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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6 changed files with 3693 additions and 55 deletions
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@ -673,35 +673,24 @@ public sealed class MotionInterpreterTests
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Assert.True(allowLeft);
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}
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[Fact]
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public void ContactAllowsMove_FallenState_RejectsMove()
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{
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var body = MakeGrounded();
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var interp = MakeInterp(body);
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interp.InterpretedState.ForwardCommand = MotionCommand.Fallen;
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bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
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Assert.False(allowed);
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}
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[Fact]
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public void ContactAllowsMove_DeadState_RejectsMove()
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{
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var body = MakeGrounded();
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var interp = MakeInterp(body);
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interp.InterpretedState.ForwardCommand = MotionCommand.Dead;
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bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
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Assert.False(allowed);
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}
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// L.2g S2 (2026-07-02): the posture-rejection tests that used to live
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// here pinned a MISATTRIBUTED port — the Fallen/Dead/crouch-range checks
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// belong to jump_charge_is_allowed (0x00527a50) / motion_allows_jump
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// (0x005279e0), NOT to contact_allows_move. The real contact_allows_move
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// (0x00528240, pseudo-C 305471) never reads the forward-command posture:
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// a grounded creature in ANY posture may receive motion
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// (GetObjectSequence handles the posture→locomotion transition via
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// links). Verified against the live retail-observer trace
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// (RetailObserverTraceConformanceTests, 183/183 dispatch conformant).
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[Theory]
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[InlineData(MotionCommand.Fallen)]
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[InlineData(MotionCommand.Dead)]
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[InlineData(MotionCommand.Crouch)]
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[InlineData(MotionCommand.Sitting)]
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[InlineData(MotionCommand.Sleeping)]
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public void ContactAllowsMove_PostureState_RejectsMove(uint postureCommand)
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[InlineData(0x41000012u)] // inside the crouch range (0x41000011, 0x41000015)
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public void ContactAllowsMove_GroundedPosture_StillAllowsMove(uint postureCommand)
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{
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var body = MakeGrounded();
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var interp = MakeInterp(body);
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@ -709,20 +698,25 @@ public sealed class MotionInterpreterTests
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bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
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Assert.False(allowed);
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Assert.True(allowed);
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}
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[Fact]
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public void ContactAllowsMove_CrouchRange_RejectsMove()
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public void ContactAllowsMove_AirborneCreature_AcceptsFallingAndTurns_BlocksWalk()
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{
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var body = MakeGrounded();
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// Verbatim 0x00528240: Falling (0x40000015) / Dead-class (0x40000011)
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// and TurnLeft/TurnRight are ALWAYS allowed; a gravity-bound creature
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// without Contact+OnWalkable is blocked for everything else
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// (including the style command, which falls through to the gate).
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var body = new PhysicsBody { State = PhysicsStateFlags.Gravity };
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var interp = MakeInterp(body);
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// 0x41000012 is inside (0x41000011, 0x41000015) — crouch state
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interp.InterpretedState.ForwardCommand = 0x41000012u;
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bool allowed = interp.contact_allows_move(MotionCommand.WalkForward);
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Assert.False(allowed);
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Assert.True(interp.contact_allows_move(MotionCommand.Falling));
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Assert.True(interp.contact_allows_move(0x40000011u));
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Assert.True(interp.contact_allows_move(MotionCommand.TurnRight));
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Assert.True(interp.contact_allows_move(MotionCommand.TurnLeft));
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Assert.False(interp.contact_allows_move(MotionCommand.WalkForward));
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Assert.False(interp.contact_allows_move(0x8000003Du));
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}
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[Fact]
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