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>
This commit is contained in:
parent
e4553a0262
commit
b3decdfac6
9 changed files with 947 additions and 688 deletions
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@ -937,6 +937,18 @@ public sealed class GameWindow : IDisposable
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// far-range sends fire the wire packet immediately at SendUse/SendPickUp
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// time. Cleared before the deferred send fires — single-fire, no retry.
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private (uint Guid, bool IsPickup)? _pendingPostArrivalAction;
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// R4-V5 (pin P4): the local player's minimal TargetTracker adapter
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// state — the exact twin of RemoteMotion's TrackedTarget* fields. The
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// player MoveToManager's setTarget/clearTarget seams store the tracked
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// guid here; the pre-Update feed in OnUpdateFrame delivers
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// HandleUpdateTarget(Ok/ExitWorld) from the live entity table. Full
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// TargetManager port is R5 (register row, landed with V4).
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private uint _playerMoveToTargetGuid;
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private float _playerMoveToTargetRadius;
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private System.Numerics.Vector3 _playerMoveToTargetLastFedPos;
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private bool _playerMoveToTargetFedOnce;
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private double _playerMoveToTargetQuantum;
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private static bool IsPlayerGuid(uint guid) => (guid & 0xFF000000u) == 0x50000000u;
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private const double ServerControlledVelocityStaleSeconds = 0.60;
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private int _liveSpawnReceived; // diagnostics
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@ -4264,7 +4276,14 @@ public sealed class GameWindow : IDisposable
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},
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clearTarget: () => rmT.TrackedTargetGuid = 0,
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getTargetQuantum: () => rmT.TargetQuantum,
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setTargetQuantum: q => rmT.TargetQuantum = q);
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setTargetQuantum: q => rmT.TargetQuantum = q,
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// R4-V5: real clock (same epoch-seconds base the per-remote
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// tick uses). V4 left this on the ctor's per-CALL stub, which
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// advanced 1/30 s per _curTime() READ — multiple reads inside
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// one dispatch skewed the progress/fail-distance clocks
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// (CheckProgressMade's 1 s window). The V2 harness contract
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// says production always supplies a real clock.
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curTime: () => (System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds);
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// TS-36 (remote side): the interp's interrupt seam is retail's
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// interrupt_current_movement → MovementManager::CancelMoveTo(0x36)
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// chain (V2's reentrancy tests prove the wiring is inert-safe).
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@ -4313,6 +4332,116 @@ public sealed class GameWindow : IDisposable
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return true;
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}
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/// <summary>
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/// R4-V5: shared retail <c>unpack_movement</c> type-6..9 routing
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/// (<c>0x00524440</c> cases 6/7/8/9, decomp §2f) — one body for remotes
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/// (R4-V4) and the local player (R4-V5). Writes the wire run rate to
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/// the interp (<c>my_run_rate</c>, unpack @300603/@300660 — plan M13),
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/// builds the <c>MovementStruct</c> (mt 6/8 resolve the target guid
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/// against the entity table; unresolvable degrades to
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/// MoveToPosition(wire origin) / TurnToHeading(wire heading) per §2f —
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/// NOT an error), and calls <c>PerformMovement</c>. Returns true when
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/// the event was a type-6..9 moveto (consumed); false for every other
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/// movement type (caller falls through to its funnel / skip posture).
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/// </summary>
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private bool RouteServerMoveTo(
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AcDream.Core.Physics.Motion.MoveToManager mgr,
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AcDream.Core.Physics.MotionInterpreter interp,
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uint cellId,
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AcDream.Core.Net.WorldSession.EntityMotionUpdate update)
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{
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if (update.MotionState.IsServerControlledMoveTo
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&& update.MotionState.MoveToPath is { } path)
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{
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// my_run_rate write (unpack_movement @300603).
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if (update.MotionState.MoveToRunRate is { } mtRunRate)
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interp.MyRunRate = mtRunRate;
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var destWorld = AcDream.Core.Physics.Motion.MoveToMath
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.OriginToWorld(
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path.OriginCellId, path.OriginX, path.OriginY, path.OriginZ,
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_liveCenterX, _liveCenterY);
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var mp = AcDream.Core.Physics.Motion.MovementParameters.FromWire(
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path.Bitfield,
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path.DistanceToObject,
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path.MinDistance,
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path.FailDistance,
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update.MotionState.MoveToSpeed ?? 1f,
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path.WalkRunThreshold,
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path.DesiredHeading);
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var ms = new AcDream.Core.Physics.MovementStruct
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{
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Params = mp,
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};
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// mt 6 with a resolvable target → MoveToObject (the P4 tracker
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// feeds position updates per tick); else degrade to
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// MoveToPosition at the wire origin (§2f).
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if (update.MotionState.MovementType == 6
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&& path.TargetGuid is { } tgtGuid
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&& _entitiesByServerGuid.TryGetValue(tgtGuid, out var tgtEnt))
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{
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ms.Type = AcDream.Core.Physics.MovementType.MoveToObject;
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ms.ObjectId = tgtGuid;
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ms.TopLevelId = tgtGuid;
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ms.Pos = new AcDream.Core.Physics.Position(
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cellId, tgtEnt.Position,
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System.Numerics.Quaternion.Identity);
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}
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else
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{
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ms.Type = AcDream.Core.Physics.MovementType.MoveToPosition;
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ms.Pos = new AcDream.Core.Physics.Position(
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cellId, destWorld,
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System.Numerics.Quaternion.Identity);
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}
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mgr.PerformMovement(ms);
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return true;
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}
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if (update.MotionState.IsServerControlledTurnTo
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&& update.MotionState.TurnToPath is { } turnPath)
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{
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var mp = AcDream.Core.Physics.Motion.MovementParameters.FromWireTurnTo(
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turnPath.Bitfield,
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turnPath.Speed,
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turnPath.DesiredHeading);
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var ms = new AcDream.Core.Physics.MovementStruct { Params = mp };
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if (update.MotionState.MovementType == 8
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&& turnPath.TargetGuid is { } turnTgt
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&& _entitiesByServerGuid.TryGetValue(turnTgt, out var turnEnt))
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{
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ms.Type = AcDream.Core.Physics.MovementType.TurnToObject;
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ms.ObjectId = turnTgt;
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ms.TopLevelId = turnTgt;
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ms.Pos = new AcDream.Core.Physics.Position(
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cellId, turnEnt.Position,
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System.Numerics.Quaternion.Identity);
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}
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else
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{
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ms.Type = AcDream.Core.Physics.MovementType.TurnToHeading;
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// Retail's mt-8 unresolvable-object fallback substitutes the
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// STANDALONE wire heading into the params before degrading
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// (decomp §2f case 8: `params.desired_heading = wire_heading`).
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// Invisible against ACE (P6: both heading fields written from
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// the same source) but required for the verbatim degrade —
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// closes the V4 carry-over the adversarial review caught
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// (TurnToPathData.WireHeading was parsed but never consumed).
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if (update.MotionState.MovementType == 8
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&& turnPath.WireHeading is { } wireHeading)
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{
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mp.DesiredHeading = wireHeading;
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}
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}
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mgr.PerformMovement(ms);
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return true;
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}
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return false;
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}
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/// <summary>
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/// Phase 6.6: the server says an entity's motion has changed. Look up
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/// the AnimatedEntity for that guid, re-resolve the idle cycle with the
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@ -4355,6 +4484,26 @@ public sealed class GameWindow : IDisposable
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return;
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}
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// R4-V5 (pin P1): retail CPhysics::SetObjectMovement's autonomous
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// gate (0x00509690 @0050972e, raw 271370-271431) — a movement event
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// whose wire autonomous byte is set is DROPPED ENTIRELY (no state
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// application, no interrupt) when the addressed object IsThePlayer.
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// ACE reflects the client's own outbound MoveToState back to the
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// sender with IsAutonomous=1 hardcoded (MovementData.cs:162 +
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// Player_Networking.cs:365) and retail never lets that echo reach
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// unpack_movement — which is what makes the unconditional
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// unpack-head interrupt in the player branch below safe against
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// ACE. Order matches retail: the sequence gates above run FIRST.
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// last_move_was_autonomous is NOT stored for dropped events (stored
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// only on the unpack path). This retires the row-less "don't cancel
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// on non-MoveTo UM" adaptation that lived here pre-V5 (its causal
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// story was stale — V0-pins.md P1). Run-rate sync is re-anchored to
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// retail's own feeds: PlayerDescription skills (SetCharacterSkills,
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// K-fix7) + the mt-6/7 my_run_rate wire write below (M13) — the
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// former ApplyServerRunRate echo tap is deleted, not gated.
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if (update.Guid == _playerServerGuid && update.IsAutonomous)
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return;
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// Re-resolve using the new stance/command. Keep the setup and
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// motion-table we already know about — the server's motion
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// updates override state within the same table, not swap tables.
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@ -4414,16 +4563,6 @@ public sealed class GameWindow : IDisposable
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$"[door-cycle] guid=0x{update.Guid:X8} stance=0x{stance:X4} cmd=0x{(command ?? 0u):X4}"));
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}
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// Wire server-echoed RunRate first — used for the player's own
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// locomotion tuning regardless of whether a cycle resolves.
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if (_playerController is not null
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&& update.Guid == _playerServerGuid
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&& update.MotionState.ForwardSpeed.HasValue
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&& update.MotionState.ForwardSpeed.Value > 0f)
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{
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_playerController.ApplyServerRunRate(update.MotionState.ForwardSpeed.Value);
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}
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// ── Sequencer path (preferred) ──────────────────────────────────
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// Call SetCycle directly. The sequencer already handles:
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// - left→right / backward→forward remapping via adjust_motion
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@ -4518,9 +4657,8 @@ public sealed class GameWindow : IDisposable
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// the paths above, but don't stomp the animation sequencer.
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// B.6 slice 1 (2026-05-14): trace inbound motion for the
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// local player so we can characterize what ACE sends during
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// a server-initiated auto-walk. One line per inbound UM,
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// gated on ACDREAM_PROBE_AUTOWALK=1.
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// local player. One line per inbound UM, gated on
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// ACDREAM_PROBE_AUTOWALK=1 (name kept through R4-V5).
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if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
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{
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string cmdHex = command.HasValue ? $"0x{command.Value:X4}" : "null";
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@ -4540,52 +4678,32 @@ public sealed class GameWindow : IDisposable
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$"[autowalk-mt] stance=0x{stance:X4} cmd={cmdHex} mt=0x{update.MotionState.MovementType:X2} isMoveTo={update.MotionState.IsServerControlledMoveTo} moveTowards={update.MotionState.MoveTowards} {pathStr} {spd} {mtsSpd} {mtsRun}"));
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}
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// B.6 slice 2 (2026-05-14): drive the local player's body
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// through a server-initiated auto-walk when ACE sends
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// MoveToObject (movement type 6) — retail-faithful per
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// MovementManager::PerformMovement 0x00524440 case 6. When
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// the inbound motion is NOT a MoveTo, cancel any active
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// auto-walk (server intent changed).
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// R4-V5: retail unpack_movement dispatch for the local
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// player — the SAME shape the remote branch uses below.
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// Head (@300566): interrupt + unstick fire for EVERY
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// movement event that reached unpack (the P1 gate above
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// already dropped the autonomous echoes that would have
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// made this unsafe against ACE); then types 6-9 route to
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// the player's MoveToManager. mt-0 falls through to the
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// existing skip-sequencer posture (the interpreted-state
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// copy + LoseControlToServer autonomy handoff is
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// R5/MovementManager scope — V0-pins.md P1 adjacent seam).
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if (_playerController is not null)
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{
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if (update.MotionState.IsServerControlledMoveTo
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&& update.MotionState.MoveToPath is { } pathData)
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_playerController.Motion.InterruptCurrentMovement?.Invoke();
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_playerController.Motion.UnstickFromObject?.Invoke();
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if (_playerController.MoveTo is { } playerMoveTo
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&& RouteServerMoveTo(playerMoveTo, _playerController.Motion,
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_playerController.CellId, update))
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{
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// Translate landblock-local origin → world space.
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var destWorld = AcDream.Core.Physics.Motion.MoveToMath
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.OriginToWorld(
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pathData.OriginCellId,
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pathData.OriginX,
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pathData.OriginY,
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pathData.OriginZ,
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_liveCenterX,
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_liveCenterY);
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bool canCharge = update.MotionState.CanCharge;
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_playerController.BeginServerAutoWalk(
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destWorld,
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pathData.MinDistance,
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pathData.DistanceToObject,
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update.MotionState.MoveTowards,
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canCharge);
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if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[autowalk-begin] dest=({destWorld.X:F2},{destWorld.Y:F2},{destWorld.Z:F2}) minDist={pathData.MinDistance:F2} objDist={pathData.DistanceToObject:F2} canCharge={canCharge} towards={update.MotionState.MoveTowards}"));
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$"[autowalk-begin] mt=0x{update.MotionState.MovementType:X2} movingTo={playerMoveTo.IsMovingTo()} type={playerMoveTo.MovementTypeState}"));
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}
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return;
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}
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// Note: do NOT cancel auto-walk on a non-MoveTo motion
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// arriving. The trace (2026-05-14, launch-slice2.log)
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// shows ACE follows every mt=0x06 MoveToObject
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// immediately with an mt=0x00 InterpretedMotionState
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// (cmd=0x0007 RunForward, fwdSpd=2.86) — the
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// companion locomotion echo, NOT a cancel. The two
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// travel as separate packets but both belong to the
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// same auto-walk. Cancelling on the InterpretedMotionState
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// killed the auto-walk on frame 1. Arrival detection
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// (inside ApplyAutoWalkOverlay) and user-input
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// cancellation (same) are the two natural end paths;
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// a fresh MoveToObject re-targets via BeginServerAutoWalk
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// overwrite.
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}
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}
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else
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@ -4618,82 +4736,13 @@ public sealed class GameWindow : IDisposable
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remoteMot.Motion.InterruptCurrentMovement?.Invoke();
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remoteMot.Motion.UnstickFromObject?.Invoke();
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if (update.MotionState.IsServerControlledMoveTo
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&& update.MotionState.MoveToPath is { } path
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&& remoteMot.MoveTo is { } moveMgr)
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// R4-V5: the type-6..9 routing body is shared with the
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// local player (RouteServerMoveTo) — behavior identical
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// to the R4-V4 inline blocks it was extracted from.
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if (remoteMot.MoveTo is { } moveMgr
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&& RouteServerMoveTo(moveMgr, remoteMot.Motion,
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remoteMot.CellId, update))
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{
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// my_run_rate write (unpack_movement @300603).
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if (update.MotionState.MoveToRunRate is { } mtRunRate)
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remoteMot.Motion.MyRunRate = mtRunRate;
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var destWorld = AcDream.Core.Physics.Motion.MoveToMath
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.OriginToWorld(
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path.OriginCellId, path.OriginX, path.OriginY, path.OriginZ,
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_liveCenterX, _liveCenterY);
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var mp = AcDream.Core.Physics.Motion.MovementParameters.FromWire(
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path.Bitfield,
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path.DistanceToObject,
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path.MinDistance,
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path.FailDistance,
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update.MotionState.MoveToSpeed ?? 1f,
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path.WalkRunThreshold,
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path.DesiredHeading);
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var ms = new AcDream.Core.Physics.MovementStruct
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{
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Params = mp,
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};
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// mt 6 with a resolvable target → MoveToObject (the
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// P4 tracker feeds position updates per tick); else
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// degrade to MoveToPosition at the wire origin (§2f).
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if (update.MotionState.MovementType == 6
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&& path.TargetGuid is { } tgtGuid
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&& _entitiesByServerGuid.TryGetValue(tgtGuid, out var tgtEnt))
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{
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ms.Type = AcDream.Core.Physics.MovementType.MoveToObject;
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ms.ObjectId = tgtGuid;
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ms.TopLevelId = tgtGuid;
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ms.Pos = new AcDream.Core.Physics.Position(
|
||||
remoteMot.CellId, tgtEnt.Position,
|
||||
System.Numerics.Quaternion.Identity);
|
||||
}
|
||||
else
|
||||
{
|
||||
ms.Type = AcDream.Core.Physics.MovementType.MoveToPosition;
|
||||
ms.Pos = new AcDream.Core.Physics.Position(
|
||||
remoteMot.CellId, destWorld,
|
||||
System.Numerics.Quaternion.Identity);
|
||||
}
|
||||
moveMgr.PerformMovement(ms);
|
||||
return;
|
||||
}
|
||||
|
||||
if (update.MotionState.IsServerControlledTurnTo
|
||||
&& update.MotionState.TurnToPath is { } turnPath
|
||||
&& remoteMot.MoveTo is { } turnMgr)
|
||||
{
|
||||
var mp = AcDream.Core.Physics.Motion.MovementParameters.FromWireTurnTo(
|
||||
turnPath.Bitfield,
|
||||
turnPath.Speed,
|
||||
turnPath.DesiredHeading);
|
||||
|
||||
var ms = new AcDream.Core.Physics.MovementStruct { Params = mp };
|
||||
if (update.MotionState.MovementType == 8
|
||||
&& turnPath.TargetGuid is { } turnTgt
|
||||
&& _entitiesByServerGuid.TryGetValue(turnTgt, out var turnEnt))
|
||||
{
|
||||
ms.Type = AcDream.Core.Physics.MovementType.TurnToObject;
|
||||
ms.ObjectId = turnTgt;
|
||||
ms.TopLevelId = turnTgt;
|
||||
ms.Pos = new AcDream.Core.Physics.Position(
|
||||
remoteMot.CellId, turnEnt.Position,
|
||||
System.Numerics.Quaternion.Identity);
|
||||
}
|
||||
else
|
||||
{
|
||||
ms.Type = AcDream.Core.Physics.MovementType.TurnToHeading;
|
||||
}
|
||||
turnMgr.PerformMovement(ms);
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -7841,6 +7890,44 @@ public sealed class GameWindow : IDisposable
|
|||
? localEnt.Id
|
||||
: 0u;
|
||||
|
||||
// R4-V5 (pin P4): feed the player MoveToManager's target tracker
|
||||
// BEFORE Update ticks UseTime — same feed-then-tick order the
|
||||
// per-remote block uses. One immediate delivery after set_target,
|
||||
// then re-delivery when the target moved beyond the voyeur
|
||||
// radius; despawn delivers ExitWorld (the manager cancels
|
||||
// 0x37/0x38 itself).
|
||||
if (_playerController.MoveTo is { } playerMtm
|
||||
&& _playerMoveToTargetGuid != 0)
|
||||
{
|
||||
if (_entitiesByServerGuid.TryGetValue(_playerMoveToTargetGuid, out var trackedEnt))
|
||||
{
|
||||
var tpos = trackedEnt.Position;
|
||||
if (!_playerMoveToTargetFedOnce
|
||||
|| System.Numerics.Vector3.Distance(tpos, _playerMoveToTargetLastFedPos)
|
||||
> _playerMoveToTargetRadius)
|
||||
{
|
||||
_playerMoveToTargetFedOnce = true;
|
||||
_playerMoveToTargetLastFedPos = tpos;
|
||||
var tp = new AcDream.Core.Physics.Position(
|
||||
_playerController.CellId, tpos, System.Numerics.Quaternion.Identity);
|
||||
playerMtm.HandleUpdateTarget(new AcDream.Core.Physics.Motion.TargetInfo(
|
||||
_playerMoveToTargetGuid,
|
||||
AcDream.Core.Physics.Motion.TargetStatus.Ok,
|
||||
tp, tp));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var lp = new AcDream.Core.Physics.Position(
|
||||
_playerController.CellId, _playerMoveToTargetLastFedPos,
|
||||
System.Numerics.Quaternion.Identity);
|
||||
playerMtm.HandleUpdateTarget(new AcDream.Core.Physics.Motion.TargetInfo(
|
||||
_playerMoveToTargetGuid,
|
||||
AcDream.Core.Physics.Motion.TargetStatus.ExitWorld,
|
||||
lp, lp));
|
||||
}
|
||||
}
|
||||
|
||||
var result = _playerController.Update((float)dt, input);
|
||||
|
||||
// Update the player entity's position + rotation so it renders at
|
||||
|
|
@ -7952,23 +8039,20 @@ public sealed class GameWindow : IDisposable
|
|||
var wireRot = YawToAcQuaternion(_playerController.Yaw);
|
||||
byte contactByte = result.IsOnGround ? (byte)1 : (byte)0;
|
||||
|
||||
// 2026-05-16 (issue #75): wire-layer semantic gate —
|
||||
// user-MoveToState packets are ONLY for user-initiated
|
||||
// motion intent. During server-controlled auto-walk
|
||||
// (inbound MoveToObject), motion-state transitions
|
||||
// come from the auto-walk's animation override, not
|
||||
// from user input. Sending a MoveToState in that case
|
||||
// would tell ACE "user took control" and cancel its
|
||||
// own MoveToChain. This is NOT a band-aid like the
|
||||
// earlier grace-period — it's the wire-layer's
|
||||
// expression of retail's architectural split between
|
||||
// user-input motion and server-driven motion: they
|
||||
// share the local motion-state machine but only
|
||||
// user-input flows back to the wire. Without the
|
||||
// refactor (issue #75) this guard masked a synthesis
|
||||
// leak; with the refactor it expresses the proper
|
||||
// semantic.
|
||||
if (result.MotionStateChanged && !_playerController.IsServerAutoWalking)
|
||||
// 2026-05-16 (issue #75) / R4-V5: user-MoveToState packets
|
||||
// are ONLY for user-initiated motion intent — retail's
|
||||
// architectural split between user-input motion and
|
||||
// server-driven motion. Post-V5 the split holds BY
|
||||
// CONSTRUCTION: MotionStateChanged derives exclusively from
|
||||
// input edges (the MoveToManager's dispatches never touch
|
||||
// the controller's edge detector), so a manager-driven
|
||||
// moveto produces no outbound MoveToState; the moment the
|
||||
// user presses a key, the edge's CancelMoveTo chain kills
|
||||
// the moveto and THAT state change legitimately goes on
|
||||
// the wire ("user took control" — which is now true). The
|
||||
// former !IsServerAutoWalking guard is redundant and gone
|
||||
// with B.6.
|
||||
if (result.MotionStateChanged)
|
||||
{
|
||||
// HoldKey axis values — retail enum (acclient.h enum
|
||||
// HoldKey): Invalid = 0, None = 1, Run = 2.
|
||||
|
|
@ -9874,6 +9958,14 @@ public sealed class GameWindow : IDisposable
|
|||
rm.Body.Velocity = new System.Numerics.Vector3(
|
||||
rm.Body.Velocity.X, rm.Body.Velocity.Y, 0f);
|
||||
rm.Motion.HitGround();
|
||||
// R4-V5 (closes the V4 wiring-contract gap the
|
||||
// adversarial review caught): retail order —
|
||||
// minterp first, then moveto (MovementManager::
|
||||
// HitGround 0x00524300, §2d). Re-arms a moveto
|
||||
// suspended by the airborne UseTime contact gate;
|
||||
// without it a chasing NPC that lands stalls
|
||||
// until ACE's ~1 Hz re-emit.
|
||||
rm.MoveTo?.HitGround();
|
||||
|
||||
// K-fix17 (2026-04-26): reset the sequencer cycle
|
||||
// from Falling back to whatever the interpreted
|
||||
|
|
@ -11963,15 +12055,16 @@ public sealed class GameWindow : IDisposable
|
|||
return;
|
||||
}
|
||||
|
||||
// B.6 (2026-05-15): install speculative local auto-walk against
|
||||
// the target so close-range Use rotates the body to face before
|
||||
// the action fires. For FAR targets, ACE's CreateMoveToChain
|
||||
// (Player_Move.cs:37-179) takes over via inbound MovementType=6
|
||||
// and our overlay is overwritten by ACE's wire-supplied radius.
|
||||
// B.6/R4-V5: install a speculative local TurnToObject/MoveToObject
|
||||
// through the player's MoveToManager so close-range Use rotates the
|
||||
// body to face before the action fires. For FAR targets, ACE's
|
||||
// CreateMoveToChain (Player_Move.cs:37-179) takes over via inbound
|
||||
// MovementType=6, whose PerformMovement re-targets with ACE's
|
||||
// wire-supplied radius.
|
||||
//
|
||||
// 2026-05-16: simplified — close-range deferral now fires the
|
||||
// wire packet ONCE on AutoWalkArrived (turn-first done), not a
|
||||
// retry of an earlier failed send. No re-send path.
|
||||
// Close-range deferral fires the wire packet ONCE on
|
||||
// MoveToComplete(None) (turn-first done), not a retry of an
|
||||
// earlier failed send. No re-send path.
|
||||
bool closeRange = IsCloseRangeTarget(guid);
|
||||
InstallSpeculativeTurnToTarget(guid);
|
||||
|
||||
|
|
@ -12088,13 +12181,14 @@ public sealed class GameWindow : IDisposable
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// 2026-05-16. Fires the deferred close-range Use/PickUp action
|
||||
/// once the local auto-walk overlay reports arrival (i.e. the body
|
||||
/// has finished rotating to face the target). Unlike the old
|
||||
/// <c>OnAutoWalkArrivedReSendAction</c>, this is a FIRST send — not a
|
||||
/// retry of an earlier failed send. Far-range Use/PickUp paths
|
||||
/// fire the wire packet immediately at <see cref="SendUse"/>/<see cref="SendPickUp"/> time
|
||||
/// and never touch <c>_pendingPostArrivalAction</c>.
|
||||
/// 2026-05-16 / R4-V5. Fires the deferred close-range Use/PickUp action
|
||||
/// once the player's moveto completes naturally (the MoveToManager's
|
||||
/// <c>MoveToComplete(None)</c> client seam — the body has finished
|
||||
/// rotating to face / walking to the target; a user-input cancel never
|
||||
/// fires it). This is a FIRST send — not a retry of an earlier failed
|
||||
/// send. Far-range Use/PickUp paths fire the wire packet immediately at
|
||||
/// <see cref="SendUse"/>/<see cref="SendPickUp"/> time and never touch
|
||||
/// <c>_pendingPostArrivalAction</c>.
|
||||
/// </summary>
|
||||
private void OnAutoWalkArrivedSendDeferredAction()
|
||||
{
|
||||
|
|
@ -12179,12 +12273,14 @@ public sealed class GameWindow : IDisposable
|
|||
|
||||
private void InstallSpeculativeTurnToTarget(uint targetGuid)
|
||||
{
|
||||
if (_playerController is null) return;
|
||||
if (_playerController?.MoveTo is not { } playerMoveTo) return;
|
||||
if (!_entitiesByServerGuid.TryGetValue(targetGuid, out var entity))
|
||||
return;
|
||||
|
||||
// Per-type use radius — same heuristic as the picker's
|
||||
// radiusForGuid callback.
|
||||
// radiusForGuid callback (register AP-23, re-anchored here by
|
||||
// R4-V5; survives because ACE's close-branch broadcasts nothing
|
||||
// actionable).
|
||||
float useRadius = 0.6f;
|
||||
if ((LiveItemType(targetGuid) & AcDream.Core.Items.ItemType.Creature) != 0)
|
||||
{
|
||||
|
|
@ -12199,13 +12295,14 @@ public sealed class GameWindow : IDisposable
|
|||
}
|
||||
|
||||
// Issue #77 fix (2026-05-18) — predict ACE's CanCharge bit
|
||||
// from local distance so the speculative auto-walk uses the
|
||||
// from local distance so the speculative moveto uses the
|
||||
// same walk/run as the wire-triggered overwrite that arrives
|
||||
// moments later. ACE's Creature.SetWalkRunThreshold sets
|
||||
// CanCharge when player→target distance >= WalkRunThreshold /
|
||||
// 2 = 7.5 m (the 15 m wire default halved). Match exactly so
|
||||
// the speculative install doesn't flip walk↔run when ACE's
|
||||
// MoveToObject broadcast overwrites it.
|
||||
// MoveToObject broadcast overwrites it (PerformMovement
|
||||
// cancels + restarts — retail-consistent re-target).
|
||||
const float AceCanChargeDistance = 7.5f;
|
||||
var bodyPos = _playerController.Position;
|
||||
float ddx = entity.Position.X - bodyPos.X;
|
||||
|
|
@ -12213,12 +12310,33 @@ public sealed class GameWindow : IDisposable
|
|||
float distToTarget = MathF.Sqrt(ddx * ddx + ddy * ddy);
|
||||
bool speculativeCanCharge = distToTarget >= AceCanChargeDistance;
|
||||
|
||||
_playerController.BeginServerAutoWalk(
|
||||
destinationWorld: entity.Position,
|
||||
minDistance: 0f,
|
||||
distanceToObject: useRadius,
|
||||
moveTowards: true,
|
||||
canCharge: speculativeCanCharge);
|
||||
// R4-V5: retail's client-initiated use flow issues TurnToObject /
|
||||
// MoveToObject through the SAME manager the wire path uses (decomp
|
||||
// §9a/§9b callers) — in-range targets get a pure turn-to-face;
|
||||
// out-of-range targets get the local moveto that ACE's mt-6
|
||||
// broadcast will re-target moments later. MovementParameters ctor
|
||||
// defaults (0x1EE0F: MoveTowards, UseSpheres, threshold 15,
|
||||
// MinDistance 0) match the old BeginServerAutoWalk install's
|
||||
// semantics; only the AP-23 radius + the #77 CanCharge prediction
|
||||
// are non-default.
|
||||
var p = new AcDream.Core.Physics.Motion.MovementParameters
|
||||
{
|
||||
DistanceToObject = useRadius,
|
||||
CanCharge = speculativeCanCharge,
|
||||
};
|
||||
var ms = new AcDream.Core.Physics.MovementStruct
|
||||
{
|
||||
ObjectId = targetGuid,
|
||||
TopLevelId = targetGuid,
|
||||
Pos = new AcDream.Core.Physics.Position(
|
||||
_playerController.CellId, entity.Position,
|
||||
System.Numerics.Quaternion.Identity),
|
||||
Params = p,
|
||||
Type = IsCloseRangeTarget(targetGuid)
|
||||
? AcDream.Core.Physics.MovementType.TurnToObject
|
||||
: AcDream.Core.Physics.MovementType.MoveToObject,
|
||||
};
|
||||
playerMoveTo.PerformMovement(ms);
|
||||
}
|
||||
|
||||
private uint? SelectClosestCombatTarget(bool showToast)
|
||||
|
|
@ -12764,10 +12882,82 @@ public sealed class GameWindow : IDisposable
|
|||
|
||||
_playerController = new AcDream.App.Input.PlayerMovementController(_physicsEngine);
|
||||
|
||||
// B.6/B.7 (2026-05-16): fire the deferred close-range Use/PickUp
|
||||
// action (first send, not a retry) when the local auto-walk overlay
|
||||
// reports arrival (body finished rotating to face the target).
|
||||
_playerController.AutoWalkArrived += OnAutoWalkArrivedSendDeferredAction;
|
||||
// R4-V5: the local player's verbatim MoveToManager — same seam
|
||||
// wiring shape as EnsureRemoteMotionBindings, with three
|
||||
// player-specific differences: (a) heading reads/writes go through
|
||||
// the controller's Yaw (the authoritative facing the body
|
||||
// quaternion is re-derived from every Update; a quaternion-only
|
||||
// set_heading would be overwritten next frame) via the P5-pinned
|
||||
// yaw↔heading bridge; (b) the contact seam reads the REAL Contact
|
||||
// transient bit (retail UseTime gates transient_state & 1 —
|
||||
// remotes force-assert Contact+OnWalkable every grounded tick, so
|
||||
// OnWalkable was equivalent there); (c) isInterpolating is false —
|
||||
// the local player has no InterpolationManager. Own radius/height
|
||||
// stay 0 for parity with the V4 remote bind (P4 note: setup
|
||||
// cylsphere lands with R5's TargetManager port). setHeading's
|
||||
// `send` flag is currently UNCONSUMED (register TS-33): the AP
|
||||
// heartbeat diffs position/plane/cell but not orientation (retail's
|
||||
// Frame::is_equal compares the full frame), so a stationary heading
|
||||
// snap doesn't reach the wire — masked against ACE, which rotates
|
||||
// server-side on its own turn paths; the full-frame diff lands with
|
||||
// the R7 outbound-cadence port.
|
||||
var pcMoveTo = _playerController;
|
||||
var playerMoveTo = new AcDream.Core.Physics.Motion.MoveToManager(
|
||||
pcMoveTo.Motion,
|
||||
stopCompletely: () => pcMoveTo.Motion.StopCompletely(),
|
||||
getPosition: () => new AcDream.Core.Physics.Position(
|
||||
pcMoveTo.CellId, pcMoveTo.Position, pcMoveTo.BodyOrientation),
|
||||
getHeading: () => AcDream.Core.Physics.Motion.MoveToMath.HeadingFromYaw(pcMoveTo.Yaw),
|
||||
setHeading: (h, _) => pcMoveTo.Yaw =
|
||||
AcDream.Core.Physics.Motion.MoveToMath.YawFromHeading(h),
|
||||
getOwnRadius: () => 0f,
|
||||
getOwnHeight: () => 0f,
|
||||
contact: () => pcMoveTo.BodyInContact,
|
||||
isInterpolating: () => false,
|
||||
getVelocity: () => pcMoveTo.BodyVelocity,
|
||||
getSelfId: () => _playerServerGuid,
|
||||
setTarget: (_, tlid, radius, _) =>
|
||||
{
|
||||
_playerMoveToTargetGuid = tlid;
|
||||
_playerMoveToTargetRadius = radius;
|
||||
_playerMoveToTargetFedOnce = false;
|
||||
},
|
||||
clearTarget: () => _playerMoveToTargetGuid = 0,
|
||||
getTargetQuantum: () => _playerMoveToTargetQuantum,
|
||||
setTargetQuantum: q => _playerMoveToTargetQuantum = q,
|
||||
curTime: () => pcMoveTo.SimTimeSeconds);
|
||||
_playerMoveToTargetGuid = 0;
|
||||
_playerMoveToTargetFedOnce = false;
|
||||
_playerMoveToTargetQuantum = 0.0;
|
||||
|
||||
// AD-27 re-anchored (was the deleted AutoWalkArrived event): fire
|
||||
// the deferred close-range Use/PickUp action when the moveto
|
||||
// completes NATURALLY (MoveToComplete is the documented client
|
||||
// seam; it never fires on CancelMoveTo, so a user-input cancel
|
||||
// doesn't send the action — same contract the old "arrived"-only
|
||||
// event had).
|
||||
playerMoveTo.MoveToComplete = err =>
|
||||
{
|
||||
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
|
||||
Console.WriteLine($"[autowalk-end] reason=complete err={err}");
|
||||
if (err == AcDream.Core.Physics.WeenieError.None)
|
||||
OnAutoWalkArrivedSendDeferredAction();
|
||||
};
|
||||
_playerController.MoveTo = playerMoveTo;
|
||||
|
||||
// TS-36 RETIRED: the interp's interrupt seam is retail's
|
||||
// interrupt_current_movement → MovementManager::CancelMoveTo(0x36)
|
||||
// chain (raw 278189-278200). Every DoMotion/StopMotion/
|
||||
// StopCompletely/jump/set_hold_run cancel site now genuinely
|
||||
// cancels a running moveto (V2's reentrancy tests prove the chain
|
||||
// is inert-safe).
|
||||
_playerController.Motion.InterruptCurrentMovement = () =>
|
||||
{
|
||||
if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled
|
||||
&& playerMoveTo.IsMovingTo())
|
||||
Console.WriteLine("[autowalk-end] reason=interrupt");
|
||||
playerMoveTo.CancelMoveTo(AcDream.Core.Physics.WeenieError.ActionCancelled);
|
||||
};
|
||||
|
||||
// K-fix7 (2026-04-26): if PlayerDescription already arrived, the
|
||||
// server's Run / Jump skill values are cached here — push them
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue