docs: R4 verify-session handoff - 5 live fixes shipped, next session enters at #161 (landing pose) with the queue model + evidence trails

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# R4 live-verify session handoff — fresh-session entry point (2026-07-03, evening)
Successor to `2026-07-03-phase-r-session-handoff.md` (whose postscripts
summarize the same arc — this doc is the current entry point). Worktree
`vigorous-joliot-f0c3ad`, branch `claude/vigorous-joliot-f0c3ad`, tree CLEAN
at `3c866f95`. Full suite green: **3,963** (+15 since the R4 handoff).
## State
**R4 is SHIPPED and user-verified live** (V0V6 + five root-cause fixes the
live pass exposed). Confirmed working by the user's eyes: local use-walk
(turn-first, walk/run by distance, arrival, door opens once), door open +
door SWING animation, remote (retail-client) close-range moveto walking,
and remote run-distance movetos at correct animation pace AND speed (#160).
## The five live fixes (trail, newest first — each is a real mechanism, no adaptations added)
| Commit | Root cause fixed |
|---|---|
| `41006e79` | **#160 slow-motion remote runs**: remote interps had NO weenie → retail's `apply_run_to_command` rate chain (`weenie ? (InqRunRate() ?: my_run_rate) : 1.0`, raw 305062-305076) took the degenerate 1.0 branch; the wire's `MoveToRunRate` (stored in `MyRunRate` by the mt-6/7 unpack, M13) was never consumed. Fix: `RemoteWeenie` (Core) — retail's per-object ACCWeenieObject stand-in; `InqRunRate` FAILS → `my_run_rate` fallback; `IsThePlayer`=false ends the "null weenie counts as the player" A3 reading. |
| `350fb5e3` | **Door-swing snap** (register TS-40): CMotionInterp's detached-object link-strip guard (`physics_obj->cell == 0`, raw @305627) was proxied by `CellPosition.ObjCellId==0`, seeded only by the local player's `SnapToCell` → every REMOTE body read "detached" and every dispatched transition link was stripped same-tick. Fix: explicit `PhysicsBody.InWorld` set by SnapToCell + RemoteMotion construction. |
| `006cf659` | **Remote-player glide (partial)** + **door UMs dropped**: (a) remote PLAYERS' MoveToManagers were never ticked (the V4 UseTime slot was NPC-only) — extracted `TickRemoteMoveTo`, now also in the grounded player-remote (L.3 M2) pipeline; (b) UP-less entities (doors) never got a RemoteMotion → since the S2b funnel cutover their UM motions were parsed and dropped — rm now created on first UM, with a `LastServerPosTime>0` gate keeping UP-less bodies OUT of the dead-reckoning tick. |
| `24569fd2` | **Moveto stall #2**: login `SetPosition` ran before the DefaultSink bind in `EnterPlayerModeNow` → its StopCompletely A9 node had no completion partner → ONE immortal pending_motions node → wait-for-anims gate never opened. Fix: bind block moved above SetPosition; `LoginQueue_DrainsToEmpty_UnderProductionFeed` pins the invariant. |
| `c2dc1a88` | **Moveto stall #1 (the big one)**: the R3 port MISREAD `StopCompletely_Internal` (0x0050ead0) as a velocity zero — it is `CPartArray::StopCompletelyInternal` (0x00518890) = `MotionTableManager::PerformMovement(type 5)`, the ANIMATION-side stop whose UNCONDITIONALLY-queued entry is the matched pop for the A9 pending_motions node. Fix: `IInterpretedMotionSink.StopCompletely()` → the R2 manager's already-ported type-5 op. Also: retail's per-tick `CheckForCompletedMotions` slot (CPartArray::HandleMovement 0x00517d60) added to the controller tick, and the P1 autonomous-STORE family completed (unpack store 00509730, input-edge stores DoMotion@00510030/StopMotion@005100e0, section-2 stops per-frame stamping, speculative install stores false). |
## The queue model (the load-bearing mental model — do not relearn)
`pending_motions` (interp) pops HEAD-ANY on each `MotionDone`; completions
come from the manager's `pending_animations` entries. **Every enqueue must
have a completion partner** (dispatch → manager entry). One orphan =
permanent ≥1 backlog (later completions just relabel it) = `MotionsPending`
true forever = `BeginTurnToHeading`'s verbatim wait-for-anims gate wedges
every moveto. Orphan producers found: StopCompletely-before-sink-bind and
the misread StopCompletely_Internal. The `[autowalk-gate]` probe prints the
whole gate state — it is how both wedges were pinned.
## OPEN — next session picks up here (full trails in docs/ISSUES.md)
1. **#161 — remote jump landing stuck in the falling pose** (retested
post-TS-40: still broken). Evidence in the issue: `VU.land` fires but
the first post-landing UM still sees `seq now motion=0x40000015`; the
char recovers only via subsequent wire UMs; window-focus change also
unsticks it (a frame-advance/big-dt hint). PRIME SUSPECT: the funnel's
airborne branch dispatches Falling via `DoInterpretedMotion` with
ctor-default `ModifyInterpretedState=true` → interpreted fwd BECOMES
0x40000015 → `HitGround`'s `apply_current_movement` (interpreted branch
for remotes) re-dispatches FALLING instead of the pre-fall wire command.
CHECK RETAIL FIRST: does raw ~305730's falling dispatch really write
interpreted fwd; what exits Falling on a retail REMOTE landing
(HitGround raw @305949, the `apply_current_movement(this, 1, ...)`
arg semantics); does K-fix17's landing SetCycle even execute (probe it).
2. **#162 — glide-class adjudication (PENDING USER)**: ACE re-broadcasts
every mover MoveToState to observers as autonomous mt-0
(MovementData.cs:162 — ACE's own "this is a hack" comment;
GameActionMoveToState.cs:36 unconditional; chain sends ONE mt-6, no
re-emit, nothing on arrival — all ACE-source-verified, see the issue).
Retail-verbatim head-interrupt cancels the observer moveto on each.
The user's retail-observing-retail A/B decides: parity (accept or a
NARROW registered adaptation — **explicit user approval required**) vs
new fact.
3. **#163 — strip the TEMPORARY diagnostics** once #161/#162 close:
`[autowalk-gate]` + `_lastAutowalkGateLogTime` (PlayerMovementController)
and `[autowalk-feed]` (GameWindow player tracker feed).
4. Then the **combined R2+R3+R4 visual-pass remainder** (jump/ledge
momentum, run-in-circles blend, stop settle, retail-observer view of
+Acdream) and **R5** (MovementManager facade + StickyManager +
ConstraintManager + full TargetManager — retires TS-39 + AP-79's
adapter).
## Session gotchas worth keeping
- **Evidence-first**: two plausible-but-wrong theories (a per-tick
apply_current_movement "pump" — retail's apply callers are EVENT-driven
only; and "ACE chain broadcasts mt-0 locomotion" — it doesn't) were
killed by the raw + wire captures. The `[autowalk-gate]` probe and the
UM raw hex dumps (autonomy byte at offset +14) were the decisive tools.
- **Retail object-model completeness matters**: two of the five fixes were
"retail gives every placed object X and we only gave it to the player"
(a weenie; a cell/InWorld). When a dispatch path behaves differently for
remotes, check what retail's CPhysicsObj carries that our RemoteMotion
lacks BEFORE suspecting the ported logic.
- The launch recipe + graceful-close rules are unchanged (CLAUDE.md); the
client locks builds — ask the user to close it, never kill.
- Register: TS-40 added; TS-33 extended (orientation-diff gap); AP-79
covers both tracker instances; TS-36/AD-26 retired earlier today.
## Key files this session touched
`MotionInterpreter.cs` (StopCompletely sink dispatch, InWorld guards),
`MoveToManager.cs` (MoveToComplete widened to BeginNextNode completion),
`MotionTableDispatchSink.cs` + `InterpretedMotionFunnel.cs`
(StopCompletely sink op), `PhysicsBody.cs` (InWorld), `RemoteWeenie.cs`
(new), `PlayerMovementController.cs` (UseTime slot + per-tick Check +
edge autonomy stores + temp probe), `GameWindow.cs` (P1 gate + store,
RouteServerMoveTo, TickRemoteMoveTo, rm-on-UM, EnterPlayerModeNow bind
order, player tracker feed), tests: `PlayerMoveToCutoverTests`,
`MoveToManagerCompletionSeamTests`, `InWorldLinkGuardTests`,
`RemoteWeenieRunRateTests`, `W6EdgeDrivenMovementTests` (apply-pass form).