feat(R2-Q5): RemoteMotionSink DELETED — funnel dispatches straight into PerformMovement; AP-73 retired

The funnel's retail-ordered dispatches now go directly into the entity's
motion-table stack via Motion/MotionTableDispatchSink (Core):
ApplyMotion → PerformMovement(InterpretedCommand), StopMotion →
PerformMovement(StopInterpretedCommand). No axis collection, no
single-cycle priority pick, no Commit pass, no HasCycle probe, no
Run→Walk→Ready fallback chain — GetObjectSequence 0x00522860 +
is_allowed decide (closes H4, H5-callers, H11-callers, H15, H17-carry).
Run-while-turning now blends for real: the turn is a Branch-4 modifier
combined over the untouched run substate (AP-73 DELETED from the
register).

AnimationSequencer gains the public PerformMovement passthrough (lazy
initialize_state + locomotion velocity synthesis on success — AP-75;
remote body translation via PositionManager.ComputeOffset depends on
CurrentVelocity) and InitializeState(); HasCycle DELETED (the miss
hazard is structurally gone — GetObjectSequence checks the cycle before
any surgery; new conformance test pins sequence+state untouched on a
miss).

GameWindow: sink swap with the TurnApplied/TurnStopped ObservedOmega
callbacks (H17 carried verbatim — register AP-76, retire R6); spawn +
door sites run retail's enter-world order (initialize_state installs
the table default, the wire's initial motion dispatches unguarded — the
L.1c fallback chains deleted); despawn drains the pending queue via
HandleExitWorld (MotionDone success:false per entry, 0x0051bda0).

5 new MotionTableDispatchSink conformance tests (lazy init, Branch-4
turn blend + callback, Case-B stop unwind, Case-A stop re-drive,
miss no-op). Full suite green: 3,462 passed.

Live smoke vs ACE: in-world, NPC emote/Ready UMs dispatching through
the new path, [MOTIONDONE] completions firing across entities — first
live proof of the Q3→Q4→Q5 chain. Zero exceptions.

Registers: AP-73 deleted; AP-76 added.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-02 21:55:13 +02:00
parent c072b73686
commit d82f07d4e5
8 changed files with 399 additions and 395 deletions

View file

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using System;
namespace AcDream.Core.Physics.Motion;
/// <summary>
/// R2-Q5 — the <see cref="IInterpretedMotionSink"/> that dispatches the
/// CMotionInterp funnel's retail-ordered motion events STRAIGHT into the
/// entity's motion-table stack via
/// <see cref="AnimationSequencer.PerformMovement"/> (lazy initialize_state +
/// <c>MotionTableManager::PerformMovement</c> 0x0051c0b0).
///
/// <para>
/// This replaces the App-side <c>RemoteMotionSink</c> (deleted): no axis
/// collection, no single-cycle priority pick, no Commit pass, no HasCycle
/// probe, no Run→Walk→Ready missing-cycle chain — retail's
/// <c>GetObjectSequence</c> (0x00522860) + <c>is_allowed</c> decide what
/// plays. Forward locomotion installs the substate cycle (Branch 2);
/// sidesteps resolve by the dat (cycle when authored, else modifier);
/// turns are Branch-4 physics-only modifiers blended over the substate via
/// <c>combine_motion</c>/<c>re_modify</c> — the composition the retired
/// AP-73 row approximated with one cycle.
/// </para>
///
/// <para>
/// The <see cref="TurnApplied"/>/<see cref="TurnStopped"/> callbacks are the
/// interim ObservedOmega seam: the App seeds the remote body's angular
/// velocity from the wire turn so rotation starts the same tick (retail
/// rotates the body from the sequence omega inside the per-tick
/// <c>apply_physics</c> chain — R6 scope; register row). They fire BEFORE
/// the dispatch so a consumer sees the seed even if the dat lacks the
/// modifier entry.
/// </para>
/// </summary>
public sealed class MotionTableDispatchSink : IInterpretedMotionSink
{
private readonly AnimationSequencer _sequencer;
/// <summary>Turn-class dispatch observed: (motion, signedSpeed) —
/// TurnLeft arrives either as the explicit 0x0E command or as
/// TurnRight + negative speed (adjust_motion wire convention).</summary>
public Action<uint, float>? TurnApplied { get; set; }
/// <summary>Turn-class stop observed.</summary>
public Action? TurnStopped { get; set; }
public MotionTableDispatchSink(AnimationSequencer sequencer)
{
ArgumentNullException.ThrowIfNull(sequencer);
_sequencer = sequencer;
}
private static bool IsTurn(uint motion)
=> (motion & 0xFF000000u) == 0x65000000u && (motion & 0xFFu) is 0x0D or 0x0E;
public void ApplyMotion(uint motion, float speed)
{
if (IsTurn(motion))
TurnApplied?.Invoke(motion, speed);
_sequencer.PerformMovement(MotionTableMovement.Interpreted(motion, speed));
}
public void StopMotion(uint motion)
{
if (IsTurn(motion))
TurnStopped?.Invoke();
_sequencer.PerformMovement(MotionTableMovement.StopInterpreted(motion, 1f));
}
}