(info);
public void HandleUpdateTarget(TargetInfo info)
{
// Retail CPhysicsObj::HandleUpdateTarget (0x00512bc0) fan order:
// MovementManager (the injected MoveToManager fan) first, then
// PositionManager (@0x00512c1a — the R5-V3 sticky consumer).
_handleUpdateTarget(info);
PositionManager.HandleUpdateTarget(info);
}
public void InterruptCurrentMovement() => _interruptCurrentMovement();
public void SetTarget(uint contextId, uint objectId, float radius, double quantum)
@ -112,4 +134,16 @@ public sealed class EntityPhysicsHost : IPhysicsObjHost
/// stick/moveto). Called on despawn before the host is removed from the
/// registry.</summary>
public void NotifyExitWorld() => _targetManager.NotifyVoyeurOfEvent(TargetStatus.ExitWorld);
/// <summary>R5-V3 (#171): retail <c>CPhysicsObj::teleport_hook</c>'s tail
/// (0x00514ed0 @0x00514f1b-0x00514f28) — <c>TargetManager::ClearTarget</c>
/// (drop this entity's OWN subscription) then
/// <c>NotifyVoyeurOfEvent(Teleported)</c> (every entity watching THIS one
/// drops its stick/moveto — <c>StickyManager::HandleUpdateTarget</c>'s
/// non-Ok teardown path). Called after a teleport placement.</summary>
public void NotifyTeleported()
{
_targetManager.ClearTarget();
_targetManager.NotifyVoyeurOfEvent(TargetStatus.Teleported);
}
}

View file

@ -4284,6 +4284,14 @@ public sealed class GameWindow : IDisposable
// distance/heading math matches the harness exactly.
var rmT = rm;
var mtBody = rm.Body;
// R5-V3 (#171): real setup cylsphere radii — retail CPartArray::
// GetRadius/GetHeight (0x005180a0/0x005180b0). Lazy per-call resolve
// (a dictionary hit) so the read never races the spawn path's
// CacheSetup. Feeds GetCurrentDistance's UseSpheres cylinder math
// (own side) and StickyManager::adjust_offset's own-radius gap term.
// Replaces the R4 `() => 0f` pins ("setup cylsphere radius lands with
// R5-V3").
var selfEntity = ae.Entity;
// R5-V2: forward-declared so the MoveToManager's target seams route
// into the entity's TargetManager (retail CPhysicsObj::set_target →
// TargetManager::SetTarget). Assigned right after the manager is built.
@ -4298,8 +4306,8 @@ public sealed class GameWindow : IDisposable
mtBody.Orientation),
setHeading: (h, _) => mtBody.Orientation =
AcDream.Core.Physics.Motion.MoveToMath.SetHeading(mtBody.Orientation, h),
getOwnRadius: () => 0f, // pin P4 note: setup cylsphere radius lands with R5-V3
getOwnHeight: () => 0f,
getOwnRadius: () => GetSetupCylinder(serverGuid, selfEntity).Radius,
getOwnHeight: () => GetSetupCylinder(serverGuid, selfEntity).Height,
contact: () => mtBody.OnWalkable,
isInterpolating: () => rmT.Interp.IsActive,
getVelocity: () => mtBody.Velocity,
@ -4326,7 +4334,8 @@ public sealed class GameWindow : IDisposable
// delivers the identical position for a moveto's quantum-0 case).
// HandleTargetting ticks per frame (added in the per-remote loop);
// HandleUpdateTarget fans deliveries to this entity's MoveToManager
// (PositionManager sticky joins the fan-out in V3).
// and (R5-V3, inside the host) its PositionManager — retail's
// CPhysicsObj::HandleUpdateTarget order.
host = new EntityPhysicsHost(
serverGuid,
getPosition: () => new AcDream.Core.Physics.Position(
@ -4335,7 +4344,7 @@ public sealed class GameWindow : IDisposable
? selfEnt.Position : mtBody.Position,
mtBody.Orientation),
getVelocity: () => mtBody.Velocity,
getRadius: () => 0f, // R5-V3: real setup cylsphere radius
getRadius: () => GetSetupCylinder(serverGuid, selfEntity).Radius,
inContact: () => mtBody.OnWalkable,
minterpMaxSpeed: () => rmT.Motion.GetMaxSpeed(),
curTime: NowSeconds,
@ -4346,6 +4355,20 @@ public sealed class GameWindow : IDisposable
AcDream.Core.Physics.WeenieError.ActionCancelled));
rm.Host = host;
_physicsHosts[serverGuid] = host;
// R5-V3 (#171, retires TS-39): bind the sticky seams to the host's
// PositionManager —
// * BeginNextNode's sticky-arrival handoff: PositionManager::StickTo
// (retail MoveToManager::BeginNextNode @0x00529d3a);
// * PerformMovement's head unstick: unstick_from_object →
// PositionManager::UnStick (MoveToManager.PerformMovement:414);
// * the UM funnel head's unstick: CPhysicsObj::unstick_from_object
// (0x0050eaea) — invoked at the mt-0 routing sites (~4894) but
// unbound until now.
rm.MoveTo.StickTo = (tlid, radius, height) =>
host.PositionManager.StickTo(tlid, radius, height);
rm.MoveTo.Unstick = host.PositionManager.UnStick;
rm.Motion.UnstickFromObject = host.PositionManager.UnStick;
return rm.Sink;
}
@ -4393,6 +4416,64 @@ public sealed class GameWindow : IDisposable
return minimal;
}
/// <summary>
/// R5-V3 (#171): retail <c>CPartArray::GetRadius</c>/<c>GetHeight</c>
/// (0x005180a0/0x005180b0 — <c>setup-&gt;radius/height × scale</c>; ACE
/// <c>PartArray.cs:189-207</c> reads the same Setup-level fields). Returns
/// (0, 0) when the entity has no resolvable Setup (bare-GfxObj props) —
/// ACE's <c>PartArray != null ? … : 0</c> fallback shape
/// (<c>PhysicsObj.cs:951-952</c>). Live spawns cache their Setup in
/// <c>_physicsDataCache</c> at spawn time (CacheSetup, ~3250), so this is
/// a dictionary hit for every creature.
/// </summary>
private (float Radius, float Height) GetSetupCylinder(
uint serverGuid, AcDream.Core.World.WorldEntity entity)
{
var setup = _physicsDataCache.GetSetup(entity.SourceGfxObjOrSetupId);
if (setup is null)
return (0f, 0f);
// Live spawns bake ObjScale into MeshRefs and never populate
// WorldEntity.Scale (a scenery-pipeline field, default 1.0) — the
// authoritative per-entity scale is the SPAWN RECORD's ObjScale, the
// same source the collision registration's entScale uses (~4137).
// entity.Scale remains the fallback for non-spawn entities (scenery —
// never a chase/sticky participant). Diff-review find: without this,
// a server-scaled creature variant read unscaled radii and kept the
// #171 interpenetration exactly for scaled bodies.
float scale =
_lastSpawnByGuid.TryGetValue(serverGuid, out var sp)
&& sp.ObjScale is { } objScale && objScale > 0f
? objScale
: (entity.Scale > 0f ? entity.Scale : 1f);
return (setup.Radius * scale, setup.Height * scale);
}
/// <summary>
/// R5-V3 (#171): apply a <see cref="AcDream.Core.Physics.Motion.MotionDeltaFrame"/>
/// written by <c>PositionManager.AdjustOffset</c> onto a body — acdream's
/// stand-in for retail's <c>Frame::combine</c> in
/// <c>CPhysicsObj::UpdatePositionInternal</c> (0x00512c30, combine
/// @0x00512d22). The delta's Origin is mover-LOCAL (sticky writes
/// <c>globaltolocalvec</c> output — 0x00555430), so combining = rotating it
/// out by the body orientation. The rotation carries a RELATIVE heading;
/// an untouched (identity) rotation means "no turn" — retail distinguishes
/// an unwritten offset rotation from <c>set_heading(0)</c> by the identity
/// VALUE, not the angle, and the P5 pin (identity quaternion = heading 0)
/// makes compass addition the exact frame-combine here.
/// </summary>
private static void ApplyPositionManagerDelta(
AcDream.Core.Physics.PhysicsBody body,
AcDream.Core.Physics.Motion.MotionDeltaFrame delta)
{
if (delta.Origin != System.Numerics.Vector3.Zero)
body.Position += System.Numerics.Vector3.Transform(delta.Origin, body.Orientation);
if (!delta.Orientation.IsIdentity)
body.Orientation = AcDream.Core.Physics.Motion.MoveToMath.SetHeading(
body.Orientation,
AcDream.Core.Physics.Motion.MoveToMath.GetHeading(body.Orientation)
+ delta.GetHeading());
}
private bool RemoveLiveEntityByServerGuid(uint serverGuid)
{
if (!_entitiesByServerGuid.TryGetValue(serverGuid, out var existingEntity))
@ -4417,7 +4498,20 @@ public sealed class GameWindow : IDisposable
// timeout never fires), so it must run before the host is pruned.
if (_physicsHosts.TryGetValue(serverGuid, out var hostGone)
&& hostGone is EntityPhysicsHost ephGone)
{
// R5-V3 (#171): retail exit_world (0x00514e60) order — the
// departing entity first tears down its OWN stick
// (PositionManager::UnStick @0x00514e88 — drops its voyeur
// subscription on whatever it was stuck to) and its own target
// subscription (TargetManager::ClearTarget @0x00514e97 — same
// for a plain mid-chase moveto), THEN NotifyVoyeurOfEvent
// (ExitWorld) tells the entities watching IT. Without the first
// two, a despawning attacker leaves a dead voyeur entry on its
// target until send-failure pruning.
ephGone.PositionManager.UnStick();
ephGone.ClearTarget();
ephGone.NotifyExitWorld();
}
_physicsHosts.Remove(serverGuid);
_animatedEntities.Remove(existingEntity.Id);
_classificationCache.InvalidateEntity(existingEntity.Id);
@ -4494,6 +4588,15 @@ public sealed class GameWindow : IDisposable
ms.Type = AcDream.Core.Physics.MovementType.MoveToObject;
ms.ObjectId = tgtGuid;
ms.TopLevelId = tgtGuid;
// R5-V3 (#171): retail resolves the TARGET object's PartArray
// radius/height at the MoveToObject call site
// (CPhysicsObj::MoveToObject 0x005128e9/0x00512903; ACE
// PhysicsObj.cs:951-952) — they become SoughtObjectRadius/
// Height, feeding GetCurrentDistance's edge-to-edge arrival
// (UseSpheres) and the sticky-arrival handoff's target radius.
// Was unset (0): every attacker closed ~one body-radius deeper
// than retail before stopping — the #171 dogpile term.
(ms.Radius, ms.Height) = GetSetupCylinder(tgtGuid, tgtEnt);
ms.Pos = new AcDream.Core.Physics.Position(
cellId, tgtEnt.Position,
System.Numerics.Quaternion.Identity);
@ -5861,6 +5964,16 @@ public sealed class GameWindow : IDisposable
}
_playerController.SetPosition(snappedPos, resolved.CellId,
CellLocalForSeed(snappedPos, resolved.CellId));
// R5-V3 (#171, diff-review find): retail teleport_hook's TAIL
// (0x00514ed0 @0x00514f1b-0x00514f28) — after the manager teardown
// SetPosition just ran (moveto cancel + own UnStick), the teleporting
// object clears its OWN target subscription and tells every entity
// WATCHING IT that it teleported (NotifyVoyeurOfEvent(Teleported)).
// That notify is what tears down the mobs' sticks/target-tracking ON
// the player — without it, a melee pack stuck to the player keeps
// steering toward the post-teleport position at the 5× sticky follow
// speed for up to the 1 s lease (non-retail lurch on every recall).
_playerHost?.NotifyTeleported();
// Face the server-specified destination heading (retail drops you facing a fixed
// direction). The render entity already got _pendingTeleportRot above; sync the
// controller yaw so the camera + movement frame match it instead of the stale
@ -9778,7 +9891,29 @@ public sealed class GameWindow : IDisposable
interp: rm.Interp,
maxSpeed: maxSpeed,
terrainNormal: terrainNormal);
rm.Body.Position += offset;
// R5-V3 (#171): retail chains Interpolation → Sticky over
// ONE shared delta frame (PositionManager::adjust_offset
// 0x00555190). The combiner's catch-up IS acdream's
// interpolation stage, so its offset SEEDS the frame
// (converted to mover-local) and StickyManager::
// adjust_offset OVERWRITES it when armed+initialized
// (0x00555430 assigns m_fOrigin rather than accumulating).
// With no stick armed the frame comes back untouched and
// this reduces to the pre-V3 `Position += offset`.
if (rm.Host is { } plHost)
{
var pmDelta = new AcDream.Core.Physics.Motion.MotionDeltaFrame
{
Origin = AcDream.Core.Physics.Motion.MoveToMath.GlobalToLocalVec(
rm.Body.Orientation, offset),
};
plHost.PositionManager.AdjustOffset(pmDelta, dt);
ApplyPositionManagerDelta(rm.Body, pmDelta);
}
else
{
rm.Body.Position += offset;
}
// Slope-staircase diagnostic — gated on ACDREAM_SLOPE_DIAG=1.
// Prints per-tick body Z trajectory + queue state + projected
@ -9961,7 +10096,20 @@ public sealed class GameWindow : IDisposable
// (turn→run→drain sustained when the manager is ticked).
bool moveToArmed = rm.MoveTo is
{ MovementTypeState: not AcDream.Core.Physics.MovementType.Invalid };
if (!IsPlayerGuid(serverGuid) && rm.HasServerVelocity && !moveToArmed)
// R5-V3 (#171): a STUCK entity is also client-side-
// driven — after the sticky arrival the moveto is
// cleaned (Invalid) but StickyManager::adjust_offset
// owns the between-snap translation exactly like an
// armed moveto. Routing it to SERVERVEL would glide
// the body on synthesized wire velocity AGAINST the
// sticky steer (the same starvation class as the #170
// SERVERVEL fix — register TS-41). Retail has no
// SERVERVEL leg at all; it stays the fallback for
// entities with NO client-side movement driver.
bool stickyArmed =
(rm.Host?.PositionManager.GetStickyObjectId() ?? 0u) != 0u;
if (!IsPlayerGuid(serverGuid) && rm.HasServerVelocity
&& !moveToArmed && !stickyArmed)
{
double velocityAge = nowSec - rm.LastServerPosTime;
if (velocityAge > ServerControlledVelocityStaleSeconds)
@ -10075,6 +10223,20 @@ public sealed class GameWindow : IDisposable
// here to prevent UpdatePhysicsInternal's own omega pass from
// double-integrating.
var preIntegratePos = rm.Body.Position;
// R5-V3 (#171): the sticky steer — retail
// UpdatePositionInternal's PositionManager::adjust_offset
// slot (0x00512c30, call @0x00512d0e): the delta composes
// into this tick's motion BEFORE UpdatePhysicsInternal +
// the transition sweep below, so collision resolves the
// sticky movement like any other motion (preIntegratePos
// is captured first — the sweep covers the steer). No-op
// when nothing is stuck (untouched delta frame).
if (rm.Host is { } npcHost)
{
var pmDelta = new AcDream.Core.Physics.Motion.MotionDeltaFrame();
npcHost.PositionManager.AdjustOffset(pmDelta, dt);
ApplyPositionManagerDelta(rm.Body, pmDelta);
}
rm.Body.calc_acceleration();
rm.Body.UpdatePhysicsInternal(dt);
var postIntegratePos = rm.Body.Position;
@ -10196,6 +10358,15 @@ public sealed class GameWindow : IDisposable
ae.Entity.ParentCellId = rm.CellId;
ae.Entity.Rotation = rm.Body.Orientation;
}
// R5-V3 (#171): retail UpdateObjectInternal tail —
// PositionManager::UseTime (0x005156b0, call @0x005159b3,
// right after CPartArray::HandleMovement, UNCONDITIONAL for
// every entity in both grounded and airborne branches): the
// sticky 1 s lease watchdog (StickyManager::UseTime
// 0x00555610 — a stick not re-issued by a fresh server arm
// within 1 s tears itself down). No-op while nothing is stuck.
rm.Host?.PositionManager.UseTime();
}
// ── Get per-part (origin, orientation) from either sequencer or legacy ──
@ -12527,6 +12698,15 @@ public sealed class GameWindow : IDisposable
? AcDream.Core.Physics.MovementType.TurnToObject
: AcDream.Core.Physics.MovementType.MoveToObject,
};
// R5-V3 (#171, diff-review find): retail resolves the TARGET's
// PartArray radius/height at EVERY MoveToObject call site — the
// client-initiated use flow included (CPhysicsObj::MoveToObject
// 0x005128e9/0x00512903), not just the wire mt-6 route. Without
// this, the player's now-real own radius made the UseSpheres
// arrival hybrid (centerDist playerRadius ≤ useRadius) — the
// auto-walk stopped ~one player-radius farther out than the AP-23
// constants intended, and the two MoveToObject sites disagreed.
(ms.Radius, ms.Height) = GetSetupCylinder(targetGuid, entity);
// Part of this install's AP-23 adaptation: store the autonomy flag
// exactly as the wire mt-6 this install anticipates would (the P1
// unpack store, IsAutonomous=false) — without it the per-tick
@ -13091,8 +13271,9 @@ public sealed class GameWindow : IDisposable
// remotes force-assert Contact+OnWalkable every grounded tick, so
// OnWalkable was equivalent there); (c) isInterpolating is false —
// the local player has no InterpolationManager. Own radius/height
// stay 0 for parity with the V4 remote bind (P4 note: setup
// cylsphere lands with R5's TargetManager port). setHeading's
// are the real setup cylsphere values (R5-V3 — lazy reads because
// this method caches the player Setup a few paragraphs further
// down). setHeading's
// `send` flag is currently UNCONSUMED (register TS-33): the AP
// heartbeat diffs position/plane/cell but not orientation (retail's
// Frame::is_equal compares the full frame), so a stationary heading
@ -13111,8 +13292,8 @@ public sealed class GameWindow : IDisposable
getHeading: () => AcDream.Core.Physics.Motion.MoveToMath.HeadingFromYaw(pcMoveTo.Yaw),
setHeading: (h, _) => pcMoveTo.Yaw =
AcDream.Core.Physics.Motion.MoveToMath.YawFromHeading(h),
getOwnRadius: () => 0f,
getOwnHeight: () => 0f,
getOwnRadius: () => GetSetupCylinder(_playerServerGuid, playerEntity).Radius,
getOwnHeight: () => GetSetupCylinder(_playerServerGuid, playerEntity).Height,
contact: () => pcMoveTo.BodyInContact,
isInterpolating: () => false,
getVelocity: () => pcMoveTo.BodyVelocity,
@ -13139,7 +13320,7 @@ public sealed class GameWindow : IDisposable
? pSelf.Position : pcMoveTo.Position,
pcMoveTo.BodyOrientation),
getVelocity: () => pcMoveTo.BodyVelocity,
getRadius: () => 0f, // R5-V3: real setup cylsphere radius
getRadius: () => GetSetupCylinder(_playerServerGuid, playerEntity).Radius,
inContact: () => pcMoveTo.BodyInContact,
minterpMaxSpeed: () => pcMoveTo.Motion.GetMaxSpeed(),
curTime: () => pcMoveTo.SimTimeSeconds,
@ -13166,6 +13347,19 @@ public sealed class GameWindow : IDisposable
};
_playerController.MoveTo = playerMoveTo;
// R5-V3 (#171, retires TS-39 — player side): bind the sticky seams to
// the player host's PositionManager (same trio as the remote bind in
// EnsureRemoteMotionBindings: BeginNextNode arrival StickTo
// @0x00529d3a, PerformMovement-head Unstick, UM-funnel-head
// unstick_from_object 0x0050eaea) and hand the facade to the
// controller, which drives AdjustOffset/UseTime at the retail
// UpdatePositionInternal/UpdateObjectInternal points.
playerMoveTo.StickTo = (tlid, radius, height) =>
playerHost.PositionManager.StickTo(tlid, radius, height);
playerMoveTo.Unstick = playerHost.PositionManager.UnStick;
_playerController.Motion.UnstickFromObject = playerHost.PositionManager.UnStick;
_playerController.PositionManager = playerHost.PositionManager;
// TS-36 RETIRED: the interp's interrupt seam is retail's
// interrupt_current_movement → MovementManager::CancelMoveTo(0x36)
// chain (raw 278189-278200). Every DoMotion/StopMotion/

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@ -136,7 +136,9 @@ public sealed class StickyManager
if (TargetId == 0)
return;
if (_host.CurTime >= StickyTimeoutTime)
// Strictly AFTER the deadline (retail 0x00555626 `test ah,0x41` —
// C0|C3 clear = cur_time > timeout; ACE `>` too), not >=.
if (_host.CurTime > StickyTimeoutTime)
{
TargetId = 0;
Initialized = false;

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@ -104,7 +104,9 @@ public sealed class PositionManagerFacadeTests
self.CurTime = 100.0;
pm.StickTo(target.Id, 0.5f, 1.0f); // deadline 101
self.CurTime = 101.0;
// Strictly past the deadline (retail 0x00555626 keeps the stick AT
// the deadline; teardown is `>` — ACE too).
self.CurTime = 101.001;
pm.UseTime();
Assert.Equal(0u, pm.GetStickyObjectId()); // unstuck

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@ -77,6 +77,12 @@ internal sealed class RemoteChaseHarness
public const float Dt = 1f / 60f;
// R5-V3 (#171): setup cylsphere radii for the sticky/UseSpheres scenarios
// (GameWindow threads the real values via GetSetupCylinder; these are
// creature-typical stand-ins).
public const float OwnRadius = 0.3f;
public const float StickyTargetRadius = 0.5f;
// Field-for-field mirror of GameWindow's RemoteMotion construction
// (GameWindow.cs:592-618): Contact+OnWalkable+Active, InWorld=true (the
// R4-V5 door fix — without it the interp's detached-object guard strips
@ -95,6 +101,14 @@ internal sealed class RemoteChaseHarness
public readonly MotionTableDispatchSink Sink;
public readonly MoveToManager Mgr;
/// <summary>R5-V3 (#171): the creature's PositionManager facade — the
/// EntityPhysicsHost-owned twin (GameWindow binds MoveToManager.StickTo/
/// Unstick + MotionInterpreter.UnstickFromObject to it and drives
/// AdjustOffset/UseTime per tick).</summary>
public readonly PositionManager Pm;
private readonly CreatureHost _creatureHost;
private readonly TargetHost _playerHost;
/// <summary>GameWindow's RemoteMotion.ObservedOmega twin.</summary>
public Vector3 ObservedOmega;
@ -162,8 +176,8 @@ internal sealed class RemoteChaseHarness
getHeading: () => MoveToMath.GetHeading(Body.Orientation),
setHeading: (h, _) => Body.Orientation =
MoveToMath.SetHeading(Body.Orientation, h),
getOwnRadius: () => 0f,
getOwnHeight: () => 0f,
getOwnRadius: () => OwnRadius,
getOwnHeight: () => 1f,
contact: () => Body.OnWalkable,
isInterpolating: () => false,
getVelocity: () => Body.Velocity,
@ -184,6 +198,17 @@ internal sealed class RemoteChaseHarness
Interp.InterruptCurrentMovement =
() => Mgr.CancelMoveTo(WeenieError.ActionCancelled);
// ── R5-V3 (#171): the PositionManager/sticky wiring — GameWindow's
// V3 additions verbatim: host-owned facade + the three seam binds
// (BeginNextNode arrival StickTo, PerformMovement-head Unstick,
// UM-funnel-head unstick_from_object). ──
_playerHost = new TargetHost(this);
_creatureHost = new CreatureHost(this);
Pm = new PositionManager(_creatureHost);
Mgr.StickTo = (tlid, radius, height) => Pm.StickTo(tlid, radius, height);
Mgr.Unstick = Pm.UnStick;
Interp.UnstickFromObject = Pm.UnStick;
// ── The anim-loop MotionDone binding (GameWindow.cs:10266) ──
Seq.MotionDoneTarget = (m, ok) => Interp.MotionDone(m, ok);
@ -222,7 +247,11 @@ internal sealed class RemoteChaseHarness
public void UmMoveToObject(
float speed = 2.08f,
float distanceToObject = 0.6f,
float walkRunThreshold = 15f)
float walkRunThreshold = 15f,
bool sticky = false,
bool useSpheres = false,
float targetRadius = 0f,
float targetHeight = 0f)
{
Interp.InterruptCurrentMovement?.Invoke();
Interp.UnstickFromObject?.Invoke();
@ -238,7 +267,10 @@ internal sealed class RemoteChaseHarness
DistanceToObject = distanceToObject,
WalkRunThreshhold = walkRunThreshold,
FailDistance = float.MaxValue,
UseSpheres = false,
// R5-V3 (#171): ACE arms every melee chase Sticky + UseSpheres
// (Monster_Navigation.cs:406-419; UseSpheres is the ACE default).
Sticky = sticky,
UseSpheres = useSpheres,
};
var ms = new MovementStruct
{
@ -247,6 +279,10 @@ internal sealed class RemoteChaseHarness
TopLevelId = PlayerGuid,
Pos = new CorePosition(1u, PlayerPos, Quaternion.Identity),
Params = mp,
// R5-V3: the RouteServerMoveTo radius threading twin — retail
// reads the TARGET's PartArray radius/height at the call site.
Radius = targetRadius,
Height = targetHeight,
};
Mgr.PerformMovement(ms);
}
@ -256,13 +292,84 @@ internal sealed class RemoteChaseHarness
if (!_targetArmed) return;
_lastDeliveryTime = Now;
var pos = new CorePosition(1u, PlayerPos, Quaternion.Identity);
Mgr.HandleUpdateTarget(new TargetInfo
var info = new TargetInfo
{
ObjectId = PlayerGuid,
Status = TargetStatus.Ok,
TargetPosition = pos,
InterpolatedPosition = pos,
});
};
// R5-V3 fan order (EntityPhysicsHost.HandleUpdateTarget — retail
// CPhysicsObj::HandleUpdateTarget 0x00512bc0): MoveToManager first,
// then PositionManager (the sticky consumer).
Mgr.HandleUpdateTarget(info);
Pm.HandleUpdateTarget(info);
}
// ── R5-V3 (#171): the IPhysicsObjHost twins of GameWindow's
// EntityPhysicsHost (creature side) and ResolvePhysicsHost's minimal
// target host (player side). ──
private sealed class CreatureHost : IPhysicsObjHost
{
private readonly RemoteChaseHarness _h;
public CreatureHost(RemoteChaseHarness h) => _h = h;
public uint Id => CreatureGuid;
public CorePosition Position => new(1u, _h.Body.Position, _h.Body.Orientation);
public Vector3 Velocity => _h.Body.Velocity;
public float Radius => OwnRadius;
public bool InContact => _h.Body.OnWalkable;
public float? MinterpMaxSpeed => _h.Interp.GetMaxSpeed();
public double CurTime => _h.Now;
public double PhysicsTimerTime => _h.Now;
public IPhysicsObjHost? GetObjectA(uint id)
=> id == PlayerGuid ? _h._playerHost : null;
public void HandleUpdateTarget(TargetInfo info)
{
_h.Mgr.HandleUpdateTarget(info);
_h.Pm.HandleUpdateTarget(info);
}
public void InterruptCurrentMovement()
=> _h.Mgr.CancelMoveTo(WeenieError.ActionCancelled);
public void SetTarget(uint contextId, uint objectId, float radius, double quantum)
{
// The scripted TargetManager stand-in — StickyManager::StickTo
// subscribes at quantum 0.5 (0x00555710) with a synchronous first
// delivery (the AddVoyeur immediate snapshot).
_h._targetArmed = objectId == PlayerGuid;
_h._quantum = quantum;
_h.DeliverTargetInfo();
}
public void ClearTarget() => _h._targetArmed = false;
public void ReceiveTargetUpdate(TargetInfo info) { }
public void AddVoyeur(uint watcherId, float radius, double quantum) { }
public void RemoveVoyeur(uint watcherId) { }
}
private sealed class TargetHost : IPhysicsObjHost
{
private readonly RemoteChaseHarness _h;
public TargetHost(RemoteChaseHarness h) => _h = h;
public uint Id => PlayerGuid;
public CorePosition Position => new(1u, _h.PlayerPos, Quaternion.Identity);
public Vector3 Velocity => _h.PlayerVelocity;
public float Radius => StickyTargetRadius;
public bool InContact => true;
public float? MinterpMaxSpeed => null;
public double CurTime => _h.Now;
public double PhysicsTimerTime => _h.Now;
public IPhysicsObjHost? GetObjectA(uint id) => null;
public void HandleUpdateTarget(TargetInfo info) { }
public void InterruptCurrentMovement() { }
public void SetTarget(uint contextId, uint objectId, float radius, double quantum) { }
public void ClearTarget() { }
public void ReceiveTargetUpdate(TargetInfo info) { }
public void AddVoyeur(uint watcherId, float radius, double quantum) { }
public void RemoveVoyeur(uint watcherId) { }
}
// ── The per-tick pipeline (GameWindow.TickAnimations order) ────────────
@ -300,10 +407,28 @@ internal sealed class RemoteChaseHarness
Quaternion.Multiply(Body.Orientation, deltaRot));
}
// 5. Position integration (UpdatePhysicsInternal, simplified: grounded,
// no gravity participation for this scenario).
// 5. R5-V3 (#171): the sticky steer — GameWindow's legacy-branch slot
// (retail UpdatePositionInternal PositionManager::adjust_offset
// @0x00512d0e, composed BEFORE the velocity integration). Origin is
// mover-local; the rotation carries a RELATIVE heading (identity =
// untouched = no turn).
var pmDelta = new MotionDeltaFrame();
Pm.AdjustOffset(pmDelta, Dt);
if (pmDelta.Origin != Vector3.Zero)
Body.Position += Vector3.Transform(pmDelta.Origin, Body.Orientation);
if (!pmDelta.Orientation.IsIdentity)
Body.Orientation = MoveToMath.SetHeading(
Body.Orientation,
MoveToMath.GetHeading(Body.Orientation) + pmDelta.GetHeading());
// 5b. Position integration (UpdatePhysicsInternal, simplified: grounded,
// no gravity participation for this scenario).
Body.Position += Body.Velocity * Dt;
// 5c. R5-V3: PositionManager::UseTime (retail UpdateObjectInternal
// tail @0x005159b3) — the sticky 1 s lease watchdog.
Pm.UseTime();
// 6. Anim loop (GameWindow.cs:10247-10309): advance, drain AnimDone
// hooks into the manager countdown, zero-tick sweep.
Seq.Advance(Dt);
@ -630,4 +755,120 @@ public sealed class RemoteChaseEndToEndHarnessTests
$"mt={h.Mgr.MovementTypeState} substate=0x{h.Seq.Manager.State.Substate:X8} " +
$"pending={h.Interp.MotionsPending()}");
}
// ── R5-V3 (#171): sticky melee scenarios ────────────────────────────────
private static float AbsHeadingDiff(float a, float b)
{
float d = MathF.Abs(a - b) % 360f;
return d > 180f ? 360f - d : d;
}
/// <summary>
/// The #171 fix's core: ACE arms melee chases Sticky+UseSpheres with the
/// target's real radii; on arrival BeginNextNode hands off to
/// PositionManager::StickTo (0x00529d3a) and StickyManager::adjust_offset
/// (0x00555430) holds a 0.3 m edge gap + live facing against a strafing
/// target — for the 1 s lease, which is set ONCE at StickTo and NOT
/// refreshed by target updates (retail 0x00555710/0x00555610): a stick
/// not re-issued by a fresh server arm tears itself down.
/// </summary>
[Fact]
public void StickyArrival_TracksStrafingTarget_ThenLeaseExpires()
{
var h = new RemoteChaseHarness(_out);
h.PlayerPos = new Vector3(0f, 10f, 0f); // dead ahead (North)
h.PlayerVelocity = Vector3.Zero;
h.UmInterpreted(RemoteChaseHarness.Combat, RemoteChaseHarness.Ready);
for (int i = 0; i < Seconds(1.5f); i++) h.Tick();
h.UmMoveToObject(sticky: true, useSpheres: true,
targetRadius: RemoteChaseHarness.StickyTargetRadius, targetHeight: 1.2f);
int stickTick = -1;
for (int i = 0; i < Seconds(8f) && stickTick < 0; i++)
{
h.Tick();
if (h.Pm.GetStickyObjectId() == RemoteChaseHarness.PlayerGuid)
stickTick = i;
}
h.Snapshot("stuck");
Assert.True(stickTick >= 0,
$"sticky never armed within 8 s of the arm; mt={h.Mgr.MovementTypeState} " +
$"dist={h.DistToPlayer:F2}");
// Arrival cleaned the moveto BEFORE the handoff (BeginNextNode reads
// Sought* pre-CleanUp; CleanUp resets movement_type to Invalid).
Assert.Equal(MovementType.Invalid, h.Mgr.MovementTypeState);
// The target strafes — the follower must track gap AND facing
// (adjust_offset resolves the LIVE target via GetObjectA per tick).
h.PlayerVelocity = new Vector3(2f, 0f, 0f);
for (int i = 0; i < Seconds(0.8f); i++) h.Tick();
h.Snapshot("strafed");
Assert.Equal(RemoteChaseHarness.PlayerGuid, h.Pm.GetStickyObjectId()); // inside the lease
float gap = MoveToMath.CylinderDistanceNoZ(
RemoteChaseHarness.OwnRadius, h.Body.Position,
RemoteChaseHarness.StickyTargetRadius, h.PlayerPos);
Assert.True(MathF.Abs(gap - StickyManager.StickyRadius) < 0.1f,
$"stick gap {gap:F2} m — expected ≈{StickyManager.StickyRadius:F1} m (StickyRadius)");
float bearing = MoveToMath.PositionHeading(h.Body.Position, h.PlayerPos);
Assert.True(AbsHeadingDiff(h.Heading, bearing) < 5f,
$"facing {h.Heading:F1}° vs bearing {bearing:F1}° — sticky facing not tracking");
// Lease expiry: >1 s since StickTo with no re-arm → the UseTime
// watchdog drops the stick (retail parity — ACE re-arms each attack
// cycle, renewing the stick server-side).
h.PlayerVelocity = Vector3.Zero;
for (int i = 0; i < Seconds(0.5f); i++) h.Tick();
Assert.Equal(0u, h.Pm.GetStickyObjectId());
}
/// <summary>
/// The pack-melee reshuffle cycle: every fresh server arm
/// (PerformMovement) tears the previous stick down at the HEAD
/// (unstick_from_object → PositionManager::UnStick — the retail
/// PerformMovement:414 + UM-funnel-head sites), then the new chase
/// re-arrives and re-sticks.
/// </summary>
[Fact]
public void NextPerformMovement_Unsticks_ThenRearrivalResticks()
{
var h = new RemoteChaseHarness(_out);
h.PlayerPos = new Vector3(0f, 8f, 0f);
h.PlayerVelocity = Vector3.Zero;
h.UmInterpreted(RemoteChaseHarness.Combat, RemoteChaseHarness.Ready);
for (int i = 0; i < Seconds(1.5f); i++) h.Tick();
h.UmMoveToObject(sticky: true, useSpheres: true,
targetRadius: RemoteChaseHarness.StickyTargetRadius, targetHeight: 1.2f);
for (int i = 0; i < Seconds(8f); i++)
{
h.Tick();
if (h.Pm.GetStickyObjectId() != 0u) break;
}
Assert.Equal(RemoteChaseHarness.PlayerGuid, h.Pm.GetStickyObjectId());
// The target breaks away; ACE re-arms the chase — the arm must
// UNSTICK immediately (stale stick torn down before the new moveto).
h.PlayerPos += new Vector3(0f, 8f, 0f);
h.UmMoveToObject(sticky: true, useSpheres: true,
targetRadius: RemoteChaseHarness.StickyTargetRadius, targetHeight: 1.2f);
Assert.Equal(0u, h.Pm.GetStickyObjectId());
Assert.Equal(MovementType.MoveToObject, h.Mgr.MovementTypeState);
// ...and the new chase re-arrives and re-sticks.
int restick = -1;
for (int i = 0; i < Seconds(8f) && restick < 0; i++)
{
h.Tick();
if (h.Pm.GetStickyObjectId() == RemoteChaseHarness.PlayerGuid)
restick = i;
}
Assert.True(restick >= 0,
$"chase did not re-stick after the re-arm; mt={h.Mgr.MovementTypeState} " +
$"dist={h.DistToPlayer:F2}");
}
}

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@ -106,15 +106,22 @@ public sealed class StickyManagerTests
}
[Fact]
public void UseTime_AtDeadline_UnsticksAndInterrupts()
public void UseTime_PastDeadline_UnsticksAndInterrupts()
{
var (self, target, sticky) = Setup();
self.CurTime = 100.0;
sticky.StickTo(target.Id, 0.5f, 1.0f); // deadline 101.0
int interruptsBefore = self.InterruptCurrentMovementCalls;
// AT the deadline the stick survives — retail 0x00555626 tears down
// strictly AFTER it (`test ah,0x41`: C0|C3 = less-or-equal keeps;
// ACE `>` too). The R5-V1 pin of `>=` was the wrong value.
self.CurTime = 101.0;
sticky.UseTime();
Assert.Equal(target.Id, sticky.TargetId);
int interruptsBefore = self.InterruptCurrentMovementCalls;
self.CurTime = 101.001;
sticky.UseTime();
Assert.Equal(0u, sticky.TargetId);
Assert.Equal(interruptsBefore + 1, self.InterruptCurrentMovementCalls);