fix(R4): #161 remote landing stuck in falling pose - apply-pass params decode
Retail's apply_interpreted_movement (0x00528600) does NOT dispatch with ctor-default MovementParameters: the BN decomp smears the bitfield store into the mush expression at raw 305778 - (word & 0x37ff) | cancelMoveTo<<15 | disableJump<<17 - which CLEARS SetHoldKey/ModifyInterpretedState/ CancelMoveTo. ACE MotionInterp.cs:444-449 confirms independently. Three legs fixed, all retail decode, no adaptations added: 1. ApplyInterpretedMovement now builds the pass params retail actually uses (ModifyInterpretedState=false is load-bearing): no dispatch in the pass writes InterpretedState, so the airborne Falling substitution PRESERVES the wire's forward command and HitGround's re-apply dispatches it - the motion table plays the Falling->X landing link. The W6 entry-cache (built on the wrong "retail self-heals via hoisted registers" theory) is deleted; live reads are retail semantics. Raw arg3 decoded as DisableJumpDuringLink -> every (N,0) caller means allowJump=true; all 9 caller polarities fixed. copy_movement_from's current_style copy (raw 0051e757) added to the UM flat-copy. 2. Both GameWindow landing blocks cleared the Gravity state bit BEFORE Motion.HitGround(), whose verbatim state&0x400 gate then no-opped the whole retail re-apply; the UP-driven landing block never called HitGround at all. Both now run HitGround (minterp then moveto, MovementManager::HitGround 0x00524300 order) with Gravity still set, then do the DR bookkeeping clear (register row AP-81 added for the remaining flag dance, retire in R6). 3. K-fix17's forced SetCycle (both copies) deleted: it executed every landing but read the leg-1-clobbered ForwardCommand (0x40000015) and re-set the very Falling cycle it meant to clear. Tests: new HitGround_AfterFall_RedispatchesPreservedForward_ExitsFalling lifecycle pin; AirborneBody state assertion flipped (it had pinned the bug value). Suite 3,964 green incl. the 183-case retail-observer trace. Filed #164 (action-replay Autonomous bit, no current consumer). Awaiting live verify: stand-still landing must exit the falling pose with zero wire input. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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6 changed files with 280 additions and 199 deletions
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@ -177,26 +177,80 @@ public class MotionInterpreterFunnelTests
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// (0x00528240 early-accept), so it reaches the sink; the style and
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// forward dispatches are gate-blocked (apply-only path).
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Assert.Equal(new[] { "DIM 40000015@1.00", "STOP 6500000d" }, sink.Calls);
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// R3-W5 correction: DoInterpretedMotion's verbatim body (raw
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// 305575-305631) writes InterpretedState via
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// InterpretedMotionState::ApplyMotion on BOTH the success path
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// (raw 305609-305610, gated on the sink's own result) AND the
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// blocked/apply-only `label_528440` path (raw 305616-305618,
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// UNCONDITIONAL on the ModifyInterpretedState bit — no sink
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// involved at all). This W5 slice is the first port to actually
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// WIRE that state-write (the pre-W5 funnel never called
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// InterpretedMotionState.ApplyMotion from dispatch at all — state
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// was set only by MoveToInterpretedState's flat copy at the top of
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// the call), so the blocked style dispatch DOES flip
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// ForwardCommand to Ready (0x41000003) at step 1, which then makes
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// the Falling substitution dispatch (step 2) ITself write
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// ForwardCommand = Falling (0x40000015) via the SAME mechanism —
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// this replaces the assertion this comment used to make ("state
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// still flat-copies") with the verbatim end state. Only
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// sink.Calls (dispatch ORDER) was ever cdb-verified by this file's
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// module doc; this resulting-state assertion was an untested
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// assumption from the pre-W5 architecture.
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Assert.Equal(0x40000015u, mi.InterpretedState.ForwardCommand);
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// #161 correction (2026-07-03): the apply pass runs its dispatches
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// with ModifyInterpretedState = FALSE — retail constructs var_2c
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// then CLEARS bits 11/14/15 (SetHoldKey / ModifyInterpretedState /
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// CancelMoveTo) and re-sets 15/17 from the args; the BN pseudo-C
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// smears that bitfield store into the mush expression at raw
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// 305778 (`(word & 0x37ff) | (arg2&1)<<15 | (arg3&1)<<17`). ACE
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// MotionInterp.cs:444-449 confirms independently. So NEITHER the
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// blocked style dispatch NOR the Falling substitution writes
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// InterpretedState — the wire's forward command survives the
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// airborne pass. This is the retail landing-exit mechanism:
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// HitGround's re-apply dispatches the PRESERVED command, and the
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// motion table plays the Falling→X landing link. (The previous
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// revision of this assertion pinned 0x40000015 — the #161 bug
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// itself: the ctor-default params let the Falling dispatch clobber
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// forward_command, so a stand-still landing re-dispatched Falling
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// forever.)
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Assert.Equal(0x44000007u, mi.InterpretedState.ForwardCommand);
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Assert.Equal(2.85f, mi.InterpretedState.ForwardSpeed);
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}
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[Fact]
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public void HitGround_AfterFall_RedispatchesPreservedForward_ExitsFalling()
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{
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// #161 (remote jump landing stuck in the falling pose): the full
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// remote lifecycle. Wire says RunForward@2.85 while grounded; the
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// body leaves the ground (LeaveGround engages Falling through the
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// sink WITHOUT clobbering the interpreted forward command — the
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// apply pass's ModifyInterpretedState=false, raw 305778 / ACE
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// MotionInterp.cs:447); on touchdown, HitGround (0x00528ac0) —
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// called with GRAVITY STILL SET, its verbatim state&0x400 gate —
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// re-applies the PRESERVED command, which is what makes
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// GetObjectSequence play the Falling→RunForward landing link. No
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// wire input is needed to exit the falling pose.
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var body = new PhysicsBody();
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body.State |= PhysicsStateFlags.Gravity;
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body.TransientState |= TransientStateFlags.Contact
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| TransientStateFlags.OnWalkable
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| TransientStateFlags.Active;
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var mi = new MotionInterpreter(body, new RemoteWeenie());
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var sink = new RecordingSink();
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mi.DefaultSink = sink; // HitGround/LeaveGround re-apply through DefaultSink
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mi.MoveToInterpretedState(Ims(fwd: 0x44000007u, fwdSpd: 2.85f), sink);
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Assert.Equal(0x44000007u, mi.InterpretedState.ForwardCommand);
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// Jump start: ground contact drops FIRST (GameWindow's VectorUpdate
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// handler order), then LeaveGround re-applies → Falling engages.
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body.TransientState &= ~(TransientStateFlags.Contact
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| TransientStateFlags.OnWalkable);
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sink.Calls.Clear();
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mi.LeaveGround();
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Assert.Contains(sink.Calls, c => c.StartsWith("DIM 40000015"));
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Assert.Equal(0x44000007u, mi.InterpretedState.ForwardCommand); // NOT clobbered
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Assert.Equal(2.85f, mi.InterpretedState.ForwardSpeed);
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// Touchdown: contact restored, Gravity still set (the retail
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// contract — CMotionInterp::HitGround no-ops without it).
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body.TransientState |= TransientStateFlags.Contact
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| TransientStateFlags.OnWalkable;
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sink.Calls.Clear();
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mi.HitGround();
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// Retail re-apply order: style (from the copy_movement_from-adopted
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// interpreted current_style, raw 0051e757) → preserved forward →
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// sidestep-stop → turn-stop. The forward dispatch at the wire
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// command IS the falling-pose exit.
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Assert.Equal(new[]
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{
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"DIM 8000003d@1.00",
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"DIM 44000007@2.85",
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"STOP 6500000f",
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"STOP 6500000d",
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}, sink.Calls);
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}
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[Fact]
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