feat(L.2b): outbound movement wire parity — RawMotionState default-difference, JumpPack, contact byte

Ports the three retail outbound-movement packers verbatim (decomp-derived
golden bytes, confirmed via the Ghidra bridge, cross-checked vs holtburger):

- D1 — RawMotionState::Pack (0x0051ed10): new AcDream.Core.Physics.RawMotionState
  data type (11 fields + actions, retail defaults) + RawMotionStatePacker that
  sets a flag bit only when the field DIFFERS from its default. MoveToState.Build
  now takes a RawMotionState instead of presence-based nullable params, so the
  over-sent forwardSpeed=1.0 / currentHoldKey=None / default per-axis holdkeys are
  no longer emitted. num_actions packs into bits 11-15 (not "bits 11-31").
- D3 — MoveToStatePack::Pack (0x005168f0) trailing byte =
  (standingLongjump ? 0x02 : 0) | (contact ? 0x01 : 0); explicit contact/
  standingLongjump params (standingLongjump=false honestly until the feature lands).
- D4 — JumpAction rewritten to retail JumpPack::Pack (0x00516d10): extent,
  velocity, full Position, four u16 timestamps, align. Removed the spurious
  objectGuid/spellId u32s; Position is now packed (it was absent). Body 56 bytes.
- Position::Pack (0x005a9640) / Frame::Pack (0x00535130) verified already-correct
  (cellId, origin xyz, quaternion wxyz); locked with a golden test, no change.

GameWindow callers adapted minimally: build the RawMotionState from the existing
MovementResult values (behavior preserved except the intended D1 omissions) and
pass cellId/position/rotation to the Jump send. Pre-existing MotionInterpreter
placeholder struct RawMotionState renamed LegacyRawMotionState (D6/Phase-2 scope,
pure rename) to free the name for the retail-faithful type.

D5 audit: confirmed a real divergence — retail SendMovementEvent (0x006b4680)
stamps only last_sent_position_time after an MTS while SendPositionEvent
(0x006b4770) stamps all three; acdream's NotePositionSent stamps all three on
both paths. Left unchanged (comments added at both call sites), recorded as
register TS-33, deferred to a dedicated cadence-port slice.

Tests: RawMotionStatePackTests / MoveToStateGoldenTests / JumpActionTests /
PositionPackTests + updated MoveToStateTests / AutonomousPositionTests. Full
suite green (Core.Net.Tests 372, full solution 3228 passed / 4 pre-existing skips).

Register: TS-24/TS-25 refreshed (packer now supports actions/style; runtime
emission still deferred), TS-33 added. Roadmap L.2b shipped note added.
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (2-6)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-30 22:30:01 +02:00
parent 2c8620ea94
commit 78e163a41e
15 changed files with 1173 additions and 212 deletions

View file

@ -612,6 +612,11 @@ change must keep both phase plans in sync.
- **L.1b — Command router + motion-state cleanup.** Extract tested
`SetCycle` vs `PlayAction` routing, add missing `MotionCommand` constants,
and split death `Sanctuary` action from persistent `Dead` substate.
*(Partial, shipped 2026-06-30:* dual `IMotionCommandCatalog` seam —
`AceModernCommandCatalog` runtime default + full-extraction
`Retail2013CommandCatalog` conformance; deleted the blind 0x016E0x0197
override; exposed + filed the `CombatAnimationPlanner` 2013-numbering bug
as ISSUES #159. Spec: `docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md`.)
- **L.1c — Combat animation wiring.** Combat mode tracking, draw/sheath
style transitions, attack swings by stance/power/height, hit reactions,
evades/blocks/parries, and death handoff.
@ -673,6 +678,20 @@ diagnostic scaffolding, not yet the final collision system.
observer view. ACE accepting a position is a compatibility check, not proof
of fine-grained retail collision parity.
**Shipped (2026-06-30) — L.2b outbound wire parity (decomp-verbatim, tests-first):**
- **D1**`MoveToState` now packs `RawMotionState` by retail default-difference
(`RawMotionState::Pack` 0x0051ed10): a field bit is set only when the value
differs from its retail default, so over-sent `forwardSpeed=1.0` / `holdKey=None`
are gone. New `AcDream.Core.Physics.RawMotionState` data type + `RawMotionStatePacker`.
- **D3** — MoveToState trailing byte = `(standingLongjump?2:0)|(contact?1:0)`
(`MoveToStatePack::Pack` 0x005168f0); explicit `contact`/`standingLongjump` params.
- **D4**`JumpAction` rewritten to retail `JumpPack` (0x00516d10): extent · velocity ·
full Position · 4 timestamps; spurious objectGuid/spellId removed.
- **D5** — audited + confirmed divergent (MTS over-stamping vs retail `SendMovementEvent`);
left unchanged, recorded as register **TS-33**, deferred to a dedicated cadence-port slice.
- Golden-byte tests (Core.Net.Tests) for all packers; full suite green.
- Spec: `docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md`.
**Acceptance:**
- A developer can trace the active movement path: input/motion -> body
prediction -> `ResolveWithTransition` -> contact/cell result -> outbound