From b87726dc2cf55fe25af3d128f0b40039847ad1e2 Mon Sep 17 00:00:00 2001 From: Erik Date: Fri, 3 Jul 2026 13:29:14 +0200 Subject: [PATCH] docs(R4-V6): register sweep + roadmap + plan trail - R4 SHIPPED Register: - Verified retired: AD-8/AD-9/AP-8/AP-9 (V4), TS-36/AD-26 (V5) - all gone. - AD-34 widened: MoveToManager.pending_actions joins the managed-LinkedList row, with the MoveToNode rename note (retail MoveToManager::MovementNode, renamed to avoid colliding with R2's MotionNode) - V2 owed this note. - NEW TS-39: MoveToManager.StickTo/Unstick are unbound no-op seams - a sticky MoveTo (wire bit 0x80) completes-and-stops instead of sticking; PositionManager/StickyManager bodies are R5 scope (call shapes only in the R4 extraction). Retires with R5. - Re-anchored after the V5 controller deletion shifted lines: AD-25 (:1212->:874), AP-24 (:170->:176), AP-30 (:1503->:1110), TS-21 (:362->:311, stale-comment clause updated - V5 fixed the comment). - AP-79 (widened in V5's commit) and the PlanFromVelocity row (V4) verified present. Roadmap: Phase R entry - R4 SHIPPED 2026-07-03 (V0-V6 trail), R2+R3+R4 share the ONE pending user visual pass; next code stage R5 (MovementManager facade + Sticky/Constraint/TargetManager). Plan of record: R4 stage entry filled in with the full V0-V6 commit trail + expected-diffs for the visual pass (retail cylinder-distance stop, real turn cycles during corrections, CanCharge walk/run legs). Handoff doc: postscript - R4 complete, V4 smoke log analyzed clean and deleted; memory index updated (animation deep-dive map: MoveToManager gap CLOSED, the "three approximations" pattern retired). Co-Authored-By: Claude Fable 5 --- .../retail-divergence-register.md | 11 ++++--- docs/plans/2026-04-11-roadmap.md | 12 +++++-- ...6-07-02-retail-motion-animation-rewrite.md | 31 ++++++++++++++++--- .../2026-07-03-phase-r-session-handoff.md | 13 ++++++++ 4 files changed, 55 insertions(+), 12 deletions(-) diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index f6cb0796..95b6c200 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -85,7 +85,7 @@ accepted-divergence entries (#96, #49, #50). | AD-22 | Async streamed mesh loading with point-of-use self-heal (`EnsureLoaded` re-request in the dispatcher's per-frame meshMissing path, **#128**); retail loads synchronously — geometry is never absent | `src/AcDream.App/Rendering/Wb/WbMeshAdapter.cs:211` | Documented convergence argument: the self-heal makes absence transient, converging the async pipeline to retail's never-absent guarantee | A missing mesh referenced OUTSIDE the dispatcher's walk (a future consumer not touching meshMissing) stays permanently invisible — the #119/#128 broken-stairs class; best case, late pop-in | retail synchronous content load (note at WbMeshAdapter.cs:211) | | AD-23 | Live entities with `ServerGuid != 0` and null `ParentCellId` are culled (ClipSlotCull) while indoor clip routing is active; retail objects are always cell-resident (synchronous add-to-cell at creation) | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs:484` | Phase U.4 policy: parentless = unresolved indoors, equivalent to retail's not-in-any-visible-cell ⇒ not drawn, *given membership resolves promptly* | An entity whose membership lags (late CreateObject hydration, resolver hiccup) blinks invisible while the player is indoors, even in plain sight | retail per-cell object lists in PView traversal | | AD-24 | EnvCell shell geometry hash-deduplicated ((environmentId, structure, surface overrides) → 31-multiplier hash) and instanced; retail draws each CEnvCell's own structure directly | `src/AcDream.App/Rendering/Wb/EnvCellRenderer.cs:276` | Verbatim WB EnvCellRenderManager port (Phase A8); dedup is what makes the single-VAO MDI cell pipeline cheap; intended visuals identical | A hash collision between distinct tuples renders the wrong interior shell in some room with NO diagnostic firing — wrong walls/floor in a dungeon room | retail `PView::DrawCells` → per-cell drawing_bsp (cited at :319) | -| AD-25 | Wall-bounce velocity reflection suppressed on landing (fires only airborne-before AND airborne-after); retail bounces unless grounded→grounded-and-not-sledding | `src/AcDream.App/Input/PlayerMovementController.cs:1212` | Our per-frame architecture amplifies the artifact (post-reflection +Z defeats the `Velocity.Z <= 0` landing-snap gate → micro-bounce death spiral); at elasticity 0.05 retail's landing bounce is imperceptible; sledding reverts to retail rule | Landing-reflection-dependent behavior (slope-landing momentum, high-elasticity surfaces) won't reproduce; the suppression masks the landing-snap gate fragility and could outlive its reason | `handle_all_collisions` pc:282699-282715; ACE PhysicsObj.cs:2656-2721 | +| AD-25 | Wall-bounce velocity reflection suppressed on landing (fires only airborne-before AND airborne-after); retail bounces unless grounded→grounded-and-not-sledding | `src/AcDream.App/Input/PlayerMovementController.cs:874` | Our per-frame architecture amplifies the artifact (post-reflection +Z defeats the `Velocity.Z <= 0` landing-snap gate → micro-bounce death spiral); at elasticity 0.05 retail's landing bounce is imperceptible; sledding reverts to retail rule | Landing-reflection-dependent behavior (slope-landing momentum, high-elasticity surfaces) won't reproduce; the suppression masks the landing-snap gate fragility and could outlive its reason | `handle_all_collisions` pc:282699-282715; ACE PhysicsObj.cs:2656-2721 | | AD-27 | Use/PickUp action fired on natural moveto completion via the `MoveToComplete` client-addition seam (retail's `CleanUpAndCallWeenie` contains no weenie call in this build and notifies nothing on arrival); retail sends the action once (server MoveToChain callback completes it) | `src/AcDream.App/Rendering/GameWindow.cs:12939` (MoveToComplete subscription) + `src/AcDream.Core/Physics/Motion/MoveToManager.cs` (`MoveToComplete` seam doc) | ACE's server-side chain may have timed out by the time our body arrives; the close-range deferred send hits ACE's WithinUseRadius fast-path. R4-V5 re-anchored from the deleted B.6 `AutoWalkArrived` event — same fires-on-arrival-only contract (never on cancel) | If the server's chain has NOT timed out, the action executes twice — door toggles open-then-closed, use-once interactions double-fire; protocol noise on non-ACE servers | ACE CreateMoveToChain / WithinUseRadius; `MoveToManager::CleanUpAndCallWeenie` 00529650 §7e (no weenie call) | | AD-28 | Chat transcript (`UiText`) and input (`UiChatInput`) are two separate widget classes placed inside their dat-authored container panels; retail's `ChatInterface` uses a single mode-flagged `UIElement_Text` (Type-12) that switches between read and edit mode | `src/AcDream.App/UI/Layout/ChatWindowController.cs:135` (transcript) + `:150` (input) | `UIElement_Text` is inside keystone.dll with no PDB/decomp; a two-widget split is functionally equivalent (read-only scroll, editable input) and is the structural adaptation required by our UiElement architecture | A future consumer expecting a single widget for both read/write (e.g. a plugin calling the chat API and getting one widget back) must be written to the two-widget contract | `UIElement_Text` (Type-12) @ keystone.dll; `gmMainChatUI::PostInit` @0x4ce130 | | AD-29 | `ClientObjectTable` fires global `ObjectAdded`/`ObjectUpdated`/`ObjectRemoved` events; consumers filter by guid on their end. Retail dispatches per-object via `NoticeRegistrar` observer dispatch — each UI cell observes only its specific object guid | `src/AcDream.Core/Items/ClientObjectTable.cs:48` (events); `src/AcDream.App/UI/Layout/ToolbarController.cs:115` (guid filter) | `NoticeRegistrar` is inside keystone.dll with no PDB/decomp; global broadcast + consumer-side filter is functionally equivalent for the current panel count and object volumes seen in practice | At high object counts (>1 000 objects), every `ObjectUpdated` wakes every subscribed consumer — O(n·m) notification cost instead of retail's O(1) per-observer dispatch; a consumer that forgets the guid filter processes all objects (a latent correctness bug) | `NoticeRegistrar` (keystone.dll, no PDB); retail per-object observer registration in `CObjectMaint` | @@ -93,7 +93,7 @@ accepted-divergence entries (#96, #49, #50). | AD-31 | Teleport transit covered by a full-screen black FADE (`FadeOverlay` + `TeleportAnimSequencer`) instead of retail's 3D portal-tunnel swirl (2026-06-22, spec C). Opaque black holds through the tunnel states; the world ramps back in on `WorldFadeIn`. | `src/AcDream.App/Rendering/FadeOverlay.cs` + `GameWindow.cs` (TAS transit tick; `_teleportFadeAlpha = ShowTunnel ? 1 : FadeAlpha`) | The fade is a functional cover that hides the (now-fast) destination load + the post-materialization object flood; the TAS state machine + golden timing constants are retail-verbatim — only the tunnel *graphic* is approximated. Sibling to AP-49 (fade-curve). | Visual-only: the transit shows a black cover, not the animated swirl. Retire by porting the `gmSmartBoxUI` 3D tunnel render. | `gmSmartBoxUI::UseTime` 0x004d6e30 (tunnel render, unported); `TELEPORT_ANIM_*` golden constants (spec §2.1) | | AD-32 | Movement-event staleness gate ADOPTS a newer-incarnation instance stamp and applies the event immediately; retail queues the blob for the not-yet-created object (`SmartBox::QueueBlobForObject`, dispatch return 4) and replays it once that incarnation exists (L.2g S1, 2026-07-02) | `src/AcDream.Core/Physics/MotionSequenceGate.cs:105` | acdream has no per-object blob queue; a newer instance seq means the new incarnation's CreateObject is in flight, and that CreateObject re-seeds the same gate (advance-only), so old-incarnation stragglers still drop | A motion event for a new incarnation applies to the OLD body for up to one CreateObject round-trip — brief wrong-cycle flicker on respawn/re-instance if the new incarnation's motion table differs | 0xF74C dispatch pc:357214-357239 (`is_newer(update_times[8], seq)` + `QueueBlobForObject`) | | AD-33 | `CSequence.frame_number` at C# `double` (64-bit); retail is x87 `long double` (80-bit extended) — every frame-boundary comparison ran at extended precision on retail (Phase R1, 2026-07-02) | `src/AcDream.Core/Physics/Motion/CSequence.cs` (`FrameNumber`) | `double` is the widest C# float type; the R1 port removes ACE-style boundary epsilons so comparisons are exact-int against bare boundaries, minimizing ULP sensitivity (ACE's `float` is far worse) | A frame landing within 1 double-ULP of an integer boundary could classify differently than retail's 80-bit compare — sub-frame timing skew at pathological framerate×dt combinations | `acclient.h:30747` (`long double frame_number`) | -| AD-34 | Retail's intrusive `DLListBase`/`DLListData` lists are managed `LinkedList`s; node identity via `LinkedListNode<>` references (Phase R1 anim list, 2026-07-02; extended R2-Q3 to `MotionTableManager.pending_animations`) | `src/AcDream.Core/Physics/Motion/CSequence.cs` (`_animList`); `src/AcDream.Core/Physics/Motion/MotionTableManager.cs` (`_pendingAnimations`) | Same topology + cursor semantics (curr_anim/first_cyclic/tail-anchored scans are node references); unlink/delete becomes `Remove(node)`; conformance tests pin the surgery state tables | Any retail behavior depending on the −4 pointer adjustment or node memory reuse (none observed in the decomp) would diverge | `acclient.h` DLListBase; `r1-csequence-decomp.md` §0; `r2-motiontable-decomp.md` §11 | +| AD-34 | Retail's intrusive `DLListBase`/`DLListData` lists are managed `LinkedList`s; node identity via `LinkedListNode<>` references (Phase R1 anim list, 2026-07-02; extended R2-Q3 to `MotionTableManager.pending_animations`; extended R4-V2 to `MoveToManager.pending_actions` — whose node type, retail `MoveToManager::MovementNode`, is RENAMED `MoveToNode` to avoid colliding with R2's `Motion/MotionNode.cs` pending_motions node) | `src/AcDream.Core/Physics/Motion/CSequence.cs` (`_animList`); `src/AcDream.Core/Physics/Motion/MotionTableManager.cs` (`_pendingAnimations`); `src/AcDream.Core/Physics/Motion/MoveToManager.cs` (`_pendingActions`) + `MoveToNode.cs` | Same topology + cursor semantics (curr_anim/first_cyclic/tail-anchored scans are node references); unlink/delete becomes `Remove(node)`; conformance tests pin the surgery state tables | Any retail behavior depending on the −4 pointer adjustment or node memory reuse (none observed in the decomp) would diverge; a reader grepping for retail's `MovementNode` name must find it via this row | `acclient.h` DLListBase; `r1-csequence-decomp.md` §0; `r2-motiontable-decomp.md` §11; `r4-moveto-decomp.md` node factories §4a | | AD-35 | `MotionTableManager.PerformMovement`'s unhandled-type default case returns the named sentinel `0xFFFFFFFF` (`MotionTableManagerError.NotHandled`); retail's compiled code leaks the `CSequence*` pointer reinterpreted as the return code (BN-confirmed artifact, dead/unreachable — callers gate on type first) (R2-Q3, 2026-07-02) | `src/AcDream.Core/Physics/Motion/MotionTableManager.cs` (`PerformMovement` default case) | No retail caller consults the return value for unhandled types (RawCommand/StopRawCommand/MoveTo\*/TurnTo\* route elsewhere); returning a stable non-zero sentinel preserves the only observable contract (non-zero = not success) without fabricating a pointer-shaped number | If a future port wires a caller that passes unhandled types AND branches on the exact return value, it would see `0xFFFFFFFF` where retail saw an arbitrary pointer — flag at that port | `PerformMovement` 0x0051c0b0 (`r2-motiontable-decomp.md` §11 default-case note) | | AD-36 | `IMotionDoneSink.MotionDone` consumed for CREATURE-class entities only: R3-W2 binds the seam to the entity's `MotionInterpreter.MotionDone` (player via `PlayerMovementController.Motion`, remotes via `RemoteMotion.Motion`, resolved at fire time); interp-less entities (doors, statics) keep a diagnostic-recorder-only target — retail gives every CPhysicsObj a MovementManager/CMotionInterp (R2-Q4 seam, narrowed R3-W2, 2026-07-02) | `src/AcDream.App/Rendering/GameWindow.cs` (TickAnimations MotionDoneTarget bind) | Door/static motion (On/Off cycles) completes via the manager queue alone; nothing consumes their MotionDone until R5 gives every entity class the full MovementSystem pipeline | A door behavior depending on pending_motions bookkeeping (none known — doors have no jump/action semantics) would silently no-op | `CPhysicsObj::MotionDone` 0x0050fdb0; retire in R5 (MovementSystem for all classes) | @@ -124,13 +124,13 @@ accepted-divergence entries (#96, #49, #50). | AP-21 | Entity translucency: two-pass alpha-test (N.5 Decision 2, invented 0.95/0.05 thresholds); AlphaBlend + Additive + InvAlpha all composite under (SrcAlpha, 1−SrcAlpha) — retail applies per-surface D3D blend incl. true additive. EnvCellRenderer + ParticleBatcher DO switch to additive; divergence confined to GfxObj/Setup entities via WbDrawDispatcher | `src/AcDream.App/Rendering/Wb/WbDrawDispatcher.cs:1563` (+ `Shaders/mesh_modern.frag:10`; #52 amendment removed the α≥0.95 discard) | Matches original WB's model; keeps the bindless MDI pipeline at two indirect draws; spec §6 documents the falsifiable fallback — a third indirect call with `glBlendFunc(SrcAlpha, One)` (~30 min) on a magic-content regression | Additive glow/magic entity surfaces composite darker / occlude instead of brightening — the predicted regression once spell VFX density increases; α<0.05 discard drops faint fringes retail blends | SurfaceType.Additive → D3DBLEND_ONE per-surface routing | | AP-22 | Invented `setup.Radius` cylinder (height = Height or Radius×2) for shapeless live entities; shape + height formula not from the retail shape walk | `src/AcDream.App/Rendering/GameWindow.cs:3250` | ShadowShapeBuilder (faithful walk) only emits CylSphere/Sphere/Part-BSP; the legacy cylinder preserves prior behavior so rare decorative props don't lose collision | Those props collide with an invented footprint (especially the Radius×2 height guess) — slides/blocks at non-retail distances | `find_obj_collisions` → `CPartArray::FindObjCollisions` pc:286236 | | AP-23 | Invented per-type use-radius heuristic (3 m creatures / 2 m doors-lifestones-portals-corpses / 0.6 m rest) for close-range gating + the speculative local TurnToObject/MoveToObject install through the player's MoveToManager (R4-V5; retail's client use flow issues the same manager calls, §9a/§9b, but with the object's real radius) | `src/AcDream.App/Rendering/GameWindow.cs:12274` (`InstallSpeculativeTurnToTarget`) | ACE broadcasts nothing actionable on the close branch (WithinUseRadius shortcut); the true radius arrives only on the far MoveToObject branch — a local stand-in is required | A target whose real UseRadius differs from the bucket misjudges the gate — Use/PickUp deferred for a completion that never comes, or fires early into a server "too far" | ACE Player_Move.cs:66; wire MoveToObject (type 6) carries the true radius; `CPhysicsObj::TurnToObject/MoveToObject` callers §9a/§9b | -| AP-24 | Jump charge fill rate guessed at 2.0 extent/s (full in 0.5 s); retail's divisor illegible (clobbered x87 in `GetPowerBarLevel`). Height→velocity formula is byte-faithful | `src/AcDream.App/Input/PlayerMovementController.cs:170` | Only time-to-fill diverges; 2.0/s matched retail muscle memory better than 1.0/s; targeted Ghidra decompile of 0x0056ADE0 already flagged (M2 research) | Every held-spacebar jump reaches a different extent than the same hold in retail — fence/gap jumps succeed/fail differently until the constant is recovered | FUN_0056ade0 (GetPowerBarLevel) | +| AP-24 | Jump charge fill rate guessed at 2.0 extent/s (full in 0.5 s); retail's divisor illegible (clobbered x87 in `GetPowerBarLevel`). Height→velocity formula is byte-faithful | `src/AcDream.App/Input/PlayerMovementController.cs:176` | Only time-to-fill diverges; 2.0/s matched retail muscle memory better than 1.0/s; targeted Ghidra decompile of 0x0056ADE0 already flagged (M2 research) | Every held-spacebar jump reaches a different extent than the same hold in retail — fence/gap jumps succeed/fail differently until the constant is recovered | FUN_0056ade0 (GetPowerBarLevel) | | AP-25 | Run/Jump skill pushed to movement = attributeBonus + Init + Ranks — no augmentations, multipliers, or vitae | `src/AcDream.Core.Net/GameEventWiring.cs:346` | Closest to ACE's CreatureSkill.Current short of porting the full Aug/Multiplier/Vitae chain (K-fix7/13) | A character with augs or post-death vitae predicts wrong local run speed / jump arc — dying would NOT slow the local player though the server moves them slower: drift + snap-back | ACE CreatureSkill.Current; ACE Skill.cs (Jump=22, Run=24) | | AP-26 | DDD interrogation answered with an empty dat-version list (count=0); retail reports actual dat iteration state | `src/AcDream.Core.Net/Messages/DddInterrogationResponse.cs:18` | ACE is satisfied by the empty ack; pattern from holtburger | A dat-patching-enabled server could push a full patch or reject on version mismatch — the lie is harmless only while the server never acts on it | DDD flow 0xF7E5/0xF7E6 | | AP-27 | PlayerDescription trailer: GameplayOptions skipped by a 4-byte-aligned heuristic scan for a valid inventory parse; options blob captured opaque, never decoded (retail decodes + applies UI options) | `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs:69` | Variable-length opaque blobs; mirrors holtburger's heuristics; follow-up issue extends when panels consume those sections | An options blob that coincidentally parses as a valid inventory (or inventory not landing at EOF) yields wrong/empty inventory+equipped at login; retail-persisted UI options silently ignored | ACE GameEventPlayerDescription.WriteEventBody; holtburger events.rs:195-218 | | AP-28 | 3D audio falloff via OpenAL InverseDistanceClamped with picked constants (ref 2 m, max 1000 m, rolloff 1); voice pool/eviction IS cited to retail | `src/AcDream.App/Audio/OpenAlAudioEngine.cs:146` | Stands in for retail's DirectSound-era attenuation; r05 §5.3 documents inverse-square behavior but the three AL params were picked, not ported | Sounds attenuate at a different rate — too loud/quiet at range side-by-side; gain-driven eviction comparisons inherit the skew | FUN_00550ad0 (voice pool only); r05 §5.3 | | AP-29 | Target-indicator fallback for entities with no baked selection sphere: invented 1.5 m × scale box + 16/12 px screen floors (primary path is a faithful `GetObjectBoundingBox` port) | `src/AcDream.App/UI/TargetIndicatorPanel.cs:86` | Fallback only fires when the Setup didn't bake a selection sphere — rare in practice | Sphere-less entities get a non-retail indicator size/placement; the pixel floors prevent retail's far-distance collapse | `SmartBox::GetObjectBoundingBox` 0x00452e20; `GetSelectionSphere` | -| AP-30 | AutonomousPosition diff cadence compares with epsilons (1 mm pos, 1e-4 normal, 1 mm dist); retail's `Frame::is_equal` is an exact float compare | `src/AcDream.App/Input/PlayerMovementController.cs:1503` | Sub-millimeter epsilon is well below any movement worth suppressing; comparisons are against last-SENT state so drift accumulates past the epsilon | Sub-epsilon drift suppresses an AP send retail would have made — negligible today; a consumer expecting retail's exact send-on-any-change cadence sees fewer packets | `Frame::is_equal` pc:700263 | +| AP-30 | AutonomousPosition diff cadence compares with epsilons (1 mm pos, 1e-4 normal, 1 mm dist); retail's `Frame::is_equal` is an exact float compare | `src/AcDream.App/Input/PlayerMovementController.cs:1110` | Sub-millimeter epsilon is well below any movement worth suppressing; comparisons are against last-SENT state so drift accumulates past the epsilon | Sub-epsilon drift suppresses an AP send retail would have made — negligible today; a consumer expecting retail's exact send-on-any-change cadence sees fewer packets | `Frame::is_equal` pc:700263 | | AP-31 | Scenery placement drift + the 0xA9B1 road-edge tree — WB-upstream divergences from retail, ACCEPTED (**#49/#50**, 2026-05-11) | `src/AcDream.Core/World/SceneryGenerator.cs` (via `WbSceneryAdapter`) | Piecemeal patching against WB upstream is net-negative (the `e279c46` road-check attempt over-suppressed scenery elsewhere, reverted `677a726`); visible impact = a handful of trees a few meters off | The same WB-upstream class could hide a *larger* placement divergence elsewhere; revisit only via a coherent ACME-style per-vertex filter port | `CLandBlock::get_land_scenes`; ACME GameScene.cs:1074 per-vertex road filter | | AP-32 | Cell shells DRAW +0.02 m above the dat EnvCell origin (`ShellDrawLiftZ`, z-fight vs coplanar terrain); retail draws at the origin verbatim. Split invariant: PHYSICS + visibility graph UNLIFTED (f35cb8b, **#119**-residual), every DRAW-space consumer of portal/cell geometry LIFTED (OutsideView color gate via `Build(drawLiftZ)`, seal/punch fans — **#130**) | `src/AcDream.App/Rendering/GameWindow.cs:5604` (const at `PortalVisibilityBuilder.ShellDrawLiftZ`) | Shell floors coplanar with terrain z-fight in our z-buffered frame; the 2 cm lift is the documented stand-in | A new draw-space consumer of portal/cell polygons that forgets the lift re-opens a 2 cm seam at horizontal aperture edges (the #130 top-edge strip, ~7 px at 2.4 m); a visibility consumer that picks up the LIFTED transform re-opens the #119-residual horizontal-portal side-cull | retail draws cell geometry at the dat EnvCell origin (no lift) | | AP-33 | Interior-root look-in cells (**#124** sub-pass) draw their statics + DYNAMICS + emitters WHOLE — no per-part/per-object viewcone check; retail viewconeCheck's each vs the installed view (the **#131** portal closure: a server object in a look-in cell drew nowhere — dynamics-last culls cells absent from the main cone, and post-seal it z-fails anyway) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawBuildingLookIns`) | The main viewcone has no entries for look-in cells; over-include is the safe direction (z-correct, repainted outside apertures by the root's shells); look-in cell counts are small (~1-3 cells) | A few wasted draws on content outside the doorway region (repainted); no under-draw direction remains | `viewconeCheck` 0x0054c250; nested `DrawCells` objects pc:432878 | @@ -204,7 +204,7 @@ accepted-divergence entries (#96, #49, #50). | TS-18 | `LandCell.BuildingCellId` (CSortCell building bridge) declared but never populated — always null in Stage 1 | `src/AcDream.Core/World/Cells/LandCell.cs:19` | Cell graph shipped in stages; population is explicitly membership Stage 2 (the outdoor→indoor entry path the physics digest flags as unvalidated) | Cell-graph paths that should discover a building's EnvCells from the outdoor cell silently find nothing — the doorway-entry bug class | CSortCell (acclient.h:31880) | | TS-19 | Legacy non-retail ChaseCamera (invented pitch/distance, K-fix12 airborne Z-pin) retained behind `ACDREAM_RETAIL_CHASE=0` / DebugPanel toggle; both update every frame | `src/AcDream.App/Rendering/ChaseCamera.cs:49` | Diagnostic before/after comparison path, "pending the follow-up deletion commit" | When toggled on, the eye diverges from retail's spring-arm — and the render roots at the VIEWER cell, so a non-retail eye changes the render root near doorways, masking or manufacturing flap symptoms during debugging | `CameraManager::UpdateCamera` (retail path in RetailChaseCamera.cs) | | TS-20 | GfxObj polys drawn by dictionary iteration, not DrawingBSP traversal (**#113**): physics/no-draw polys referenced by no BSP node render as visible surfaces; the `CollectDrawingBspPolygonIds` filter exists (:1004) but is NOT applied (naive walk made doors disappear, `e46d3d9` un-applied, user-gated 2026-06-11) | `src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs:1027` | Correct fix is full BSP-traversal-order drawing per the holistic port handoff (docs/research/2026-06-11-building-render-holistic-port-handoff.md); the id filter must first be diagnosed on a door GfxObj (Issue113PhantomStairsDumpTests) | Phantom geometry visible NOW (Holtburg meeting-hall "staircase" wall ramp 0x010014C3; 8 orphan polys on hill cottage 0x01000827); draw order also diverges from retail's BSP order | D3DPolyRender drawing-BSP traversal; ConstructMesh 0x0059dfa0 | -| TS-21 | Default run/jump skills 200/300 tuned to feel until the first PlayerDescription lands; "we don't parse yet" comment is STALE (K-fix7 parses PD → SetCharacterSkills) | `src/AcDream.App/Input/PlayerMovementController.cs:362` | Defaults rule only pre-PD or on PD parse failure; jump bumped 200→300 on user complaint (3.01 m max felt too low) | Any window with defaults live predicts run/jump speeds the server disagrees with — observer rubber-banding, local snap-backs | retail height = (skill/(skill+1300))×22.2 + 0.05 | +| TS-21 | Default run/jump skills 200/300 tuned to feel until the first PlayerDescription lands (the stale "we don't parse yet" comment was FIXED in R4-V5; K-fix7 parses PD → SetCharacterSkills) | `src/AcDream.App/Input/PlayerMovementController.cs:311` | Defaults rule only pre-PD or on PD parse failure; jump bumped 200→300 on user complaint (3.01 m max felt too low) | Any window with defaults live predicts run/jump speeds the server disagrees with — observer rubber-banding, local snap-backs | retail height = (skill/(skill+1300))×22.2 + 0.05 | | TS-23 | PK/PKLite/Impenetrable mover bits never set (PlayerKillerStatus not parsed from PD); moverFlags always `IsPlayer ∣ EdgeSlide` | `src/AcDream.App/Input/PlayerMovementController.cs:1177` | Non-PK pair walks through other non-PK players — retail's default for ACE's character-creation defaults too | On a PK/PKLite character, local client lets players walk through where retail collides — prediction vs server disagree the moment PvP statuses enter play | PWD._bitfield acclient.h:6431-6463; pc:406898-406918 | | TS-24 | RawMotionState action list always empty at runtime — the packer emits `num_actions` (bits 11–15) + per-action u16 pairs (L.2b, `RawMotionState::Pack` 0x0051ed10), and R3-W1 gives `RawMotionState`/`InterpretedMotionState` the retail-faithful action FIFO (`AddAction`/`RemoveAction`/`ApplyMotion`/`RemoveMotion`, `src/AcDream.Core/Physics/RawMotionState.cs` + `MotionInterpreter.cs`), but nothing calls `AddAction` yet — the outbound caller still builds an empty `Actions` list, so discrete motion events (emotes, one-shots) are still never broadcast | `src/AcDream.App/Rendering/GameWindow.cs:8297` (empty Actions); packer `src/AcDream.Core.Net/Messages/RawMotionStatePacker.cs:91`; FIFO capability `src/AcDream.Core/Physics/RawMotionState.cs` | Discrete client-initiated motions (D2) not wired yet; packer-ready, state-ready (W1), runtime emission lands with R3-W2's `add_to_queue`/`DoInterpretedMotion` population | When player-triggered emotes land, they silently never broadcast — observers see idle while the local client animates | `RawMotionState::Pack` 0x0051ed10; num_actions `PackBitfield` acclient.h:46487 | | TS-25 | `current_style` (stance, flag bit 0x2) never populated at runtime — the packer now emits it when it differs from the retail default 0x8000003D (L.2b), but the outbound caller leaves `CurrentStyle` at default (stance not tracked here) | `src/AcDream.App/Rendering/GameWindow.cs:8286` (CurrentStyle left default); packer `src/AcDream.Core.Net/Messages/RawMotionStatePacker.cs:80` | Stance switching is M2 combat scope | Once combat-mode switching ships, mid-stance MoveToStates omit the style — server/observers keep the stale stance, wrong cycle family for every subsequent movement | `RawMotionState::Pack` current_style 0x0051ed10 | @@ -216,6 +216,7 @@ accepted-divergence entries (#96, #49, #50). | TS-31 | Squelch toggle absent (no `/squelch` slash command, no clickable name-tags to silence); retail's squelch list filters incoming chat lines | `src/AcDream.Core/Chat/ChatLog.cs` | Squelch is a social / moderation feature deferred to post-M1.5; the data structure (`ChatLog`) has no squelch set today | Any player can spam all clients; clickable-name-tag contextual menu (used in retail to squelch, tell, add-to-friends) is absent | `ChatFilter::IsSquelched`; retail right-click player name → Squelch menu | | TS-32 | `ClientObjectTable` has no pre-queue for a child `CreateObject` that arrives before its parent (out-of-order PARENTED create); such objects are ingested as root objects and their `ContainerId` links a not-yet-known container. Retail's `null_object_table` + `null_weenie_object_table` hold unresolvable objects until the parent arrives | `src/AcDream.Core/Items/ClientObjectTable.cs` (`Ingest`) | PD↔`CreateObject` ordering is handled (upsert semantics); out-of-order PARENTED creates are observed only at high packet loss or in vendor/corpse multi-object bursts on non-loopback links; deferred to D.5.5+ | A container's child object arriving before the container is ingested as a root item — it won't appear in `GetContents` until the next `RecordMembership` or a move event corrects the parent link | `CObjectMaint::null_object_table` / `null_weenie_object_table` (acclient.h / named-retail pc) | | TS-33 | Outbound position-send tracker over-stamped after MoveToState: `NotePositionSent` writes last-sent position + cell + contact-plane after BOTH the MTS and AP sends, but retail's `SendMovementEvent` (0x006b4680) stamps ONLY `last_sent_position_time` after an MTS — only `SendPositionEvent` (0x006b4770, the AP path) stamps all three. Broader: acdream gates APs on a plain interval (`HeartbeatDue`) where retail uses `ShouldSendPositionEvent` (0x006b45e0 — interval OR cell-change OR contact-plane-change), AND acdream's frame-changed diff compares POSITION only (`ApproxPositionEqual`) where retail's `Frame::is_equal` compares the full frame incl. ORIENTATION — a stationary heading change (R4-V5: the MoveToManager's `HandleTurnToHeading` arrival snap, `set_heading(send:true)`) never triggers an AP, so the server keeps the stale facing until the player next moves. Masked against ACE (ACE rotates server-side on its own mt-8/9 / close-range-use paths and broadcasts the result) | `src/AcDream.App/Rendering/GameWindow.cs:8331` (MTS `NotePositionSent`); `src/AcDream.App/Input/PlayerMovementController.cs` (`ApproxPositionEqual` + the heartbeat diff); the player MoveToManager `setHeading` seam in `EnterPlayerModeNow` (the `send` flag's would-be consumer) | D5 audit-only in the L.2b wire-parity slice; the full cadence port (`ShouldSendPositionEvent` gate + split MTS/AP stamping + full-frame `Frame::is_equal` diff) is a dedicated follow-up slice (R7 outbound) | AP heartbeat cadence diverges from retail — acdream may suppress or reorder autonomous-position sends differently after movement-state sends, and a stationary server-commanded turn leaves observers with stale facing until the next movement; on a real network this shifts the position-correction rhythm | `CommandInterpreter::SendMovementEvent` 0x006b4680, `SendPositionEvent` 0x006b4770, `ShouldSendPositionEvent` 0x006b45e0, `Frame::is_equal` (pc:700263) | +| TS-39 | `MoveToManager.StickTo` and `Unstick` are unbound no-op seams (both remote and player bindings leave them null) — retail's sticky arrival hands off to `PositionManager::StickTo(tlid, radius, height)` (BeginNextNode §4b reads the three fields BEFORE CleanUp zeroes them — that ordering IS ported) and every `PerformMovement` head calls `unstick_from_object` → `PositionManager::UnStick`; acdream's sticky moveto (wire bit 0x80) completes-and-stops instead of sticking | `src/AcDream.Core/Physics/Motion/MoveToManager.cs` (`StickTo`/`Unstick` seam properties); GameWindow `EnsureRemoteMotionBindings` + `EnterPlayerModeNow` (neither binds them) | PositionManager/StickyManager bodies were NOT extracted in the R4 research (call shapes only, decomp §9f/§9g — do-not-invent); the seams + verbatim call ordering land now, the bodies with R5 | A server /follow-style sticky MoveTo arrives, walks to the target, then STOPS instead of sticking — the entity drifts off the target as it moves until the next re-emit; unstick ordering differences invisible until StickyManager exists | `PositionManager::StickTo` / `UnStick` call shapes (r4-moveto-decomp.md §4b/§3a); R5 StickyManager port retires this row | | TS-35 | `PhysicsBody.IsFullyConstrained` is a stub property (default `false`, never set by any physics code), read by `jump_is_allowed`'s verbatim `IsFullyConstrained` gate (raw 305524-305525) | `src/AcDream.Core/Physics/PhysicsBody.cs` (`IsFullyConstrained`) | R3-W3 needed the read site to port `jump_is_allowed`'s full chain; the WRITE side (per-cell contact-plane constraint tracking — a mover pinned between opposing walkable surfaces / doorway jamming) doesn't exist yet | A body that retail would consider fully constrained (and thus refuse to jump, 0x47) never gets blocked here — jumps succeed in geometry retail would reject. Low practical risk today: the constrained-mover scenario (doorway wedge, opposing-wall pin) is rare and mostly a physics-digest topic already tracked separately | `CPhysicsObj::IsFullyConstrained` 0x0050f730; `jump_is_allowed` 0x005282b0 | | TS-37 | RETIRED misattribution note (not a live divergence — kept here as the historical record R3-W3 closes): the S2a port had `contact_allows_move` (0x00528240) arm `StandingLongJump` as a side effect, explicitly flagged "PRE-EXISTING acdream side effect (not part of 0x00528240)". R3-W3 deletes that side effect; `ChargeJump` (0x005281c0) is now the ONLY arming site, matching retail exactly. No further action — recorded per the register's retire-in-same-commit rule | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`contact_allows_move`, `ChargeJump`) | N/A — retired | N/A — retired | `CMotionInterp::charge_jump` 0x005281c0 @305448 | | TS-38 | `MotionInterpreter.Initted` defaults to `true` in both constructors, not retail's `false` — retail's `CMotionInterp` is never observed pre-`enter_default_state` (every real construction path calls it before exposing the interpreter); acdream's constructors are used directly by ~40 pre-existing tests and both App call sites as complete, immediately-usable objects with no separate "enter default state" step | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`Initted` property + both constructors) | Defaulting `true` is the C# equivalent of "the constructor already did what `enter_default_state` would have done to this flag" — `EnterDefaultState()` remains available, verbatim, for the REST of retail's reset semantics (state defaults, sentinel enqueue, `LeaveGround` tail) when a caller wants them | None observed: no code path needs `apply_current_movement`/`ReportExhaustion` to no-op before an explicit `EnterDefaultState()` call, since nothing constructs a `MotionInterpreter` and defers initialization today. If a future caller DOES need staged construction (build now, `EnterDefaultState()` later), it must explicitly set `Initted = false` first | `CMotionInterp::enter_default_state` 0x00528c80 @306124 sets `initted = 1`; retire if/when construction is staged through `EnterDefaultState()` uniformly | diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index 9adcb6af..fedaf27b 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -712,9 +712,15 @@ diagnostic scaffolding, not yet the final collision system. jump family, ground transitions with K-fix18 DELETED, the ONE DoInterpretedMotion + zero-tick flush, LOCAL PLAYER unification — UpdatePlayerAnimation + the synthesis layer deleted; trail in the plan - doc). R2+R3 share ONE pending user visual pass. NEXT: the visual pass, - then R4 (MoveToManager verbatim — replaces RemoteMoveToDriver + - ServerControlledLocomotion + B.6 auto-walk). + doc). **R4 SHIPPED 2026-07-03** (V0–V6: the verbatim MoveToManager, all + 33 members + conformance harness; mt 6/7/8/9 wire completion; remote AND + local-player cutovers — RemoteMoveToDriver, PlanMoveToStart, and the + whole B.6 auto-walk DELETED; the P1 autonomous-echo gate ported verbatim; + TS-36 bound — input/jump/teleport cancel movetos through the retail + interrupt chain; retired AD-8/AD-9/AP-8/AP-9/AD-26/TS-36; trail in the + plan doc). R2+R3+R4 share ONE pending user visual pass. NEXT: the visual + pass, then R5 (MovementManager facade + StickyManager + ConstraintManager + + full TargetManager — retires TS-39/AP-79's adapter). - **L.2g — Inbound motion interpretation (remote-entity CMotionInterp funnel).** ACTIVE 2026-07-02. Port retail's inbound motion pipeline verbatim for ALL remote entities (players, NPCs, monsters — one funnel, user-approved): diff --git a/docs/plans/2026-07-02-retail-motion-animation-rewrite.md b/docs/plans/2026-07-02-retail-motion-animation-rewrite.md index 9b685a95..a3534d2d 100644 --- a/docs/plans/2026-07-02-retail-motion-animation-rewrite.md +++ b/docs/plans/2026-07-02-retail-motion-animation-rewrite.md @@ -117,10 +117,33 @@ the 300 ms stop-detection window, NPC UP hard-snaps. pass: #45 sidestep factor + ANIM_SPEED_SCALE retired (local now matches remotes), auto-walk-at-run walk-pace legs (R4), ApplyServerRunRate echo live through fast re-speed. R3+R2 share ONE visual pass. -- **R4 — MoveToManager verbatim.** Types 6/7/8/9 (TurnToObject/TurnToHeading - — the dropped D9/DEV-5 commands), node stepping, arrival, fail distance, - CanCharge. Replaces RemoteMoveToDriver + ServerControlledLocomotion. - Retires AD-8/AD-9/AP-8/AP-9. +- **R4 — MoveToManager verbatim. SHIPPED 2026-07-03 (pending the stage + visual pass).** Types 6/7/8/9 (TurnToObject/TurnToHeading — the dropped + D9/DEV-5 commands), node stepping, arrival, fail distance, CanCharge. + RemoteMoveToDriver + ServerControlledLocomotion.PlanMoveToStart + B.6 + auto-walk all DELETED. + Trail: research base 988304e1, V0 pins 386b1ce5 (P1-P7 resolved; P1 + autonomous-echo gate + P3 heading_diff mirror adversarially sealed, P3 + down to instruction bytes), V1 command-selection family e0d2492c + (GetCommand + CanCharge fast-path + MoveToMath), V2 the verbatim manager + addc8e97 (all 33 members, 101 tests, seam-injected harness), V3 wire + completion a144e873 (mt 8/9 parse + full params exposure + sticky + trailer), V4 remote cutover 7016b26c (per-remote manager, P4 + TargetTracker adapter, retail unpack dispatch; retired AD-8/AD-9/AP-8/ + AP-9; smoke log verified clean), V5 local-player cutover b3decdfa (P1 + gate ported verbatim — ACE's autonomous echo dropped before unpack; + B.6 deleted; TS-36 bound — input/jump/teleport cancel through the retail + interrupt chain; run-rate re-anchored to PD skills + mt-6/7 my_run_rate, + echo tap deleted with NO AD row; MoveToComplete client seam widened to + natural completion for AD-27; adversarial-review fixes: remote HitGround + relay, mt-8 wire_heading degrade, remote curTime clock), V6 register/ + docs sweep (AD-34 widened with the MoveToNode rename, NEW TS-39 StickTo/ + Unstick no-op seams → R5, TS-33 extended with the orientation-diff gap, + TS-21/AD-25/AP-24/AP-30 re-anchored). EXPECTED-DIFFS for the visual + pass: melee-range stop distance (retail cylinder distance — the AD-8 + max() class is gone), auto-walk legs now walk/run per CanCharge with + real turn cycles during corrections, walk-pace close-in demote. + OUTSTANDING: the stage visual pass (folds into the pending R2+R3 pass). - **R5 — MovementManager + MovementSystem facade.** One per-object pipeline for every entity class; StickyManager (stick_to_object — the motionFlags 0x100 bit) + ConstraintManager ports; GameWindow's OnLiveMotionUpdated diff --git a/docs/research/2026-07-03-phase-r-session-handoff.md b/docs/research/2026-07-03-phase-r-session-handoff.md index 3e58aefa..bd551100 100644 --- a/docs/research/2026-07-03-phase-r-session-handoff.md +++ b/docs/research/2026-07-03-phase-r-session-handoff.md @@ -1,5 +1,18 @@ # Phase R handoff — fresh-session entry point (2026-07-03) +> **POSTSCRIPT (2026-07-03, later session): R4 is COMPLETE.** V5 (local-player +> cutover) shipped as `b3decdfa` — P1 gate ported verbatim, B.6 auto-walk +> deleted, TS-36 bound, run-rate re-anchored to PD skills + mt-6/7 +> my_run_rate with NO AD row (the contingency wasn't needed — see the +> V0-pins.md P1 postscript), MoveToComplete seam widened to natural +> completion for AD-27, plus three adversarial-review fixes (remote +> HitGround relay, mt-8 wire_heading degrade, remote curTime clock). V6 +> register/roadmap/memory sweep shipped in the follow-up commit. The V4 +> smoke log was analyzed CLEAN (mt-6/8 events all dispatched, arrival +> stop transitions, zero exceptions/stalls). Suite: 3,956 green. +> REMAINING: the ONE combined R2+R3+R4 user visual pass, then R5. +> The sections below are the historical entry state, kept verbatim. + **Read this first, then the plan of record** (`docs/plans/2026-07-02-retail-motion-animation-rewrite.md`). This session ran the R2→R4 arc of the Phase R mandate; the fresh session picks up at