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

@ -0,0 +1,167 @@
using System.Linq;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R2-Q5 — <see cref="MotionTableDispatchSink"/>: the funnel's dispatches go
/// straight into <see cref="AnimationSequencer.PerformMovement"/> (no axis
/// collection, no priority pick, no fallback chain — GetObjectSequence
/// 0x00522860 + is_allowed decide) with the TurnApplied/TurnStopped
/// ObservedOmega seam.
/// </summary>
public class MotionTableDispatchSinkTests
{
private const uint NC = 0x8000003Du;
private const uint Ready = 0x41000003u;
private const uint Walk = 0x45000005u;
private const uint TurnRight = 0x6500000Du;
private const uint ReadyAnim = 0x200u;
private const uint WalkAnim = 0x201u;
private sealed class Loader : IAnimationLoader
{
private readonly System.Collections.Generic.Dictionary<uint, Animation> _anims = new();
public void Register(uint id, Animation anim) => _anims[id] = anim;
public Animation? LoadAnimation(uint id) => _anims.TryGetValue(id, out var a) ? a : null;
}
private static Animation MakeAnim(int frames)
{
var anim = new Animation();
for (int f = 0; f < frames; f++)
{
var pf = new AnimationFrame(1);
pf.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
anim.PartFrames.Add(pf);
}
return anim;
}
private static MotionData MakeMd(uint animId, Vector3? omega = null)
{
var md = new MotionData();
QualifiedDataId<Animation> qid = animId;
md.Anims.Add(new AnimData { AnimId = qid, LowFrame = 0, HighFrame = -1, Framerate = 30f });
if (omega is { } o)
{
md.Omega = o;
md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasOmega;
}
return md;
}
private static AnimationSequencer MakeSequencer(bool withTurnModifier = true)
{
var setup = new Setup();
setup.Parts.Add(0x01000000u);
setup.DefaultScale.Add(Vector3.One);
var loader = new Loader();
loader.Register(ReadyAnim, MakeAnim(4));
loader.Register(WalkAnim, MakeAnim(6));
var mt = new MotionTable { DefaultStyle = (DRWMotionCommand)NC };
mt.StyleDefaults[(DRWMotionCommand)NC] = (DRWMotionCommand)Ready;
mt.Cycles[(int)((NC << 16) | (Ready & 0xFFFFFFu))] = MakeMd(ReadyAnim);
mt.Cycles[(int)((NC << 16) | (Walk & 0xFFFFFFu))] = MakeMd(WalkAnim);
if (withTurnModifier)
{
mt.Modifiers[(int)((NC << 16) | (TurnRight & 0xFFFFFFu))] =
MakeMd(ReadyAnim, omega: new Vector3(0f, 0f, 1.2f));
}
return new AnimationSequencer(setup, mt, loader);
}
[Fact]
public void ApplyMotion_CycleClass_InstallsSubstate_LazyInitialized()
{
var seq = MakeSequencer();
var sink = new MotionTableDispatchSink(seq);
// Fresh sequencer: the first dispatch lazily runs initialize_state
// (retail lazy-create, r3-motioninterp-decomp §6g) then installs
// the requested substate.
sink.ApplyMotion(Walk, 2.0f);
Assert.Equal(Walk, seq.CurrentMotion);
Assert.Equal(2.0f, seq.CurrentSpeedMod);
// Locomotion velocity synthesis ran in the passthrough (AP-75).
Assert.Equal(MotionInterpreter.WalkAnimSpeed * 2.0f, seq.CurrentVelocity.Y, 3);
}
[Fact]
public void ApplyMotion_Turn_Branch4Modifier_FiresTurnApplied_NoCycleChange()
{
var seq = MakeSequencer();
uint? turnMotion = null;
float turnSpeed = 0f;
var sink = new MotionTableDispatchSink(seq)
{
TurnApplied = (m, s) => { turnMotion = m; turnSpeed = s; },
};
sink.ApplyMotion(Walk, 1.0f);
sink.ApplyMotion(TurnRight, 1.5f);
// The AP-73 mechanism for real: substate cycle untouched, the turn
// is a MotionState modifier with its dat omega combined.
Assert.Equal(Walk, seq.CurrentMotion);
Assert.Equal((TurnRight, 1.5f), (turnMotion!.Value, turnSpeed));
Assert.Equal(1.2f * 1.5f, seq.CurrentOmega.Z, 3);
}
[Fact]
public void StopMotion_Turn_FiresTurnStopped_UnwindsModifierPhysics()
{
var seq = MakeSequencer();
bool stopped = false;
var sink = new MotionTableDispatchSink(seq) { TurnStopped = () => stopped = true };
sink.ApplyMotion(Walk, 1.0f);
sink.ApplyMotion(TurnRight, 1.5f);
sink.StopMotion(TurnRight);
Assert.True(stopped);
// StopSequenceMotion Case B (0x00522fc0): subtract_motion of the dat
// omega + modifier unlinked.
Assert.Equal(0f, seq.CurrentOmega.Z, 3);
}
[Fact]
public void StopMotion_CurrentSubstate_ReDrivesToStyleDefault()
{
var seq = MakeSequencer();
var sink = new MotionTableDispatchSink(seq);
sink.ApplyMotion(Walk, 1.0f);
sink.StopMotion(Walk);
// StopSequenceMotion Case A: stopping the active cycle re-drives
// GetObjectSequence toward the style default (Ready).
Assert.Equal(Ready, seq.CurrentMotion);
}
[Fact]
public void ApplyMotion_MissingEverywhere_NoOp_DefaultKeepsPlaying()
{
var seq = MakeSequencer(withTurnModifier: false);
var sink = new MotionTableDispatchSink(seq);
sink.ApplyMotion(Walk, 1.0f);
// 0x44000007 RunForward: no cycle, no modifier -> dispatch fails,
// sequence + state untouched (no fallback chain — H4/H5).
sink.ApplyMotion(0x44000007u, 2.0f);
Assert.Equal(Walk, seq.CurrentMotion);
Assert.Equal(1.0f, seq.CurrentSpeedMod);
}
}