fix(physics): TS-23 - plumb real PK/PKLite/Impenetrable mover flags

Campaign P Slice P3 item 3. The wire parse (CreateObject's
PublicWeenieDesc._bitfield), the decode (EntityCollisionFlagsExt.
FromPwdBitfield), the per-GUID storage (ClientObjectTable.
PublicWeenieBitfield), and the exemption logic (CollisionExemption.
ShouldSkip) all already existed and were already correct -- every
mover-flags call site just fed a GUID-prefix IsPlayer heuristic instead
of the real per-entity PK/PKLite/Impenetrable state (retail
OBJECTINFO::init 0x0050cf30 state |= 0x80/0x800/0x1000).

Port:
- EntityCollisionFlagsExt.ToMoverState translates the decoded PWD
  bit-space into the ObjectInfoState bit-space FindObjCollisions
  actually reads -- two different numberings that must not be
  confused. Deliberately does not translate IsPlayer (every call site
  already derives that correctly from its own GUID heuristic per
  #184 Slice 2b).
- EntityCollisionFlagsExt.ResolveMoverPvpState is the one shared
  ClientObjectTable-backed lookup (guid -> ObjectInfoState), replacing
  what would otherwise have been three separate inline copies across
  GameWindow/LivePresentationComposition/RemoteTeleportController.
- Threaded as a new optional moverPvpState parameter through
  RuntimeRemotePhysicsUpdater.Tick/TickHidden and
  RuntimeOrdinaryPhysicsUpdater.TryBegin (default None preserves every
  pre-P3 caller unchanged), and as PlayerMovementController.OwnPvpFlags
  for the local player's own two resolve call sites.
- TS-23 section 12b: PlayerWeenie.JumpStaminaCost's pk parameter now
  reads the real PlayerKillerStatus(0x86)/LastPkAttackTimestamp(0x91)
  pair against retail's 20-second recency window
  (pkStatus in {4, 0x40} && (timestamp + 20.0) >= now), replacing the
  P1 hardcoded false. RuntimeMovementSkillState/Snapshot and
  LiveSessionEventRouter.RecomputePvpStatus push both the PWD bitfield
  and the PlayerKillerStatus pair reactively, riding the SAME
  ClientObject event triggers RecomputeBurden already uses.
- A conformance test caught a genuine precision bug in the first
  PK-timer clock choice: DateTimeOffset.UtcNow's Unix-epoch seconds
  (~1.7 billion) loses ~128 seconds of precision in a 32-bit float,
  silently swallowing the entire 20-second window. Switched to
  Environment.TickCount64 (small, monotonic magnitude) -- also the more
  retail-plausible basis, since LastPkAttackTimestamp is itself a wire
  PropertyFloat and retail's Timer::cur_time is almost certainly a
  process/session-relative counter for the same precision reason, not
  an absolute epoch.

Non-PK invariant (the acceptance criterion): an entity with no
ClientObjectTable row, or a row whose PublicWeenieBitfield is null or
0, resolves to ObjectInfoState.None -- a no-op OR into moverFlags,
bit-identical to every pre-P3 caller's hardcoded value. A dedicated
test drives two real ClientObjectTable rows through
CollisionExemption.ShouldSkip and confirms PK-vs-PK collides while
PK-vs-non-PK and non-PK-vs-non-PK both stay exempt (walk through).

Register: TS-23 retired (both the collision-flags and PK-timer halves);
the stale "M2 combat must land TS-23" phase-gate note removed.

dotnet build + dotnet test (Core.Tests 4008/2 skip, Runtime.Tests
425/0, App.Tests 3968/3 skip, complete solution build) all green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-30 09:52:55 +02:00
parent 8b5425498c
commit bb7b899bfe
17 changed files with 702 additions and 53 deletions

View file

@ -153,6 +153,18 @@ public sealed class GameWindow :
private AcDream.Core.Physics.PhysicsDataCache _physicsDataCache =>
_runtimeEntityObjects.Physics.DataCache;
/// <summary>
/// TS-23 (Campaign P Slice P3, 2026-07-30): resolves a mover's own
/// PK/PKLite/Impenetrable <see cref="AcDream.Core.Physics.ObjectInfoState"/>
/// bits from its <c>ClientObjectTable</c> row — the same table CreateObject
/// already populates <c>PublicWeenieBitfield</c> on (per-GUID, including
/// every remote's own row, not just collision targets).
/// </summary>
private AcDream.Core.Physics.ObjectInfoState GetMoverPvpState(uint serverGuid) =>
AcDream.Core.Physics.EntityCollisionFlagsExt.ResolveMoverPvpState(
_runtimeEntityObjects.Objects,
serverGuid);
// #184 Slice 2a: the per-remote dead-reckoning tick, extracted out of the
// >10k-line TickAnimations (Code Structure Rule 1). Reusable setup/motion
// policy is supplied through the once-bound live motion runtime, while the
@ -653,7 +665,8 @@ public sealed class GameWindow :
_runtimeEntityObjects.Physics,
_liveEntityMotionBindings.GetSetupCylinder,
_liveEntityMotionBindings.GetSetupMoverShape,
AcDream.App.Physics.RemoteServerControlledVelocityCycle.Apply);
AcDream.App.Physics.RemoteServerControlledVelocityCycle.Apply,
GetMoverPvpState);
_remoteInboundMotion = new AcDream.App.Physics.RemoteInboundMotionDispatcher(
(movement, cellId, update) =>
_liveEntityMotionBindings.RouteServerMoveTo(