feat(physics): P5 commit 2 - arm the ConstraintManager leash on accepted positions (#167)

Wire ConstraintManager.ConstrainTo at every current acdream inbound-position
acceptance seam, matching retail SmartBox::HandleReceivedPosition
(0x00453fd0):

- Remote (player + NPC): LiveEntityNetworkUpdateController arms right after
  the hard-teleport branch (remotePlacementRequired) returns - reaching that
  point already means MoveOrTeleport did NOT hard-place - anchored to the
  object's own live IPhysicsObjHost.Position.
- Local player teleport: PlayerMovementController.SetPositionCore now runs
  UnConstrain (retail teleport_hook 0x00514ed0, previously a no-op because
  nothing armed the leash) then re-arms anchored to the just-snapped
  position, composing with the existing StopCompletelyAtPhysicsObjectBoundary
  velocity zero rather than duplicating it. CommitPreparedPosition mirrors
  the same pair for the deferred player-mode-entry commit path.
- Local player ForcePosition: PlayerMovementController.BlipPosition arms
  with NO preceding UnConstrain (retail BlipPlayer/SetPositionSimple
  survives motion/velocity/stick, and the leash is no different).

Push PhysicsBody.IsFullyConstrained from PositionManager.IsFullyConstrained
at the SAME per-tick chokepoint each pump already runs AdjustOffset
(PlayerMovementController.Update, RuntimeRemotePhysicsUpdater.Tick/TickHidden)
so TS-35's read gate in jump_is_allowed sees live state instead of a stub
that is never written.

Tests: local-player arm/teardown/rearm/taper/jump-refusal (Runtime.Tests,
PlayerMovementControllerTests), remote-tick IsFullyConstrained push
(Runtime.Tests, RuntimePhysicsStateTests). Full Core/Runtime/App suites
green with no regressions.
This commit is contained in:
Erik 2026-07-30 12:05:19 +02:00
parent 378d0b6ca0
commit 7719d25bc5
5 changed files with 330 additions and 3 deletions

View file

@ -1288,6 +1288,31 @@ public sealed class PlayerMovementController
{
_physics.UpdatePlayerCurrCell(CellId);
PositionManager?.UnStick();
// #167 (Campaign P P5): mirrors the SetPositionCore teleport_hook
// teardown+rearm below — see that comment for the retail citation.
RearmConstraintLeashAtCurrentPosition();
}
/// <summary>
/// #167 (Campaign P P5): retail <c>SmartBox::HandleReceivedPosition</c>
/// (0x00453fd0) "Player, teleport-newer" branch re-arms the leash
/// immediately after <c>TeleportPlayer</c>'s teardown, anchored to the
/// RECEIVED position (here, the body's just-snapped current position).
/// Shared by the teleport path (after UnConstrain) and the deferred
/// player-mode-entry commit path (<see cref="CommitPreparedPosition"/>),
/// which never ran UnConstrain because nothing could have armed the
/// leash before the controller had a <see cref="PositionManager"/>.
/// docs/research/2026-07-30-constraint-leash-constants.md §2/§3.2.
/// </summary>
private void RearmConstraintLeashAtCurrentPosition()
{
if (PositionManager is not { } positionManager)
return;
AcDream.Core.Physics.Position anchor = _body.CellPosition;
positionManager.ConstrainTo(
anchor,
AcDream.Core.Physics.Motion.ConstraintDistance.GetStartConstraintDistance(anchor.ObjCellId),
AcDream.Core.Physics.Motion.ConstraintDistance.GetMaxConstraintDistance(anchor.ObjCellId));
}
private void SetPositionCore(
@ -1332,11 +1357,23 @@ public sealed class PlayerMovementController
_mouseMovementEventPending = false;
// 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.)
// tears down any active stick. (StopInterpolating has no armed
// acdream counterpart — no local-player InterpolationManager.)
// #167 (Campaign P P5): teleport_hook's UnConstrain (@0x00514f02) runs
// right after UnStick — previously a no-op because nothing armed the
// leash. Now that inbound positions arm it (both remote UpdatePosition
// and this player teleport/blip path), the teardown must actually run
// so a teleport doesn't inherit a stale leash from wherever the player
// was constrained before. Retail's "Player, teleport-newer" branch
// then immediately RE-arms the leash anchored to the new (received)
// position (SmartBox::HandleReceivedPosition 0x00453fd0) — velocity is
// already zeroed above by StopCompletelyAtPhysicsObjectBoundary.
if (publishSharedState)
{
PositionManager?.UnStick();
PositionManager?.UnConstrain();
RearmConstraintLeashAtCurrentPosition();
}
// 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
@ -1367,6 +1404,13 @@ public sealed class PlayerMovementController
_prevPhysicsPos = pos;
_currPhysicsPos = pos;
UpdateCellId(_body.CellPosition.ObjCellId, "force-position");
// #167 (Campaign P P5): retail "Player, normal" branch of
// SmartBox::HandleReceivedPosition (0x00453fd0) — ConstrainTo anchored
// to the received position, with NO teardown call (this is the
// BlipPlayer path: motion, velocity, and PositionManager stick
// relationships all deliberately survive the blip per the class
// comment above, and the leash is no different).
RearmConstraintLeashAtCurrentPosition();
}
private Vector3 ComputeRenderPosition()
@ -1840,6 +1884,12 @@ public sealed class PlayerMovementController
// complete Frame after PartArray. Interpolation may replace it;
// Sticky/Constraint then compose according to their retail rules.
PositionManager?.AdjustOffset(pmDelta, tickDt);
// #167 (Campaign P P5): push the read side of TS-35's
// jump_is_allowed gate. MotionInterpreter only has a PhysicsBody
// (no host reference), so the per-tick pump — the single owner of
// this write, right beside the taper call it mirrors — is the seam
// that keeps the stub property current for the local player.
_body.IsFullyConstrained = PositionManager?.IsFullyConstrained() ?? false;
if (pmDelta.Origin != Vector3.Zero)
_body.Position += Vector3.Transform(pmDelta.Origin, _body.Orientation);
if (!pmDelta.Orientation.IsIdentity)