feat(R4-V5): LOCAL PLAYER cutover - B.6 auto-walk DELETED; P1 autonomous gate ported; TS-36 bound (closes M1-local, M9, M10, M17; retires TS-36, AD-26; re-anchors AD-27, AP-23)
The local player now runs server MoveTos through the same verbatim MoveToManager remotes got in V4. One commit, GameWindow + controller, per the no-fan-out rule for coupled slices. P1 gate (V0-pins.md P1, ported verbatim): CPhysics::SetObjectMovement (0x00509690 @0050972e) drops any movement event whose wire autonomous byte is set when the addressed object IsThePlayer - ACE's self-addressed MoveToState reflection (MovementData.cs:162 IsAutonomous=1) never reaches unpack_movement, which is what makes the retail unconditional unpack-head interrupt safe. Gate placed AFTER the sequence gates (retail order). The stale "ACE follows every mt=0x06 with an mt=0x00" comment block dies with the code it excused (its causal story was pre-#75; refuted in V0-pins P1). Run-rate re-anchor (P1 contingency NOT needed - no AD row): the echo tap ApplyServerRunRate is deleted outright. Both retail feeds already exist: PlayerDescription skills via SetCharacterSkills (K-fix7) into InqRunRate (preferred by apply_run_to_command/get_state_velocity), and the mt-6/7 my_run_rate wire write (M13) now performed for the player by the shared RouteServerMoveTo. The tap's InterpretedState.ForwardSpeed overwrite was a pre-R3 mechanism that fought the ported machinery. B.6 auto-walk deleted wholesale (~330 lines): fields, Begin/End/ DriveServerAutoWalk, IsServerAutoWalking, AutoWalkArrived, the autoWalkConsumedMotion gates, the #69 turn-dir edge synthesizer, and the relocated AutoWalkArrivalEpsilon/AutoWalkTurnRateFor constants (AD-26 retired - the invented 5/30-degree bands are gone; arrival is retail's distance predicate; turn-first is the TurnToHeading node). TS-36 retired: Motion.InterruptCurrentMovement binds to MoveTo.CancelMoveTo(ActionCancelled). Movement-key edges (ctor-default params carry the 0x8000 CancelMoveTo bit), Shift (set_hold_run interrupt:true), jump(), StopCompletely, and teleport all cancel a running moveto through the retail chain - verified by controller-level tests, not assumed. MoveToComplete seam WIDENED to natural completion (Core): retail's BeginNextNode empty-queue completion is inline CleanUp+StopCompletely (raw @00529d47) and notifies nothing - the client-addition seam had to fire there (both sticky and non-sticky exits) or AD-27's deferred close-range Use/PickUp re-send never fires. Never fires on CancelMoveTo. AD-27 re-anchored from the deleted AutoWalkArrived event. InstallSpeculativeTurnToTarget rewired through the player's manager (retail 9a/9b client-initiated shape): close-range -> TurnToObject, far -> MoveToObject; AP-23 radius buckets + the #77 CanCharge prediction survive as the params source (row re-anchored). Per-tick: MoveTo.UseTime() at the old DriveServerAutoWalk slot (provisional until R6, per the plan's placement decision); the P4 player-side TargetTracker twin (fields + pre-Update feed) mirrors the remote adapter (AP-79 row widened). HitGround dual-call added on the player landing edge AND the remote landing site - the latter closes a V4 wiring-contract gap the adversarial review caught (retail 2d order: minterp then moveto; without it a landing NPC's moveto never re-arms). Also from the adversarial review: the mt-8 unresolvable-target degrade now performs retail's params.desired_heading = wire_heading substitution (decomp 2f case 8; invisible against ACE per P6, required for the verbatim degrade); the V4 remote MoveToManager binding gets a real curTime clock (the ctor stub advanced 1/30s per READ, skewing the progress/fail-distance windows - note: the pending V4 NPC smoke ran on the skewed clock); TS-33 row extended with the orientation-diff gap (ApproxPositionEqual vs retail Frame::is_equal full-frame compare - a stationary heading snap does not reach the wire; masked against ACE, R7 outbound scope owns the fix). MoveToMath gains HeadingFromYaw/YawFromHeading (the P5 scalar bridge for yaw-authoritative bodies - the player's heading snap must write Yaw, not the quaternion the controller re-derives every frame). Tests: 3,956 green (+8). New: MoveToManagerCompletionSeamTests (arrival fires once with None, no refire, cancel never fires, sticky handoff order) + PlayerMoveToCutoverTests (EnterPlayerModeNow-shape rig: walks to arrival with zero user input and zero MotionStateChanged frames - the #75 invariant by construction; TurnToHeading rotates Yaw and snaps exact; W-edge and jump cancel without firing complete). W6 edge suite retargeted from the deleted echo tap to a direct apply pass (the regression lives in ApplyInterpretedMovement, not the wire trigger). Spec: docs/research/2026-07-03-r4-moveto/r4-port-plan.md section 3 V5. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -293,6 +293,17 @@ the PDB-matched binary (see the pin).
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echo the P1 gate will drop. V5 re-anchors run-rate sync to M13 (mt-6/7
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`my_run_rate` wire read → `Motion.MyRunRate`) + PlayerDescription — or ships
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the contingent AD row quoted in P1.
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**V5 EXECUTED (2026-07-03): re-anchor taken, NO AD row needed.** Both
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retail-mechanism feeds already existed: PlayerDescription run/jump skills
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flow via `SetCharacterSkills` (K-fix7, wired since before V5 — the
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"we don't parse PD yet" comment in the controller ctor was stale) into
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`PlayerWeenie.InqRunRate`, which `apply_run_to_command`/`get_state_velocity`
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PREFER over `MyRunRate`; and V5's shared `RouteServerMoveTo` performs the
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M13 `Motion.MyRunRate = MoveToRunRate` write for the local player on
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mt-6/7. `ApplyServerRunRate` was deleted outright — its
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`InterpretedState.ForwardSpeed` overwrite was a pre-R3 mechanism that
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fought the ported machinery (any DoMotion edge recomputes ForwardSpeed
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through adjust_motion/apply_run_to_command).
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- **LoseControlToServer seam (R5):** retail hands autonomy to the server at the
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0xF74C dispatch whenever a non-autonomous movement event is applied to the
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local player (raw 357214–357235). Note for R5/MovementManager — the retail
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