fix #174: RemoveLinkAnimations seam is HandleEnterWorld (strip + drain)

Retail CPhysicsObj::RemoveLinkAnimations (0x0050fe20) is a tailcall to
CPartArray::HandleEnterWorld (0x00517d70) -> MotionTableManager::
HandleEnterWorld (0x0051bdd0): remove_all_link_animations PLUS a full
pending_animations drain (while (head) AnimationDone(0)), each pop
relaying MotionDone so CMotionInterp pops its pending_motions node in
lockstep. acdream bound the seam to the bare sequence strip, so every
jump's LeaveGround removed the animations that queued manager nodes
were counting down on — orphaning them (NumAnims>0, anims gone) and
permanently damming BOTH queues. MotionsPending() then never drained
(probe round: last player pending=False at the first MovementJump
press; old jump motions still completing at rest minutes later) and
BeginTurnToHeading/BeginMoveForward's verbatim motions_pending gates
starved every armed moveto: ACE's mt-6 walk-to-door armed but the body
never walked (wire-proven, seqs 98-101); the close-range use turn
never completed so the deferred action was silently eaten. Doors only
worked on a fresh session (shallow queue).

Rebind both production sites (remote EnsureRemoteMotionBindings +
the player's EnterPlayerModeNow block) to Manager.HandleEnterWorld();
the sequencer wrapper was a pure passthrough so the manager call is a
strict superset. All six interp seam sites (LeaveGround, HitGround,
Dead, and the detached-object guards) are the same retail chain.
Harness mirrors updated; pins: Issue174LinkStripDrainTests (the seam
drains both queues; fresh motions queue and complete after). Suites:
Core 2535 / App 713 / UI 425 / Net 385 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-05 16:33:41 +02:00
parent 62b6fa52e8
commit b54555da62
6 changed files with 146 additions and 7 deletions

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@ -0,0 +1,97 @@
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
using Xunit.Abstractions;
namespace AcDream.Core.Tests.Physics.Motion;
// ─────────────────────────────────────────────────────────────────────────────
// #174 pin (2026-07-05): the RemoveLinkAnimations seam must be retail
// CPhysicsObj::RemoveLinkAnimations 0x0050fe20 — a TAILCALL to
// CPartArray::HandleEnterWorld 0x00517d70 → MotionTableManager::
// HandleEnterWorld 0x0051bdd0: CSequence::remove_all_link_animations PLUS a
// full pending_animations drain (`while (head) AnimationDone(0)`), each pop
// relaying MotionDone → CMotionInterp pops its pending_motions node in
// lockstep.
//
// The pre-fix binding was the bare sequence strip: every LeaveGround (jump)
// removed the link animations that queued MotionTableManager nodes were
// counting down on, orphaning them (NumAnims > 0, animations gone). Both
// queues then dammed permanently — MotionsPending() never drained at rest —
// and BeginTurnToHeading/BeginMoveForward (retail 0x00529b90 motions_pending
// gate) starved every armed moveto: ACE's walk-to-door mt-6 armed but the
// body never walked; the close-range Use turn never completed so the
// deferred action was silently eaten. Live evidence: launch-174-autowalk.log
// (last player pending=False at the first MovementJump press; old jump
// motions still completing at rest minutes later).
// ─────────────────────────────────────────────────────────────────────────────
public class Issue174LinkStripDrainTests
{
private readonly ITestOutputHelper _out;
public Issue174LinkStripDrainTests(ITestOutputHelper output) => _out = output;
/// <summary>
/// The jam repro: queue motions (link + cycle nodes land in BOTH the
/// interp's pending_motions and the manager's pending_animations), then
/// fire the LeaveGround-side seam. With the retail HandleEnterWorld
/// binding both queues drain to empty; the pre-fix bare-strip binding
/// left both non-empty forever.
/// </summary>
[Fact]
public void RemoveLinkAnimationsSeam_DrainsBothQueues()
{
var h = new RemoteChaseHarness(_out);
// Drive a motion burst — walk, run, stop — the shape a player's
// pre-jump input produces. Each successful dispatch pairs an interp
// node with a manager node.
var p = new MovementParameters();
h.Interp.DoMotion(MotionCommand.WalkForward, p);
h.Interp.set_hold_run(true, interrupt: false);
h.Interp.StopMotion(MotionCommand.WalkForward, p);
Assert.True(h.Interp.MotionsPending(),
"precondition: the burst must leave pending interp nodes");
Assert.NotEmpty(h.Seq.Manager.PendingAnimations);
// The LeaveGround seam (retail CMotionInterp::LeaveGround 0x00528b00
// fires CPhysicsObj::RemoveLinkAnimations).
h.Interp.RemoveLinkAnimations!.Invoke();
Assert.False(h.Interp.MotionsPending(),
"HandleEnterWorld's drain must pop every pending interp node " +
"(retail: each AnimationDone(0) relays MotionDone)");
Assert.Empty(h.Seq.Manager.PendingAnimations);
}
/// <summary>
/// The post-jump livability pin: after the seam fires mid-activity, a
/// NEW moveto-style dispatch must be able to queue and complete — the
/// #174 symptom was that BeginTurnToHeading's motions_pending gate never
/// re-opened after a jump, permanently starving armed movetos.
/// </summary>
[Fact]
public void AfterSeamDrain_NewMotionsQueueAndComplete()
{
var h = new RemoteChaseHarness(_out);
var p = new MovementParameters();
// Pre-jump activity, then the jump's LeaveGround strip+drain.
h.Interp.DoMotion(MotionCommand.WalkForward, p);
h.Interp.RemoveLinkAnimations!.Invoke();
Assert.False(h.Interp.MotionsPending());
// A fresh dispatch (the armed moveto's turn) queues...
h.Interp.DoMotion(MotionCommand.TurnRight, p);
Assert.True(h.Interp.MotionsPending());
// ...and the normal completion path (the manager's queue feeding
// MotionDone) drains it — the gate re-opens.
while (h.Seq.Manager.PendingAnimations.GetEnumerator() is var e && e.MoveNext())
h.Seq.Manager.AnimationDone(success: true);
h.Seq.Manager.CheckForCompletedMotions();
Assert.False(h.Interp.MotionsPending(),
"the normal AnimationDone → MotionDone chain must drain the new node");
}
}

View file

@ -174,7 +174,10 @@ internal sealed class RemoteChaseHarness
TurnStopped = () => ObservedOmega = Vector3.Zero,
};
Interp.DefaultSink = Sink;
Interp.RemoveLinkAnimations = Seq.RemoveAllLinkAnimations;
// #174: production binds the seam to Manager.HandleEnterWorld
// (strip + full queue drain, retail 0x0050fe20 → 0x0051bdd0) —
// the bare sequence strip orphaned pending manager nodes.
Interp.RemoveLinkAnimations = () => Seq.Manager.HandleEnterWorld();
Interp.InitializeMotionTables = () => Seq.Manager.InitializeState();
Interp.CheckForCompletedMotions = Seq.Manager.CheckForCompletedMotions;