docs(R): Phase R plan of record — retail motion+animation ground-up reconstruction
User mandate 2026-07-02: complete new movement + animation system, verbatim retail equivalent, all entity classes, inbound + outbound, no frozen code, no bandaids. Executed as a staged verbatim reconstruction (R1 CSequence -> R8 cutover audit), each stage harness-gated with the proven cdb-golden technique; legacy paths DELETED at each cutover. Supersedes L.2g S3-S6; absorbs shipped S1/S2/S5 as components. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -697,6 +697,14 @@ diagnostic scaffolding, not yet the final collision system.
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tests to real-world fixtures and verify local acdream view plus retail
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observer view. ACE accepting a position is a compatibility check, not proof
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of fine-grained retail collision parity.
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- **Phase R — retail motion & animation ground-up reconstruction (2026-07-02,
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user mandate: total overhaul, verbatim, all entity classes, no frozen
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code).** Plan of record: `docs/plans/2026-07-02-retail-motion-animation-rewrite.md`
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— stages R1 (CSequence) → R8 (cutover audit). SUPERSEDES the L.2g S3–S6
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slices below; L.2g S1/S2/S5 (shipped 2026-07-02: staleness gate, inbound
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funnel + 183-case live-retail conformance harness, pace-guesser deletion)
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are absorbed as components. NOTE: this Phase R is unrelated to the retired
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"R1→R8 refactor sketch" from early 2026 — same letter, new plan.
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- **L.2g — Inbound motion interpretation (remote-entity CMotionInterp funnel).**
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ACTIVE 2026-07-02. Port retail's inbound motion pipeline verbatim for ALL
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remote entities (players, NPCs, monsters — one funnel, user-approved):
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docs/plans/2026-07-02-retail-motion-animation-rewrite.md
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docs/plans/2026-07-02-retail-motion-animation-rewrite.md
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# Phase R — retail motion & animation stack, ground-up reconstruction
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Date: 2026-07-02. **Mandate (user, verbatim intent):** a complete new
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movement + animation system, verbatim retail equivalent — all movement,
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inbound and outbound, all animation, for players, NPCs, and monsters. No
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frozen code, no bandaids, no guessing, no approximation. Total overhaul.
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**Execution shape:** a staged verbatim RECONSTRUCTION, not a big-bang
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cutover — each stage builds a retail class 1:1 with a conformance harness,
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cuts consumers over, and DELETES the legacy path in the same stage. "New
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system" is the destination; the client keeps running between stages. The
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cdb-golden technique is proven (183/183 live-retail dispatch conformance in
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S2a) and is the acceptance mechanism for every stage: the user's eyes are a
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final sanity pass only.
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Supersedes the L.2g S3–S6 slice plan (S1/S2/S5 landed and are absorbed as
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components). This doc is the plan of record; the deviation map
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(`docs/research/2026-07-02-inbound-motion-deviation-map.md`), the funnel
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pseudocode (`…-s2-inbound-funnel-pseudocode.md`), and the 2026-06-04
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sequencer deep-dive are its research base.
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## The retail module map to reconstruct (per physics object, ALL classes)
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```
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CPhysicsObj (local player, remote player, NPC, monster — ONE pipeline)
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├─ MovementManager unpack_movement 0x00524440 (10-way dispatch),
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│ │ PerformMovement, MotionDone relay
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│ ├─ CMotionInterp raw_state + interpreted_state + pending_motions,
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│ │ DoMotion / DoInterpretedMotion / StopInterpretedMotion,
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│ │ apply_raw/interpreted/current_movement, my_run_rate,
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│ │ HitGround / LeaveGround / ReportExhaustion, jump family
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│ └─ MoveToManager movement types 6/7/8/9 (MoveToObject/Position,
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│ TurnToObject/Heading), node stepping, arrival radii,
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│ fail distance, CanCharge walk/run selection
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├─ CPartArray → MotionTableManager pending_animations, add_to_queue 0x0051bfe0,
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│ │ remove_redundant_links 0x0051bf20,
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│ │ CheckForCompletedMotions 0x0051be00 → AnimationDone
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│ └─ CMotionTable::GetObjectSequence 0x00522860
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│ │ same-substate fast path (change_cycle_speed +
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│ │ subtract/combine_motion), link path (get_link +
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│ │ style-default double-hop), re_modify, is_allowed
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│ └─ CSequence anim-node DLList, append_animation 0x00525510,
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│ remove_cyclic_anims, clear_physics, velocity/omega
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│ accumulators, update/update_internal + apply_physics
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│ (root motion), placement frames, hook dispatch
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├─ PositionManager InterpolationManager [PORTED ✓ L.3] + StickyManager
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│ + ConstraintManager
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└─ per-tick UpdateObjectInternal 0x005156b0 order:
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CPartArray.Update (CSequence root motion) → PositionManager.adjust_offset
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(chase REPLACES) → Frame.combine → UpdatePhysicsInternal → FULL transition
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sweep (ALL entities — retires the remote no-sweep fork) → MovementManager.UseTime
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/ CPartArray.HandleMovement / PositionManager.UseTime → process_hooks
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```
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## Already-verbatim components (absorbed, not rewritten)
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- `MotionSequenceGate` (S1) — is_newer 3-stamp gate, live-validated.
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- Inbound funnel: `MoveToInterpretedState` / `ApplyInterpretedMovement` /
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`DispatchInterpretedMotion` / verbatim `contact_allows_move` (S2a) +
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183-case live-trace conformance suite.
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- `InterpolationManager` (L.3) — chase constants re-verified 2026-07-02.
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- Outbound: `RawMotionState::Pack` default-difference, MoveToStatePack
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trailer, JumpPack (L.2b/D6.2b, golden-byte tests); dual command catalogs
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(L.1b); `adjust_motion`/`apply_run_to_command`/`apply_raw_movement`/
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`get_state_velocity` (D6).
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Everything else is reconstruction scope — especially: `AnimationSequencer`
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internals (becomes the CSequence port's host or is replaced by it), the
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three per-tick drive paths in `GameWindow.TickAnimations`, `RemoteMotionSink`
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(temporary S2b seam — dissolves into GetObjectSequence), `RemoteMoveToDriver`,
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`ServerControlledLocomotion`, the motion half of `PlayerMovementController`,
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the 300 ms stop-detection window, NPC UP hard-snaps.
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## Stage plan (each: pseudocode → harness → port → cutover → DELETE legacy → register sweep)
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- **R1 — CSequence verbatim.** Node list, framerate/rate math, velocity+
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omega accumulators (set/combine/subtract), update/update_internal root
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motion, apply_physics, placement frames, hook dispatch. Goldens: dat
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MotionData fixtures + a cdb trace of append_animation/remove_cyclic_anims
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args (script pattern: tools/cdb/l2g-observer.cdb). Cutover: becomes the
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sequencer core behind the existing AnimationSequencer API, then the API
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narrows to retail's.
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- **R2 — GetObjectSequence + MotionTableManager.** Fast path, link path
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(restores the walk↔run link pose — old S4), re_modify (modifier blend —
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retires AP-73), pending_animations + remove_redundant_links +
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CheckForCompletedMotions → AnimationDone→MotionDone chain (old S3).
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RemoteMotionSink's single-cycle pick DELETED — GetObjectSequence decides.
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- **R3 — CMotionInterp completion.** pending_motions/MotionDone, DoMotion,
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jump family (jump_charge_is_allowed/motion_allows_jump verbatim — the
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misattribution found in S2a), HitGround/LeaveGround/ReportExhaustion,
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enter_default_state. LOCAL PLAYER unifies onto it (PlayerMovementController
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keeps input + camera; motion state machine moves here).
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- **R4 — MoveToManager verbatim.** Types 6/7/8/9 (TurnToObject/TurnToHeading
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— the dropped D9/DEV-5 commands), node stepping, arrival, fail distance,
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CanCharge. Replaces RemoteMoveToDriver + ServerControlledLocomotion.
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Retires AD-8/AD-9/AP-8/AP-9.
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- **R5 — MovementManager + MovementSystem facade.** One per-object pipeline
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for every entity class; StickyManager (stick_to_object — the motionFlags
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0x100 bit) + ConstraintManager ports; GameWindow's OnLiveMotionUpdated
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shrinks to parse→MovementSystem.HandleMovementEvent.
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- **R6 — per-tick UpdateObjectInternal order.** Retail tick order for ALL
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entities incl. the transition sweep for remotes (retires the L.3-M2
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no-sweep fork + the path A/B split + the 300 ms stop window + NPC UP
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hard-snap special cases). GameWindow.TickAnimations sheds its motion
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logic entirely (Code Structure Rule 1).
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- **R7 — outbound autonomy cadence.** ShouldSendPositionEvent (0x006b45e0)
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+ the MTS/AP stamp split — retires TS-33. Outbound becomes 100% verbatim.
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- **R8 — cutover audit.** grep-sweep for legacy motion code, register
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reconciliation (every AD/AP/TS motion row retired or re-justified), full
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live protocol (walk/run/toggle/turn/circle/stop/jump/MoveTo/TurnTo,
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player+NPC+monster), ONE final user visual pass.
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## Standing rules for every stage
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1. Decomp is the oracle; ACE the interpretation aid; cdb/TTD the runtime
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arbiter when they disagree (the S0/S2 pattern).
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2. No stage ships without its conformance fixtures. Golden sources: dat
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tables, cdb traces (both observer + actor side), captured wire logs.
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3. Every commit: build + full suite green; register rows added/retired in
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the same commit; roadmap stage table updated on stage completion.
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4. New code lives in `src/AcDream.Core/Physics/Motion/` (pure logic; GL-free)
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with App seams only for rendering handoff (Structure Rule 2).
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5. Delete, don't gate: when a stage cuts over, the legacy path is REMOVED in
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that stage (mandate: no frozen code, no bandaids).
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