fix(motion): restore retail object manager order

Process animation completion at the retail process_hooks boundary, then run targeting, movement, PartArray completion, and PositionManager in the named UpdateObjectInternal order for local, remote, hidden, and position-less animated objects. Retire TS-42 with deterministic conformance coverage.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-19 21:40:14 +02:00
parent 0f996db747
commit c5ab99081c
17 changed files with 493 additions and 98 deletions

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@ -46,7 +46,7 @@ stage; **LOW** = dormant/textual.
| G3 | **update_internal boundary model: clamp-to-`high_frame`/`low_frame` + leftover-time carry, boundary test `floor(frameNum) > high_frame` (i.e. ≥ high+1).** acdream tests `newPos >= maxBoundary - FrameEpsilon` and clamps `_framePosition = maxBoundary - FrameEpsilon` — epsilon-shifted boundary, different clamp target, no strict retail equivalence at exact-integer landings. This is the #61 "link→cycle boundary flash" bug class. | `0x005255d0` body (lines 301839-302235); ACE `Sequence.cs:366-377` (fwd), `:394-406` (rev) | `AnimationSequencer.cs:894,900` (`maxBoundary - FrameEpsilon`) | **BLOCKER** |
| G4 | **`safety=64` loop cap** — retail has none; termination comes from `frameTimeElapsed` shrinking + the `frametime == 0` branch returning. Mandate says delete bandaids on cutover. | ACE `Sequence.cs:351-443` (no cap); decomp `0x005255d0` (while-true loop) | `AnimationSequencer.cs:872-874` | MED (delete in R1 core) |
| G5 | **AnimDone gate is a LIST-STRUCTURE test, not a node flag.** Retail queues the global `anim_done_hook` singleton when `animDone && hook_obj != null && (anim_list.head_ 4) != first_cyclic` — i.e. "the old head has been consumed and we're not already in the cyclic tail". acdream pushes `AnimationDoneSentinel` gated on `!_currNode.Value.IsLooping` — a per-node flag that acdream itself invented (retail nodes have no IsLooping). Different gate ⇒ different MotionDone timing. R2's `CheckForCompletedMotions → AnimationDone → MotionDone` chain consumes this signal; it must be retail-exact in R1. | `0x00525943-0x00525968` (verified raw this pass); AnimDoneHook singleton at data `0x0081d9fc`, Execute `0x00526c20``Hook_AnimDone 0x0050fda0``CPartArray::AnimationDone(1)` (§18a) | `AnimationSequencer.cs:1129` (`AnimationDoneSentinel`), Advance's `!IsLooping` gate (r1-acdream map row "AnimationDone hook") | **HIGH** |
| G6 | **Two-stage hook dispatch.** Retail `execute_hooks` QUEUES matching `CAnimHook*` into `CPhysicsObj.anim_hooks` (SmartArray); a separate `CPhysicsObj::process_hooks` drains + `Execute()`s once per physics tick then resets `m_num=0`. acdream's `_pendingHooks` + `ConsumePendingHooks()` is structurally similar (queue then drain) but the drain point is GameWindow's render-tick loop immediately after `Advance` — not positioned per retail's `UpdateObjectInternal` order (`process_hooks` runs LAST, after MovementManager.UseTime etc.). R1 must expose the queue through a host seam so R6 can place the drain correctly. | `execute_hooks 0x00524830` (line 300780), `add_anim_hook 0x00514c20` (line 282906), `process_hooks 0x00511550` (line 279431) (§18) | `AnimationSequencer.cs:1371-1388` (`ExecuteHooks``_pendingHooks`), `GameWindow.cs:9882` (drain) | MED for R1 (seam), HIGH by R6 |
| G6 | **Two-stage hook dispatch.** Retail `execute_hooks` QUEUES matching `CAnimHook*` into `CPhysicsObj.anim_hooks` (SmartArray); `CPhysicsObj::process_hooks` executes them inside `UpdatePositionInternal`, before the transition and manager tail, then resets `m_num=0`. acdream's `_pendingHooks` + `ConsumePendingHooks()` is structurally similar. R6 processes semantic `AnimationDone` at capture time while retaining pose-dependent presentation delivery until current root/part poses are published. | `execute_hooks 0x00524830` (line 300780), `add_anim_hook 0x00514c20` (line 282906), `process_hooks 0x00511550` (line 279431) (§18); corrected order pinned in `2026-07-19-r6-update-object-order-pseudocode.md` | `AnimationSequencer.cs` pending-hook queue; `AnimationHookFrameQueue.Capture` semantic completion and `Drain` presentation delivery | RETIRED by R6 semantic-order cutover 2026-07-19 |
| G7 | **`apply_physics` + Frame-target root motion is unwired.** Retail: `update(quantum, Frame*)` accumulates `velocity*signed_quantum` into `frame.m_fOrigin` and `omega*signed_quantum` via `Frame::rotate`, with `signed_quantum = copysign(fabs(arg3), arg4)`; per crossed frame the quantum is `1.0/framerate` signed by elapsed. acdream has NO `apply_physics`: velocity/omega are surfaced as `CurrentVelocity`/`CurrentOmega` properties consumed by external movement code, and pos-frame root motion accumulates into `_rootMotionPos/_rootMotionRot` that **nothing drains** (`ConsumeRootMotionDelta()` has zero callers). | `0x00524ab0` (line 300955, §19); `Frame::rotate 0x004525b0` | `AnimationSequencer.cs:975-979` region (`ConsumeRootMotionDelta`, dead); `CurrentVelocity/CurrentOmega` consumers `GameWindow.cs:9331-9334`, `:12917` | **HIGH** — this is retail's entire physics-from-animation mechanism; R6's `CPartArray.Update → adjust_offset → Frame.combine` tick order needs it |
| G8 | **Empty-list physics-only fallback.** Retail `update`: if `anim_list` empty and `frame != null``apply_physics(frame, elapsed, elapsed)` (accumulated velocity still moves the object — free-fall/knockback with no anim). acdream `Advance` with no `_currNode` does nothing. | `0x00525b80` (line 302402, §22) | `AnimationSequencer.cs:874` (`while (... && _currNode != null ...)` — falls out) | MED |
| G9 | **`advance_to_next_animation`'s four-pose-op transition + reverse node stepping + asymmetric wrap.** Retail per node transition: (a) subtract outgoing node's pos_frame at current frame_number + apply_physics(1/framerate, sign=elapsed); (b) step node — forward: `GetNext` else wrap to **first_cyclic**; reverse: `GetPrev` else wrap to **LIST TAIL**; (c) `frame_number = get_starting_frame()` (fwd) / `get_ending_frame()` (rev); (d) combine incoming node's pos_frame + apply_physics. acdream `AdvanceToNextAnimation` only steps `.Next`/wraps to `_firstCyclic`/holds-on-last (invented hold), resets `_framePosition`, and does **none** of the pose subtract/combine ops and has **no reverse branch at all**. | `0x005252b0` (line 301622, §23) | `AnimationSequencer.cs:1344-1364` | **HIGH** (fwd pose ops + reverse branch); the hold-on-last-node is an acdream invention to delete |