fix #270 closeout: strip investigation probes; close the issue
User-verified: casting fixed (exhaustion-edge gate) and monster attack animations restored (spawn settle placement + lost-cell retry). Final session evidence: 14/15 spawn settles grounded; Falling-refusal spam collapsed 2,954 -> 15 transient pre-settle lines. Strips the [UM-ACT]/[MT-FAIL]/[SPAWN-PLACE]/[remote-edge] probes, the MotionInterpreter.DiagnosticGuid plumbing, and the two throwaway probe tests (motion-table attack sweep, vitae color dump - both findings are recorded in ISSUES/research). Complete Release suite: 10,030 passed / 5 skips / 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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7 changed files with 3 additions and 263 deletions
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@ -45,8 +45,6 @@ internal sealed class LiveEntityMotionRuntimeController
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rm.Sink = new AcDream.Core.Physics.Motion.MotionTableDispatchSink(sequencer);
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rm.Motion.DefaultSink = rm.Sink;
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}
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// #270 probe identity — strip with the probes.
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rm.Motion.DiagnosticGuid = serverGuid;
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// #174 (2026-07-05): the RemoveLinkAnimations seam is retail
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// CPhysicsObj::RemoveLinkAnimations 0x0050fe20 — a TAILCALL to
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// CPartArray::HandleEnterWorld 0x00517d70 →
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@ -205,13 +205,6 @@ internal sealed class LiveEntityNetworkUpdateController
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body: remote.Body,
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moverFlags: moverFlags,
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movingEntityId: entity.Id);
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if (AcDream.Core.Physics.PhysicsDiagnostics.DumpMotionEnabled)
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{
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Console.WriteLine(
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$"[SPAWN-PLACE] guid={serverGuid:X8} cell=0x{cellId:X8} ok={settle.Ok} "
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+ $"contact={settle.InContact} walkable={settle.OnWalkable} "
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+ $"z={worldPos.Z:F3}->{settle.Position.Z:F3}");
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}
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if (!settle.Ok || !settle.InContact)
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return; // no floor within reach — stays airborne like retail's fall
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@ -678,13 +678,6 @@ public sealed class MotionInterpreter : IMotionDoneSink
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/// </summary>
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public Action? RemoveLinkAnimations { get; set; }
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/// <summary>
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/// #270 diagnostic identity (2026-07-30): the owning entity's server
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/// guid, stamped by the binding layer so [UM-ACT]/[MT-FAIL] probe lines
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/// are attributable (probe-identity-attribution lesson). 0 = unset.
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/// Strip with the #270 probes.
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/// </summary>
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public uint DiagnosticGuid { get; set; }
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/// <summary>
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/// R3-W4 no-op seam standing in for retail
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@ -2781,16 +2774,6 @@ public sealed class MotionInterpreter : IMotionDoneSink
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int diff = incoming >= stored ? incoming - stored : stored - incoming;
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bool newer = diff <= 0x3FFF ? stored < incoming : incoming < stored;
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// #270 missing-attack investigation (2026-07-30): one line per
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// wire action item with the gate verdict — rides
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// ACDREAM_DUMP_MOTION=1. Strip when #270 closes.
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if (PhysicsDiagnostics.DumpMotionEnabled)
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{
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Console.WriteLine(
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$"[UM-ACT] guid={DiagnosticGuid:X8} cmd=0x{a.Command:X8} stamp={incoming} stored={stored} "
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+ $"newer={newer} auton={a.Autonomous} localSkip={IsLocalPlayer && a.Autonomous}");
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}
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if (!newer) continue;
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// Local player skips its own autonomous echoes (305977).
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@ -3039,19 +3022,6 @@ public sealed class MotionInterpreter : IMotionDoneSink
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// non-action" apply-only path below — but WITHOUT writing state.
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bool dispatchOk = sink?.ApplyMotion(motion, p.Speed) ?? true;
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// #270 missing-attack investigation (2026-07-30): surface FAILED
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// animation dispatches — a silently-failing sink is the "monster
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// attacks but the animation never fires" candidate. Rides
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// ACDREAM_DUMP_MOTION=1. Strip when #270 closes.
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if (!dispatchOk && PhysicsDiagnostics.DumpMotionEnabled)
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{
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Console.WriteLine(
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$"[MT-FAIL] guid={DiagnosticGuid:X8} motion=0x{motion:X8} speed={p.Speed:F2} "
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+ $"style=0x{InterpretedState.CurrentStyle:X8} substate=0x{InterpretedState.ForwardCommand:X8} "
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+ $"contact={PhysicsObj.TransientState.HasFlag(TransientStateFlags.Contact)} "
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+ $"walkable={PhysicsObj.TransientState.HasFlag(TransientStateFlags.OnWalkable)}");
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}
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if (!dispatchOk)
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{
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// Retail: `result = CPhysicsObj::DoInterpretedMotion(...)` is
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@ -747,26 +747,6 @@ internal sealed class RuntimeRemotePhysicsUpdater
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rm.Body.Position = resolved.Position;
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if (resolved.CellId != 0)
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committedCellId = resolved.CellId;
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// [remote-edge] probe (stuck-cast/missing-attack investigation,
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// 2026-07-30): each ground edge drains the mover's pending
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// action animations (retail HandleEnterWorld) — one line per
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// edge correlates eaten attack gestures with contact flickers.
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Action hitGround = rm.Movement.HitGround;
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Action leaveGround = rm.Motion.LeaveGround;
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if (AcDream.Core.Physics.PhysicsDiagnostics.DumpMotionEnabled)
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{
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uint edgeGuid = record.ServerGuid;
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hitGround = () =>
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{
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Console.WriteLine($"[remote-edge] guid={edgeGuid:X8} HitGround");
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rm.Movement.HitGround();
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};
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leaveGround = () =>
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{
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Console.WriteLine($"[remote-edge] guid={edgeGuid:X8} LeaveGround");
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rm.Motion.LeaveGround();
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};
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}
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if (!AcDream.Core.Physics.PhysicsObjUpdate.CommitSetPositionTransition(
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rm.Body,
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resolved.InContact,
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@ -775,8 +755,8 @@ internal sealed class RuntimeRemotePhysicsUpdater
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resolved.CollisionNormal,
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previousContact,
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previousOnWalkable,
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hitGround,
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leaveGround,
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rm.Movement.HitGround,
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rm.Motion.LeaveGround,
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() => IsCurrentOwner(
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record,
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rm,
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