docs(architecture): plan GameWindow update-frame extraction

This commit is contained in:
Erik 2026-07-22 00:06:55 +02:00
parent d4ecac1da3
commit a36a7015c4
6 changed files with 594 additions and 37 deletions

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@ -574,12 +574,18 @@ nine-destination resource soak pass.
#### Slice 6 — extract update-frame orchestration
Detailed execution ledger:
[`docs/plans/2026-07-21-gamewindow-slice-6-update-frame-orchestration.md`](../plans/2026-07-21-gamewindow-slice-6-update-frame-orchestration.md)
(active).
After the stateful bodies above have owners, make the update path a real
orchestrator instead of delegates back into the window. It owns the fixed
retail phase order: input/local object → ordinary/static objects → hooks/
particles/scripts → inbound network → command interpreter → non-advancing
spatial reconcile → streaming/UI updates. `GameWindow.OnUpdate` becomes a
short time/input handoff.
orchestrator instead of delegates back into the window. It preserves the
accepted production order—not an overclaimed retail host order—covering
teardown/clock/streaming convergence, input, the retail-shaped object → inbound
network → command barrier, conditional spatial reconciles, liveness, local
teleport, player-mode entry, and camera presentation. The exact twelve-phase
graph and registered TS-53 host-order adaptation live in the detailed ledger.
`GameWindow.OnUpdate` becomes a short time/input handoff.
Frame-order tests and the existing R6 gate must produce the same lifecycle and
movement traces before and after extraction.

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@ -218,7 +218,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-119 | Equal-generation CreateObject refresh applies the packet's complete `PhysicsDesc` to the existing `EntityEffectProfile`, including replacing its network sound/PES-table/default-script description. Retail's equal-`INSTANCE_TS` branch applies the individual ObjDesc/Parent-or-Position/Movement/State/Vector/WeenieDesc tail and does not call `CPhysicsObj::set_description` again. | `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` (`ILiveEntitySameGenerationUpdateSink.OnDescription`); `LiveEntitySameGenerationUpdateRouter.cs` | Existing spell/projectile/portal VFX tests and connected behavior were accepted with this refresh. Slice 4 records and isolates it rather than silently changing DAT-effect ownership during an architecture extraction. | A same-generation CreateObject whose PeTable/sound/default-script fields differ from the original can replace effect lookup state where retail would retain the original table, producing a different later typed effect. | `SmartBox::HandleCreateObject @ 0x00454C80`; `CPhysicsObj::set_description @ 0x00514F40`; `docs/research/2026-07-13-retail-projectile-vfx-pseudocode.md` |
| AP-120 | `ObjectTableWiring.ApplyEntitySpawn` publishes the CreateObject's WeenieDesc/item state before the same-generation physics update tail. Retail applies WeenieDesc after ObjDesc, Parent-or-Position/Pickup, Movement, State, and Vector. | `src/AcDream.Core.Net/ObjectTableWiring.cs` (`ApplyEntitySpawn`); `src/AcDream.App/World/LiveEntitySameGenerationUpdateRouter.cs` | Core.Net owns item-table ingestion before App callbacks and the current single-thread FIFO prevents a second network packet from interleaving; changing publication order crosses the Core.Net/App ownership boundary and requires a separately tested event transaction. | A synchronous item-table observer can see the refreshed WeenieDesc while the same object's physics/parent/state still reflects the prior snapshot; retail observers see the completed physics tail first. | `SmartBox::HandleCreateObject @ 0x00454C80`; `ACCObjectMaint::CreateObject @ 0x00558870` |
## 4. Temporary stopgap (TS) — 34 active rows + TS-37 historical note (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-42 retired 2026-07-19 — semantic animation completion now precedes the ordered Target/Movement/PartArray/Position tail; TS-44 narrowed again 2026-07-19 — complete orientation joined interpolation, only during-stick enqueue suppression remains)
## 4. Temporary stopgap (TS) — 35 active rows + TS-37 historical note (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-42 retired 2026-07-19 — semantic animation completion now precedes the ordered Target/Movement/PartArray/Position tail; TS-44 narrowed again 2026-07-19 — complete orientation joined interpolation, only during-stick enqueue suppression remains)
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
@ -258,8 +258,9 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| TS-48 | Dragging an item onto another player honors the authoritative `DragItemOnPlayerOpensSecureTrade` option, but the option's default-true branch stops at the existing unavailable toast because the secure-trade transaction and UI are not ported. Direct player giving through `GiveObjectRequest 0x00CD` works when the option is disabled; NPC giving is complete. | `src/AcDream.App/UI/ItemInteractionController.cs` (`PlaceIn3D`, `PolicyActionMessage`); `src/AcDream.Core/Items/ItemInteractionPolicy.cs` | The player/NPC distinction and character preference are now faithful; inventing a direct gift while the option requests secure trade would be a worse behavioral divergence. Secure trade is a separate multi-party state machine beyond the starter-dungeon NPC-give slice. | With retail's default character options, an item dragged onto another player cannot be exchanged until the secure-trade subsystem lands. | `ItemHolder::AttemptPlaceIn3D @ 0x00588600`; `PlayerModule::DragItemOnPlayerOpensSecureTrade @ 0x005D31B0`; `ClientTradeSystem`; `docs/research/2026-07-13-retail-give-item-pseudocode.md` |
| TS-49 | Hidden-object availability is bridged through `TargetManager.NotifyVoyeurOfEventAndClear(ExitWorld)` because acdream has not ported retail's DetectionManager. Retail `CObjCell::hide_object` sends `LeftDetection` to detection voyeurs; acdream instead withholds Hidden hosts from ordinary `GetObjectA` relationship creation and uses the existing non-Ok target update to tear down MoveTo/Sticky consumers and clear watched-role subscriptions while preserving the hidden object's own watcher role. | `src/AcDream.App/Physics/EntityPhysicsHost.cs` (`NotifyHidden`); `src/AcDream.App/Physics/LiveEntityMotionRuntimeController.cs` (`ResolvePhysicsHost`); `src/AcDream.Core/Physics/Motion/TargetManager.cs` (`NotifyVoyeurOfEventAndClear`) | The current movement consumers already share TargetManager's status fan-out; the bridge prevents pursuit of an unavailable object without inventing a second partial detection database. | Plugins or future systems listening specifically for retail detection enter/leave events receive no `LeftDetection`; only movement/sticky target consumers observe the equivalent availability loss. | `CObjCell::hide_object @ 0x0052BE30`; retire by porting DetectionManager/CObjCell detection-voyeur delivery and routing Hidden through `LeftDetection` |
| TS-50 | `AnimationDone` executes semantically at each owner's retail `CPhysicsObj::process_hooks` boundary, but all other animation hooks are retained in `AnimationHookFrameQueue` until final root/part/equipped-child pose publication. Retail executes the complete hook stream before transition and the Target/Movement/PartArray/Position manager tail because its current CPartArray pose already exists in-place. Static owners correctly reach `process_hooks` only after their root, parts, and children are current. | `src/AcDream.App/Rendering/Vfx/AnimationHookFrameQueue.cs`; `src/AcDream.App/Rendering/RetailStaticAnimatingObjectScheduler.cs`; frame drain in `src/AcDream.App/Rendering/GameWindow.cs` | The modern renderer publishes immutable effect-pose snapshots after all root/child composition; deferred visual sinks avoid attaching particles/lights/audio to the previous pose. Semantic `AnimationDone` is split out and exact, so motion completion and manager behavior are not delayed. Pose-owner lifetime tokens prevent deferred hooks from crossing delete/local-ID reuse. | A non-AnimationDone hook with same-quantum semantic consequences (notably `CallPES`, default-script chaining, audio/particle creation relative to a transition) runs later than retail and can observe post-tail state or start one render frame late. | `CPhysicsObj::process_hooks @ 0x00511550`; `CPhysicsObj::UpdatePositionInternal @ 0x00512C30`; `CPhysicsObj::animate_static_object @ 0x00513DF0`; retire by publishing the current per-object/child pose before hook routing or splitting semantic and presentation sinks without changing authored hook order |
| TS-51 | Particle and PhysicsScript tails advance once per render frame after the complete ordinary/static object worksets. Retail advances each object's ParticleManager and ScriptManager inside every admitted `UpdateObjectInternal` quantum; `animate_static_object` also advances that static owner's managers using its whole admitted elapsed interval. | `src/AcDream.App/Rendering/GameWindow.cs` (`AdvanceLiveObjectRuntime` final `_particleSystem.Tick(dt)` / `_scriptRunner.Tick(...)`) | The current managers are shared presentation/runtime owners rather than per-object manager instances. R6 makes root motion, animation, object clocks, workset membership, and manager order faithful without pretending the shared tails have per-owner timing. Splitting ownership safely requires a later effect-lifetime slice. | A render fragment below retail's minimum object quantum can advance an effect while its owner waits; a catch-up frame advances an owner's root through several quanta but its effect tail only once; static default scripts/particles use render elapsed rather than `animate_static_object` elapsed/discard timing. | `CPhysicsObj::UpdateObjectInternal @ 0x005156B0`; `CPhysicsObj::animate_static_object @ 0x00513DF0`; retire by giving live/static owners incarnation-bound particle/script managers and ticking each manager in the owning object quantum |
| TS-51 | Particle and PhysicsScript tails advance once per render frame after the complete ordinary/static object worksets. Retail advances each ordinary object's ParticleManager then ScriptManager inside every admitted `UpdateObjectInternal` quantum; `animate_static_object` instead advances that static owner's ScriptManager then ParticleManager and only then `process_hooks`, using its whole admitted elapsed interval. acdream's shared tail is Particle → Script after static hook capture. | `src/AcDream.App/Rendering/GameWindow.cs` (`AdvanceLiveObjectRuntime` final `_particleSystem.Tick(dt)` / `_scriptRunner.Tick(...)`); `src/AcDream.App/Rendering/RetailStaticAnimatingObjectScheduler.cs` | The current managers are shared presentation/runtime owners rather than per-object manager instances. R6 makes root motion, animation, object clocks, workset membership, and ordinary manager order faithful without pretending the shared tails have per-owner timing or static-tail order. Splitting ownership safely requires a later effect-lifetime slice. | A render fragment below retail's minimum object quantum can advance an effect while its owner waits; a catch-up frame advances an owner's root through several quanta but its effect tail only once; static hooks can route before their script/particle managers and static default scripts/particles use render elapsed in Particle → Script order rather than `animate_static_object` elapsed/discard and Script → Particle → hooks timing. | `CPhysicsObj::UpdateObjectInternal @ 0x005156B0`; `CPhysicsObj::animate_static_object @ 0x00513DF0`; retire by giving live/static owners incarnation-bound particle/script managers and ticking each manager in the owning object quantum/order |
| TS-52 | The terrain shader applies retail-authored base/overlay/road `TerrainTex.TexTiling` but omits the separate Environment Detail Textures pass and its viewer-distance fade (**#226**). | `src/AcDream.App/Rendering/TerrainAtlas.cs`; `src/AcDream.App/Rendering/TerrainModernRenderer.cs`; `src/AcDream.App/Rendering/Shaders/terrain_modern.frag` | `bb5acab9` fixed the user-visible stretched/blurry regression by porting the distinct base-tiling contract. An earlier experimental detail array darkened the whole ground because its source/neutral blend contract was wrong, so it was correctly reverted rather than guessed into production. | With retail's Environment Detail Textures preference enabled, close terrain lacks the extra high-frequency modulation/fade even though authored base texture scale is correct. | `LScape::GenerateDetailSurfaces` / `SetDetailTexturing @ 0x00506B40`; `ACRender::landPolyDraw @ 0x006B6450..0x006B6525`; issue #226 |
| TS-53 | acdream advances retained UI time on the draw seam and local teleport/UI-camera presentation after its SmartBox-shaped object → inbound network → CommandInterpreter barrier. Retail `Client::UseTime` calls `UIElementManager::UseTime` first, whose global time message reaches `gmSmartBoxUI::UseTime`, and publishes player-camera work from the physics/player callback rather than one post-network camera tail. Slice 6 preserves the accepted host order as an ownership-only extraction. | `src/AcDream.App/Rendering/GameWindow.cs` (`OnUpdate` teleport/camera tails and `_retailUiRuntime.Tick` in `OnRender`); `docs/plans/2026-07-21-gamewindow-slice-6-update-frame-orchestration.md` | Current retained UI, portal transit, reveal, camera, and connected movement traces are accepted; changing cross-subsystem host order while extracting ownership would combine a behavior change with the structural cutover. | Retained UI, teleport, and camera presentation can observe same-frame object/inbound/player state one host update earlier or later than retail at transition boundaries; a future exact host-order port must prove UI, input, reveal, and camera consequences together. | `Client::UseTime @ 0x00411C40`; `UIElementManager::UseTime`; `gmSmartBoxUI::UseTime @ 0x004D6E30`; `CPhysics::UseTime @ 0x00509950`; retire only with a focused host-order port and connected portal/camera comparison |
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