fix(world): complete recall before teleport hide

Match retail's update ordering so object animation, particles, and scripts advance before inbound teleport state is applied. Separate input-originated movement from post-network autonomous position output, and reconcile presentation without a second physics tick so recall cannot resume after arrival.

Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-16 06:37:29 +02:00
parent dded9e6b17
commit 75acae02d6
13 changed files with 1068 additions and 332 deletions

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using System.Numerics;
using AcDream.App.Input;
using AcDream.App.World;
using AcDream.Core.Physics;
namespace AcDream.App.Tests.Input;
public sealed class RetailLocalPlayerFrameControllerTests
{
[Fact]
public void F751BetweenPhases_CannotRelocateOrReplayCapturedOutboundMovement()
{
PlayerMovementController controller = CreateController();
var calls = new List<string>();
var preNetwork = new List<(PlayerState State, MovementResult Movement)>();
var postNetwork = new List<PlayerState>();
var local = new RetailLocalPlayerFrameController(
canPresentPlayer: () => true,
getController: () => controller,
captureInput: () => new MovementInput(Forward: true),
resolveLocalEntityId: () => 7u,
handleTargeting: () => calls.Add("target"),
isHidden: () => false,
project: (_, _, _) => calls.Add("project"),
sendPreNetwork: (owner, movement, _) =>
{
calls.Add("pre-outbound");
preNetwork.Add((owner.State, movement));
},
sendPostNetwork: (owner, _) =>
{
calls.Add("post-position");
postNetwork.Add(owner.State);
});
var live = new RetailLiveFrameCoordinator(
dt =>
{
calls.Add("objects");
local.AdvanceBeforeNetwork(dt);
},
() =>
{
calls.Add("f751");
controller.State = PlayerState.PortalSpace;
},
() =>
{
calls.Add("commands");
local.RunPostNetworkCommandPhase();
},
() => calls.Add("spatial"));
live.Tick(1f / 60f);
Assert.True(local.TryGetPresentationAfterNetwork(out var presentation));
Assert.Equal(
[
"objects", "target", "project", "pre-outbound", "f751",
"commands", "project", "post-position", "spatial",
],
calls);
Assert.Single(preNetwork);
Assert.Equal(PlayerState.InWorld, preNetwork[0].State);
Assert.True(preNetwork[0].Movement.ShouldSendMovementEvent);
Assert.Equal([PlayerState.PortalSpace], postNetwork);
Assert.Equal(PlayerState.PortalSpace, controller.State);
Assert.True(presentation.AdvancedBeforeNetwork);
}
[Fact]
public void OwnerCreatedByInboundPass_IsProjectedWithoutPhysicsOrOutboundTick()
{
PlayerMovementController? controller = null;
int projections = 0;
int preNetwork = 0;
int postNetwork = 0;
var local = new RetailLocalPlayerFrameController(
canPresentPlayer: () => controller is not null,
getController: () => controller,
captureInput: () => new MovementInput(Forward: true),
resolveLocalEntityId: () => 9u,
handleTargeting: () => { },
isHidden: () => false,
project: (_, _, _) => projections++,
sendPreNetwork: (_, _, _) => preNetwork++,
sendPostNetwork: (_, _) => postNetwork++);
local.AdvanceBeforeNetwork(1f / 60f);
controller = CreateController();
float timeBefore = controller.SimTimeSeconds;
Assert.True(local.TryGetPresentationAfterNetwork(out var presentation));
Assert.False(presentation.AdvancedBeforeNetwork);
Assert.Equal(timeBefore, controller.SimTimeSeconds);
Assert.Equal(1, projections);
Assert.Equal(0, preNetwork);
Assert.Equal(0, postNetwork);
Assert.False(presentation.Movement.ShouldSendMovementEvent);
}
[Fact]
public void OrdinaryInboundRootMutation_IsReconciledWithoutSecondPhysicsTick()
{
PlayerMovementController controller = CreateController();
Vector3 projectedRoot = default;
var local = new RetailLocalPlayerFrameController(
canPresentPlayer: () => true,
getController: () => controller,
captureInput: () => new MovementInput(),
resolveLocalEntityId: () => 7u,
handleTargeting: () => { },
isHidden: () => false,
project: (_, movement, _) => projectedRoot = movement.RenderPosition,
sendPreNetwork: (_, _, _) => { },
sendPostNetwork: (_, _) => { });
var live = new RetailLiveFrameCoordinator(
local.AdvanceBeforeNetwork,
() => projectedRoot = new Vector3(999f, 999f, 999f),
local.RunPostNetworkCommandPhase,
() => { });
live.Tick(1f / 60f);
float timeAfterOneTick = controller.SimTimeSeconds;
Assert.Equal(controller.RenderPosition, projectedRoot);
Assert.Equal(1f / 60f, timeAfterOneTick);
}
private static PlayerMovementController CreateController()
{
var engine = new PhysicsEngine();
var heights = new byte[81];
Array.Fill(heights, (byte)50);
var heightTable = new float[256];
for (int i = 0; i < heightTable.Length; i++)
heightTable[i] = i;
engine.AddLandblock(
0xA9B4FFFFu,
new TerrainSurface(heights, heightTable),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001u);
return controller;
}
}

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using AcDream.App.Rendering;
using AcDream.App.World;
using AcDream.Content.Vfx;
using AcDream.Core.Physics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using DatReaderWriter.Types;
using Xunit.Sdk;
namespace AcDream.App.Tests.World;
public sealed class RecallTeleportAnimationTests
{
private const uint HumanSetup = 0x02000001u;
private const uint HumanMotionTable = 0x09000001u;
private const uint NonCombat = 0x8000003Du;
private const uint Ready = 0x41000003u;
private const uint LifestoneRecall = 0x10000153u;
[Fact]
public void LiveFrame_AdvancesObjectRuntimeBeforeInboundNetwork()
{
var calls = new List<string>();
var frame = new RetailLiveFrameCoordinator(
_ => calls.Add("objects"),
() => calls.Add("network"),
() => calls.Add("commands"),
() => calls.Add("spatial"));
frame.Tick(1f / 60f);
Assert.Equal(["objects", "network", "commands", "spatial"], calls);
}
[Fact]
public void LiveFrame_InvalidHostDeltaCannotBlockNetworkDispatch()
{
var deltas = new List<float>();
int networkDispatches = 0;
var frame = new RetailLiveFrameCoordinator(
deltas.Add,
() => networkDispatches++,
() => { },
() => { });
frame.Tick(float.NaN);
frame.Tick(float.PositiveInfinity);
frame.Tick(-1f);
Assert.Equal([0f, 0f, 0f], deltas);
Assert.Equal(3, networkDispatches);
Assert.Equal(0.0, RetailLiveFrameCoordinator.NormalizeDeltaSeconds(double.NaN));
Assert.Equal(0.0, RetailLiveFrameCoordinator.NormalizeDeltaSeconds(double.NegativeInfinity));
Assert.Equal(0.0, RetailLiveFrameCoordinator.NormalizeDeltaSeconds(double.PositiveInfinity));
Assert.Equal(0.0, RetailLiveFrameCoordinator.NormalizeDeltaSeconds(double.MaxValue));
}
[Fact]
public void InstalledRecall_RetiresBeforeTeleportHiddenStateIsDispatched()
{
string datDir = @"C:\Turbine\Asheron's Call";
if (!File.Exists(Path.Combine(datDir, "client_portal.dat")))
throw SkipException.ForSkip("Installed retail DATs are required.");
using var dats = new DatCollection(datDir, DatAccessType.Read);
Setup setup = Assert.IsType<Setup>(dats.Get<Setup>(HumanSetup));
MotionTable table = Assert.IsType<MotionTable>(dats.Get<MotionTable>(HumanMotionTable));
var loader = new RetailAnimationLoader(dats);
var sequencer = new AnimationSequencer(setup, table, loader);
sequencer.SetCycle(NonCombat, Ready);
sequencer.PlayAction(LifestoneRecall);
int readyKey = unchecked((int)((NonCombat << 16) | (Ready & 0xFFFFFFu)));
MotionData action = table.Links[readyKey].MotionData[unchecked((int)LifestoneRecall)];
double aceDuration = 0.0;
foreach (var anim in action.Anims)
{
Animation loaded = Assert.IsType<Animation>(loader.LoadAnimation((uint)anim.AnimId));
int high = anim.HighFrame == -1 ? loaded.PartFrames.Count : anim.HighFrame;
aceDuration += (high - anim.LowFrame) / Math.Abs(anim.Framerate);
}
const float updateStep = 1f / 60f;
double elapsed = 0.0;
bool hidden = false;
bool hiddenPacketReady = false;
var frame = new RetailLiveFrameCoordinator(
dt =>
{
if (!hidden)
sequencer.Advance(dt);
},
() =>
{
if (hiddenPacketReady)
hidden = true;
},
() => { },
() => { });
// The recall motion is dispatched after an object's UseTime phase.
// On the first later frame whose timestamp reaches ACE's scheduled
// teleport boundary, retail advances the PartArray and only then
// consumes the Hidden SetState from the inbound queue.
while (elapsed < aceDuration)
{
hiddenPacketReady = elapsed + updateStep >= aceDuration;
frame.Tick(updateStep);
elapsed += updateStep;
}
Assert.True(hidden);
Assert.True(
sequencer.CurrentNodeDiag.IsLooping,
"Recall must reach the Ready cyclic tail before Hidden freezes PartArray playback.");
}
}