fix(R4-V5): moveto wedge - StopCompletely's missing animation dispatch orphaned pending_motions; + the P1 autonomous store family
Live bug (2026-07-03, user door test): a server MoveTo armed (movingTo=True) but the local body never moved; the retail observer saw ACE walk the server-side player to the door; the next local input reasserted the stale position (rubber-band). Log evidence: the player's pending_motions queue was non-empty on 92/94 MotionDone pops (remotes: 0/40) - MoveToManager's retail wait-for-anims gate (BeginTurnToHeading's MotionsPending check) never opened. ROOT CAUSE (found via a production-faithful repro test - the original suite force-drained the queue, masking it): the R3 port MISIDENTIFIED retail's StopCompletely_Internal body. It is NOT a physics velocity zero - CPhysicsObj::StopCompletely_Internal (0x0050ead0) tailcalls CPartArray::StopCompletelyInternal (0x00518890) which is MotionTableManager::PerformMovement(type 5): an ANIMATION-side full stop whose UNCONDITIONALLY-queued pending_animations entry is the completable partner of the A9 pending_motions node CMotionInterp::StopCompletely enqueues (raw @00527e90 between the state writes and add_to_queue). Without the dispatch, every StopCompletely (login/teleport SetPosition + every MoveToManager PerformMovement head) left an orphan node with no completion - the queue never drained at idle. (The R3 code comment claimed a register row for the stand-in; none was ever added - porting the real mechanism closes that violation without a row.) Fix set (all retail-anchored): - IInterpretedMotionSink gains StopCompletely() (default true = the null-sink posture); MotionTableDispatchSink routes it to the R2 manager's already-ported type-5 op (StopObjectCompletely + Ready-sentinel entry) + TurnStopped for the ObservedOmega seam. - MotionInterpreter.StopCompletely calls DefaultSink?.StopCompletely() at the exact retail slot (after the state writes, before add_to_queue); the immediate set_velocity(Zero) is kept as the documented physics-effect stand-in. - PlayerMovementController ticks CheckForCompletedMotions after UseTime - retail's per-tick CPartArray::HandleMovement slot (0x00517d60 = MotionTableManager::UseTime = CheckForCompletedMotions tailcall, called every tick from UpdateObjectInternal @005159a4). NOTE: a first-cut per-tick apply_current_movement pump was tried and REVERTED - retail's apply callers are all event-driven (hold-key, HitGround/LeaveGround, ReportExhaustion), not per-tick; the remote block's per-tick apply is a pre-existing adaptation outside this fix's scope. - The P1 autonomous-store family, completing the pin's port shape (the gate landed in V5; the STORE side was missing): (a) the unpack store (00509730: last_move_was_autonomous = wire byte) in the GameWindow player branch - local player only for now (remote interps have no WeenieObj, which A3 reads as IsThePlayer; storing a remote's autonomous byte would mis-route their per-tick apply onto the raw branch); (b) input edges store =1 at the controller edge block - retail's CPhysicsObj::DoMotion @00510030 / StopMotion @005100e0 / TakeControlFromServer @006b32f4 input-boundary stores; (c) section 2's per-frame velocity write now PRESERVES the flag (V5's first cut stamped it per frame, the wrong altitude - retail stores it at event boundaries only); (d) InstallSpeculativeTurnToTarget stores false (models the wire mt-6's unpack store; part of the AP-23 adaptation) so the event-driven applies (e.g. HitGround mid-moveto) route interpreted and cannot clobber the manager's dispatched motions with idle raw state. Tests: new ServerMoveToPosition_ProductionCompletionFeed_WalksToArrival drives the controller under the PRODUCTION completion feed (sequencer.Advance -> MotionDoneTarget) instead of force-draining - this is the test that reproduced the live wedge (queue stuck at the two A9 Ready orphans) and now proves the drain. Existing cutover tests mirror the wire-path autonomous store before PerformMovement. Full suite green: 3,957. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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6 changed files with 201 additions and 12 deletions
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@ -344,6 +344,19 @@ public sealed class PlayerMovementController
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/// Update — heading reads/writes go through Yaw, not this).</summary>
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internal Quaternion BodyOrientation => _body.Orientation;
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/// <summary>R4-V5 wedge fix — the P1 unpack store
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/// (<c>CPhysics::SetObjectMovement</c> @00509730:
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/// <c>last_move_was_autonomous = arg7</c>, written on the unpack path
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/// for every applied movement event). GameWindow's local-player 0xF74C
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/// branch stores the wire autonomous byte here (always false — the P1
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/// gate drops autonomous echoes); the speculative use install stores
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/// false too (it models the wire mt-6 ACE sends moments later). Routes
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/// the per-tick pump's A3 dual dispatch to the INTERPRETED branch
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/// during a server moveto so apply_raw can't clobber the manager's
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/// dispatched motions with the idle raw state.</summary>
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internal void SetLastMoveWasAutonomous(bool autonomous)
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=> _body.LastMoveWasAutonomous = autonomous;
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/// <summary>
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/// Wire the player's AnimationSequencer current cycle velocity into
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/// <see cref="MotionInterpreter.GetCycleVelocity"/>. When attached,
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@ -497,6 +510,22 @@ public sealed class PlayerMovementController
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// §3 placement decision).
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MoveTo?.UseTime();
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// R4-V5 wedge fix (2026-07-03 live door bug), retail's per-tick
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// completion slot: CPartArray::HandleMovement — a tailcall chain to
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// MotionTableManager::CheckForCompletedMotions (0x00517d60 →
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// 0x0051bfd0) — runs every tick right AFTER MovementManager::UseTime
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// in UpdateObjectInternal (@005159a4). It flushes pending_animations
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// entries whose animations already ran out so their AnimationDone →
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// MotionDone pops land each tick even when no op fired that frame.
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// (apply_current_movement is NOT part of the per-tick order — its
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// retail callers are all event-driven: hold-key toggles, HitGround/
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// LeaveGround, ReportExhaustion.) Full tick ordering remains R6
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// scope; the companion fix is StopCompletely's previously-missing
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// StopCompletely_Internal animation dispatch (see
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// MotionInterpreter.StopCompletely), whose completable entry this
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// slot drains.
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_motion.CheckForCompletedMotions?.Invoke();
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// Portal-space guard: while teleporting, no input is processed and
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// no physics is resolved. Return a zero-movement result so the caller
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// can detect the frozen state (MotionStateChanged = false, no commands).
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@ -582,6 +611,20 @@ public sealed class PlayerMovementController
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else if (!input.TurnRight && !input.TurnLeft
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&& (_prevTurnRightHeld || _prevTurnLeftHeld))
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{ _motion.StopMotion(MotionCommand.TurnRight, p); motionEdgeFired = true; }
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// Retail stores last_move_was_autonomous = 1 at the CPhysicsObj
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// INPUT boundary — CPhysicsObj::DoMotion @00510030 /
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// CPhysicsObj::StopMotion @005100e0 (per call, before routing
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// to MovementManager) and CommandInterpreter::
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// TakeControlFromServer @006b32f4. The MoveToManager's
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// _DoMotion goes through CMotionInterp internals and NEVER
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// touches the flag; the wire unpack path stores the wire byte
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// (P1, 00509730). This edge block IS acdream's input boundary,
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// so an edge firing is exactly retail's store site. The flag
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// routes the per-tick pump's A3 dual dispatch (raw for
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// input-driven motion, interpreted for server/manager-driven).
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if (motionEdgeFired)
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_body.LastMoveWasAutonomous = true;
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}
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_prevForwardHeld = input.Forward;
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@ -655,16 +698,16 @@ public sealed class PlayerMovementController
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// that adjust_motion ran above. The hand-mirrored formulas are gone
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// (register TS-22 retired).
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var stateVel = _motion.get_state_velocity();
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// R3-W6: autonomous=true flags input-driven motion (the default
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// false silently cleared LastMoveWasAutonomous and flipped the
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// A3 dual dispatch to the interpreted branch). R4-V5: while the
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// MoveToManager is driving, the last movement EVENT was the
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// server's non-autonomous moveto — retail stores the wire
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// autonomous byte on the unpack path (P1 pin,
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// last_move_was_autonomous), so the per-frame stamp must not
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// overwrite that with true mid-moveto.
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bool autonomousMove = MoveTo is null || !MoveTo.IsMovingTo();
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_body.set_local_velocity(new Vector3(stateVel.X, stateVel.Y, savedWorldVz), autonomous: autonomousMove);
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// R4-V5 wedge fix: PRESERVE the flag — retail's
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// last_move_was_autonomous is stored at EVENT boundaries only
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// (input DoMotion/StopMotion edges above, the P1 wire-unpack
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// store, LeaveGround's own autonomous=1 write), never re-stamped
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// by the per-tick velocity write. V5's first cut stamped it per
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// frame here, which mis-routed the pump's A3 dual dispatch on
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// event-transition frames (apply_raw clobbering a just-armed
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// moveto's dispatched motion with the raw Ready state).
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_body.set_local_velocity(new Vector3(stateVel.X, stateVel.Y, savedWorldVz),
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autonomous: _body.LastMoveWasAutonomous);
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}
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// ── 3. Jump (charged) ─────────────────────────────────────────────────
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@ -4690,6 +4690,19 @@ public sealed class GameWindow : IDisposable
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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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// P1 tail (00509730): the unpack path stores the wire
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// autonomous byte BEFORE unpack_movement — always false
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// here (the gate above dropped autonomous events). This
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// is what routes the controller's per-tick pump (A3
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// dual dispatch) to the INTERPRETED branch during a
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// server moveto. LOCAL PLAYER ONLY for now: remotes'
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// interps have no WeenieObj, which A3 treats as
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// IsThePlayer — storing a remote player's autonomous
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// byte would flip their per-tick apply onto the raw
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// branch and clobber their funnel state; the remote
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// store lands with real remote weenies (R5+).
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_playerController.SetLastMoveWasAutonomous(update.IsAutonomous);
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_playerController.Motion.InterruptCurrentMovement?.Invoke();
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_playerController.Motion.UnstickFromObject?.Invoke();
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@ -12336,6 +12349,13 @@ public sealed class GameWindow : IDisposable
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? AcDream.Core.Physics.MovementType.TurnToObject
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: AcDream.Core.Physics.MovementType.MoveToObject,
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};
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// Part of this install's AP-23 adaptation: store the autonomy flag
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// exactly as the wire mt-6 this install anticipates would (the P1
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// unpack store, IsAutonomous=false) — without it the per-tick
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// pump's A3 dispatch stays on the raw branch (the user's last input
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// set it autonomous) and clobbers this moveto's dispatched motions
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// with the idle raw state.
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_playerController.SetLastMoveWasAutonomous(false);
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playerMoveTo.PerformMovement(ms);
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}
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@ -56,6 +56,22 @@ public interface IInterpretedMotionSink
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/// — retail's <c>CPhysicsObj::StopInterpretedMotion</c> also returns a
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/// result that gates the post-stop <c>add_to_queue</c> + state-removal.</returns>
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bool StopMotion(uint motion);
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/// <summary>
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/// R4-V5 wedge fix — retail <c>CPhysicsObj::StopCompletely_Internal</c>
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/// (0x0050ead0) → <c>CPartArray::StopCompletelyInternal</c> (0x00518890)
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/// → <c>MotionTableManager::PerformMovement(MovementStruct{type=5})</c>:
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/// the ANIMATION-side full stop dispatched from the middle of
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/// <c>CMotionInterp::StopCompletely</c> (raw @00527e90). The manager
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/// queues its pending_animations entry UNCONDITIONALLY for type 5, and
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/// that entry's AnimationDone → MotionDone is the matched pop for the A9
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/// pending_motions node <c>StopCompletely</c> enqueues right after this
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/// call — without it the A9 node is an orphan and <c>MotionsPending</c>
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/// never drains at idle (the 2026-07-03 moveto wedge). Default
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/// implementation returns <c>true</c> (the null-sink "no animation
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/// backend" posture — bare tests and sink-less interps are unaffected).
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/// </summary>
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bool StopCompletely() => true;
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}
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/// <summary>
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@ -69,4 +69,21 @@ public sealed class MotionTableDispatchSink : IInterpretedMotionSink
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uint result = _sequencer.PerformMovement(MotionTableMovement.StopInterpreted(motion, 1f));
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return result == MotionTableManagerError.Success;
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}
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/// <summary>
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/// R4-V5 wedge fix — retail <c>CPartArray::StopCompletelyInternal</c>
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/// (0x00518890): <c>MotionTableManager::PerformMovement(type 5)</c>.
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/// The manager stops everything and queues its Ready-sentinel
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/// pending_animations entry UNCONDITIONALLY — the completable partner
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/// of the interp's A9 pending_motions node. A full stop ends any turn
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/// cycle, so the ObservedOmega seam is notified like
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/// <see cref="StopMotion"/>'s turn-class branch.
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/// </summary>
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public bool StopCompletely()
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{
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TurnStopped?.Invoke();
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uint result = _sequencer.PerformMovement(MotionTableMovement.StopCompletely());
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return result == MotionTableManagerError.Success;
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}
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}
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@ -1221,7 +1221,28 @@ public sealed class MotionInterpreter : IMotionDoneSink
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InterpretedState.SideStepCommand = 0;
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InterpretedState.TurnCommand = 0;
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// StopCompletely_Internal (0x0050f5a0) stand-in.
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// StopCompletely_Internal — R4-V5 wedge-fix CORRECTION of the R3
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// misread: retail's body (0x0050ead0, tailcall
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// CPartArray::StopCompletelyInternal 0x00518890) is
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// MotionTableManager::PerformMovement(type 5) through the ANIMATION
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// stack — NOT a physics-side velocity zero (the "0x0050f5a0" the R3
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// note cited is a different function's interior). The manager
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// queues its type-5 pending_animations entry UNCONDITIONALLY, and
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// that entry's AnimationDone → MotionDone is the matched pop for
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// the A9 pending_motions node queued below. Without this dispatch
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// every StopCompletely (login/teleport SetPosition + every
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// MoveToManager PerformMovement head) left an orphan node,
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// MotionsPending never drained at idle, and BeginTurnToHeading's
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// wait-for-anims gate wedged every armed moveto (the 2026-07-03
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// live door bug — server walked the player, the local body never
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// moved, rubber-band on the next input).
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DefaultSink?.StopCompletely();
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// Immediate velocity zero: kept from the R3 stand-in. Retail
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// reaches zero through the Ready state's next velocity apply;
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// acdream's controller altitude performs that apply in its grounded
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// section-2 write, so the immediate zero preserves the established
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// teleport/stop behavior for same-frame readers.
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PhysicsObj.set_velocity(Vector3.Zero);
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AddToQueue(contextId: 0, MotionCommand.Ready, (uint)jumpSnapshot);
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