feat(L.2g-S2a): CMotionInterp inbound funnel in Core + live-retail conformance harness (DEV-1 core)
Port the inbound funnel verbatim into MotionInterpreter: - MoveToInterpretedState (0x005289c0): raw-state style adopt, FLAT copy_movement_from overwrite, apply, then action replay under the 15-bit server_action_stamp wraparound gate (local player skips its own autonomous echoes). - ApplyInterpretedMovement (0x00528600): my_run_rate cache from RunForward speed, then retail dispatch order style -> forward-or- Falling -> sidestep(-stop) -> turn(-stop), turn early-return. - DispatchInterpretedMotion (0x00528360): contact-gated sink dispatch (IInterpretedMotionSink = the GetObjectSequence backend the App implements); blocked non-action motions take the apply-only path — retail's real mechanism behind K-fix17's 'airborne remotes keep their cycle' empirical guard. - contact_allows_move REWRITTEN VERBATIM from the real 0x00528240 (pseudo-C 305471): Falling/0x40000011 + turns always allowed, non-creature weenies + no-gravity bypass, else Contact+OnWalkable. The previous body conflated jump_charge_is_allowed (0x00527a50) posture checks — the 2026-06-04 deep-dive divergence, now retired. Six tests that pinned the misattributed behavior corrected (grounded posture does NOT block motion; airborne accepts Falling/turns only). - IWeenieObject.IsCreature (default true) for the gate's non-creature bypass. Conformance harness (the user-requested 'prove it equals retail' apparatus, layer 1): RetailObserverTraceConformanceTests parses the LIVE cdb trace of a retail observer (Fixtures/l2g-observer-trace.log, captured via tools/cdb/l2g-observer.cdb) into 183 golden cases — each [MTIS] input state replayed through our funnel must produce retail's exact [DIM] dispatch sequence. 183/183 conformant, including the airborne jump case (replayed contact-free; pre-gate vs post-gate accounting + HitGround second-pass truncation documented in-test). 13 synthetic funnel tests cover the branches the trace missed (actions, stamps, longjump, sidestep). GameWindow integration (S2b) follows; funnel not yet wired. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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src/AcDream.Core/Physics/InterpretedMotionFunnel.cs
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src/AcDream.Core/Physics/InterpretedMotionFunnel.cs
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using System.Collections.Generic;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// L.2g S2 — supporting types for the inbound CMotionInterp funnel
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/// (deviation DEV-1). Spec:
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/// docs/research/2026-07-02-s2-inbound-funnel-pseudocode.md; decomp:
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/// MovementManager::unpack_movement 0x00524440,
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/// CMotionInterp::move_to_interpreted_state 0x005289c0,
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/// apply_interpreted_movement 0x00528600, DoInterpretedMotion 0x00528360 —
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/// dispatch order validated against a LIVE retail-observer cdb trace
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/// (tools/cdb/l2g-observer.cdb).
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/// </summary>
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public interface IInterpretedMotionSink
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{
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/// <summary>
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/// The <c>CPhysicsObj::DoInterpretedMotion → … →
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/// CMotionTable::GetObjectSequence</c> backend — called for every motion
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/// that passes <c>contact_allows_move</c>, in retail dispatch order
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/// (style → forward-or-Falling → sidestep → turn → actions). The App
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/// implementation decides how the axes map onto the visible
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/// <c>AnimationSequencer</c> cycle (retaining the HasCycle fallback,
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/// overlay routing, etc.).
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/// </summary>
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void ApplyMotion(uint motion, float speed);
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/// <summary>
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/// <c>StopInterpretedMotion</c> notification for an axis the incoming
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/// state cleared (sidestep 0x6500000F / turn 0x6500000D). Unconditional
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/// (no contact gate) per apply_interpreted_movement.
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/// </summary>
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void StopMotion(uint motion);
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}
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/// <summary>
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/// One entry of the inbound action list (retail <c>MotionItem</c> /
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/// <c>InterpretedMotionState.actions</c>): a one-shot command with the
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/// 15-bit server action stamp + autonomy bit
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/// (<c>u16 ((stamp & 0x7FFF) | (autonomous ? 0x8000 : 0))</c>).
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/// </summary>
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public readonly record struct InboundMotionAction(
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uint Command, int Stamp, bool Autonomous, float Speed);
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/// <summary>
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/// A fully-decoded inbound <c>InterpretedMotionState</c>: wire fields where
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/// present, retail UnPack defaults where absent
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/// (<c>InterpretedMotionState::UnPack</c> 0x0051f400 /
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/// ctor 0x0051e8d0). A flags=0 "empty" UM decodes to exactly
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/// <see cref="Default"/> — a retail-verbatim full stop.
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/// </summary>
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public struct InboundInterpretedState
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{
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public uint CurrentStyle;
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public uint ForwardCommand;
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public float ForwardSpeed;
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public uint SideStepCommand;
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public float SideStepSpeed;
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public uint TurnCommand;
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public float TurnSpeed;
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public IReadOnlyList<InboundMotionAction>? Actions;
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public static InboundInterpretedState Default() => new()
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{
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CurrentStyle = 0x8000003Du,
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ForwardCommand = 0x41000003u,
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ForwardSpeed = 1.0f,
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SideStepCommand = 0u,
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SideStepSpeed = 1.0f,
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TurnCommand = 0u,
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TurnSpeed = 1.0f,
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Actions = null,
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};
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}
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