feat(L.2g-S1): retail movement-event staleness gate (DEV-6)

Port retail's three-stamp inbound gate for 0xF74C UpdateMotion:

- MotionSequenceGate (Core/Physics): CPhysicsObj::is_newer (0x00451ad0)
  wraparound u16 compare, verbatim per ACE PhysicsObj.is_newer (the BN
  pseudo-C setcc returns are garbled; ACE + branch structure are the
  oracle). Gates: INSTANCE_TS at dispatch (stale incarnation drops
  before any stamp is touched), MOVEMENT_TS strictly-newer (stamped
  BEFORE the server-control check, per CPhysics::SetObjectMovement
  0x00509690), SERVER_CONTROLLED_MOVE_TS drop-when-stored-newer.
- Seed from CreateObject's PhysicsDesc timestamp block (index 1 =
  ObjectMovement now parsed; ACE WorldObject_Networking.cs:411-420
  order) — without seeding, entities whose movement sequence is past
  0x8000 at spawn would drop every UM against a zero stamp.
  Adopt-on-first / advance-only-after, so the #138 rehydrate replay of
  retained spawns cannot regress live stamps.
- UpdateMotion + EntitySpawn now carry instance/movement/serverControl
  sequences + isAutonomous (was parsed-past; isAutonomous feeds the
  S2 funnel's last_move_was_autonomous). Gate wired at the top of
  OnLiveMotionUpdated before any state mutation; [UM_STALE] diag under
  ACDREAM_DUMP_MOTION / ACDREAM_REMOTE_VEL_DIAG; gate dropped with the
  entity on DeleteObject.

Register: AD-32 added (adopt-newer-incarnation instead of retail's
QueueBlobForObject); TS-26 updated (UM side closed, UP side open).
Deviation map: docs/research/2026-07-02-inbound-motion-deviation-map.md.

19 new gate tests + parser coverage; full suite 3276 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-02 15:44:06 +02:00
parent fb3ee0544a
commit cb74e64343
9 changed files with 464 additions and 18 deletions

View file

@ -382,6 +382,16 @@ public sealed class GameWindow : IDisposable
/// </summary>
private readonly Dictionary<uint, RemoteMotion> _remoteDeadReckon = new();
/// <summary>
/// L.2g S1 (DEV-6): per-entity inbound movement-event staleness gates,
/// keyed by server guid. Retail keeps these stamps on CPhysicsObj
/// (update_times); seeded from CreateObject's PhysicsDesc timestamp
/// block in <see cref="OnLiveEntitySpawnedLocked"/>, consulted at the
/// top of <see cref="OnLiveMotionUpdated"/>, dropped with the entity in
/// <see cref="OnLiveEntityDeleted"/>.
/// </summary>
private readonly Dictionary<uint, AcDream.Core.Physics.MotionSequenceGate> _motionSequenceGates = new();
/// <summary>
/// Per-remote-entity physics + motion stack — verbatim application of
/// retail's client-side motion pipeline to every remote. Mirrors
@ -3010,6 +3020,18 @@ public sealed class GameWindow : IDisposable
{
_liveSpawnReceived++;
// L.2g S1 (DEV-6): seed the movement-event staleness gate from the
// CreateObject PhysicsDesc timestamp block, as retail seeds
// update_times at object creation. Seed() adopts wholesale on first
// sight and advance-only afterward, so the #138 rehydrate replay of
// a RETAINED spawn through this handler cannot regress live stamps.
if (!_motionSequenceGates.TryGetValue(spawn.Guid, out var seqGate))
{
seqGate = new AcDream.Core.Physics.MotionSequenceGate();
_motionSequenceGates[spawn.Guid] = seqGate;
}
seqGate.Seed(spawn.InstanceSequence, spawn.MovementSequence, spawn.ServerControlSequence);
// De-dup: the server re-sends CreateObject for the same guid in
// several situations (visibility refresh, landblock crossing,
// appearance update). Without cleanup the OLD copy remains in
@ -3882,6 +3904,11 @@ public sealed class GameWindow : IDisposable
private void OnLiveEntityDeleted(AcDream.Core.Net.Messages.DeleteObject.Parsed delete)
{
// L.2g S1: drop the staleness gate with the entity — a subsequent
// re-create adopts fresh stamps from its CreateObject (retail's
// update_times die with the CPhysicsObj).
_motionSequenceGates.Remove(delete.Guid);
if (RemoveLiveEntityByServerGuid(delete.Guid)
&& Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1")
{
@ -4233,6 +4260,34 @@ public sealed class GameWindow : IDisposable
if (!_entitiesByServerGuid.TryGetValue(update.Guid, out var entity)) return;
if (!_animatedEntities.TryGetValue(entity.Id, out var ae)) return;
// L.2g S1 (DEV-6): retail staleness gate — BEFORE any state mutation.
// Retail drops stale/duplicate/superseded movement events at
// DispatchSmartBoxEvent (INSTANCE_TS, pseudo-C:357214) +
// CPhysics::SetObjectMovement (MOVEMENT_TS strictly-newer +
// SERVER_CONTROLLED_MOVE_TS, 0x00509690). Without this, a reordered
// straggler re-applies an old gait or un-stops a stop.
if (!_motionSequenceGates.TryGetValue(update.Guid, out var seqGate))
{
// UM for an entity whose CreateObject we never parsed (rare —
// the entity lookup above implies a spawn). Adopt-on-first-seed
// keeps the gate correct from this event onward.
seqGate = new AcDream.Core.Physics.MotionSequenceGate();
_motionSequenceGates[update.Guid] = seqGate;
seqGate.Seed(update.InstanceSequence, update.MovementSequence, update.ServerControlSequence);
}
else if (!seqGate.TryAcceptMovementEvent(
update.InstanceSequence, update.MovementSequence, update.ServerControlSequence))
{
if (Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1"
|| Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1")
{
Console.WriteLine(
$"[UM_STALE] guid={update.Guid:X8} inst={update.InstanceSequence} "
+ $"mov={update.MovementSequence} sc={update.ServerControlSequence} dropped");
}
return;
}
// #39 (2026-05-06): stamp the per-remote LastUMTime so the
// UP-velocity fallback path in ApplyServerControlledVelocityCycle
// can skip refinement while a UM is fresh. UMs are authoritative