docs(plan): pin live-entity integration slice

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Erik 2026-07-21 12:59:45 +02:00
parent ed9dc36643
commit db5a11707d
3 changed files with 368 additions and 2 deletions

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@ -499,6 +499,10 @@ fields / 190 methods. Slice 4 is next.
#### Slice 4 — extract live-entity App integration
Detailed execution ledger:
[`docs/plans/2026-07-21-gamewindow-slice-4-live-entity-integration.md`](../plans/2026-07-21-gamewindow-slice-4-live-entity-integration.md)
(active).
This is two owners, not one replacement god object:
- `LiveEntityHydrationController` owns CreateObject/ObjDesc/Parent/Pickup/Delete

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@ -106,7 +106,7 @@ accepted-divergence entries (#96, #49, #50).
---
## 3. Documented approximation (AP) — 85 active rows
## 3. Documented approximation (AP) — 87 active rows
Wave-0 UI ledger repair (2026-07-10) retired stale AP-38, resolved the AP-84
collision, restored overwritten paperdoll rows as AP-92/AP-93, and registered
@ -180,7 +180,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-75 | **NARROWED 2026-07-19 — adapter-boundary `adjust_motion` only.** `SetCycle` remaps TurnLeft/SideStepLeft/WalkBackward to their mirror command with negated speed before dispatch. Retail performs that normalization in `CMotionInterp`; GameWindow's local-player adapter can still pass raw ids directly | `src/AcDream.Core/Physics/AnimationSequencer.cs` (`SetCycle` head remap) | Preserves raw local callers until every caller enters through `MotionInterpreter`; literal DAT velocity and omega now flow through CSequence's complete Frame | A future caller that already normalizes a raw left/back command but still passes the original id can be adjusted twice | `CMotionInterp::adjust_motion` @305343; retire with the remaining local caller unification |
| AP-77 | **NARROWED 2026-07-19 — animation-less/headless movement fallback only.** When `MotionInterpreter.DefaultSink` or the local PartArray callback is absent, acdream writes grounded command-derived body velocity and applies the DAT-pinned Humanoid `TurnRight` rate (1.5 radians/second) directly to the body Frame. Production animated players/remotes bind `MotionTableDispatchSink` plus CSequence and instead consume the complete DAT-authored root Frame; that path preserves airborne orientation while suppressing only origin exactly like retail | `src/AcDream.Core/Physics/MotionInterpreter.cs` (`ApplyCurrentMovementInterpreted`); `src/AcDream.App/Input/PlayerMovementController.cs` (no-PartArray object-quantum fallback) | Keeps isolated/headless physics tests and a deliberately animation-less entity controllable without fabricating a PartArray | A future production entity missing its animation binding uses Humanoid-only yaw/velocity, can foot-slide, and can rotate through an airborne quantum differently from a real creature's DAT Frame | `CMotionInterp::apply_interpreted_movement` 0x00528600; `CPhysicsObj::UpdatePositionInternal` 0x00512C30; retire when animation-less production objects have an explicit motion owner |
| AP-80 | **PlanFromVelocity survives for velocity-only NPC cycles** (M16): UpdatePosition-derived speed picks Ready/Walk/Run cycles for server-controlled creatures whose UMs never arrive (scripted-path NPCs); retail derives every cycle from motion messages through the motion tables. The adaptation is now structurally limited to replacing Ready/Walk/Run-family states, so authoritative actions/substates (especially Dead) always win. | `src/AcDream.Core/Physics/ServerControlledLocomotion.cs` (`PlanFromVelocity`, `CanApplyVelocityCycle`); consumer `GameWindow.ApplyServerControlledVelocityCycle` | Some ACE entities move by position updates alone — without this, they slide in T-pose; constants (StopSpeed 0.2, RunThreshold 1.25) tuned against live ACE traffic | Cycle-pick thresholds are acdream inventions — a creature intended to walk fast may show run legs near the threshold | retire in R6 (root motion + full per-tick order) |
| AP-81 | **Remote-DR gravity toggled via the Gravity STATE bit**: the jump handler sets `Body.State \|= Gravity` at VectorUpdate and both landing blocks clear it after `HitGround()`; retail keeps GRAVITY set for the object's whole life and gates gravity ACCELERATION on the Contact transient (`calc_acceleration`) (pre-existing K-fix9/K-fix15 mechanism, row added during #161 — which also fixed the ordering so `Motion.HitGround()`'s verbatim `state&0x400` gate runs BEFORE the clear) | `src/AcDream.App/Rendering/GameWindow.cs` (VectorUpdate jump handler + the two landing blocks) | The DR tick integrates gravity only for airborne remotes; the flag dance delivers exactly that without porting the full contact-gated `calc_acceleration` chain; the #161 ordering fix keeps the retail HitGround contract satisfied | Any NEW call into `Motion.HitGround`/`LeaveGround` placed after the clear silently no-ops on the gravity gate (the #161 leg-2 class); grounded remotes carry a non-retail state word (probes comparing state bits vs retail mislead) | `CPhysicsObj::calc_acceleration` (contact-gated); `set_on_walkable` 0x00511310; retire in R6 (contact-gated accel + persistent GRAVITY) |
| AP-81 | **Remote-DR VectorUpdate adds airborne/contact state beyond retail and toggles gravity via the Gravity STATE bit**: the handler writes velocity/omega, then may set Airborne, set `Body.State \|= Gravity`, clear contact, and call `LeaveGround`; both landing blocks clear Gravity after `HitGround()`. Retail `DoVectorUpdate` only writes velocity and omega, keeps GRAVITY set for the object's whole life, and gates gravity ACCELERATION on the Contact transient (`calc_acceleration`) (pre-existing K-fix9/K-fix15 mechanism, row added during #161 — which also fixed the ordering so `Motion.HitGround()`'s verbatim `state&0x400` gate runs BEFORE the clear). | `src/AcDream.App/Rendering/GameWindow.cs` (VectorUpdate jump handler + the two landing blocks), moving to `LiveEntityNetworkUpdateController` in Slice 4 | The extra branch makes an inbound nonzero vertical velocity start the current remote airborne integration even without the complete retail contact-gated acceleration chain; the flag dance delivers gravity only while airborne and the #161 ordering fix keeps the retail HitGround contract satisfied. Slice 4 isolates it rather than changing accepted remote motion during extraction. | A VectorUpdate sent while contact state should remain authoritative can make the remote leave ground earlier than retail; any new call into `Motion.HitGround`/`LeaveGround` placed after the clear silently no-ops on the gravity gate; grounded remotes carry a non-retail state word. | `SmartBox::DoVectorUpdate @ 0x004521C0`; `CPhysicsObj::calc_acceleration`; `set_on_walkable @ 0x00511310`; retire when the complete contact-gated acceleration path owns remote motion. |
| AP-82 | **StickyManager deep-overlap back-off sign pin**: when the stick-gap overlap exceeds one tick's step (`speed×quantum < \|dist\|`, `dist < 0`), acdream applies `delta = (speed×quantum)` (rate-limited back-off); ACE's literal port keeps `+delta` there — a runaway that steers INTO the target with equilibrium at centers-coincident. The BN mush (0x00555554-0x00555597) is unreadable on exactly this compare; the pin is refuted-by-evidence against ACE-literal: #171 gate-3 probe showed 1661 deep-overlap ticks all steering inward (monsters converged to centerDist≈0 — "monster inside the player") while retail side-by-side on the same ACE shows separation. ACE servers essentially never reach the branch (quantum ≥1/30 → threshold ~1 m; render-rate quanta → ~0.13 m) | `src/AcDream.Core/Physics/Motion/StickyManager.cs` (`AdjustOffset` delta clamp; conformance `StickyManagerTests.AdjustOffset_DeepOverlap_BacksOff_RateLimited`) | Minimal interpretation consistent with the mush structure AND observed retail; identical to ACE-literal in every shallow/outside case | If retail's true deep-overlap behavior differs (e.g. no movement at all), our back-off rate diverges in that rare state; verify via cdb `StickyManager::adjust_offset` trace with a forced overlap when convenient | `StickyManager::adjust_offset` 0x00555430 (x87 mush); ACE StickyManager.cs:117-121 (the literal branch this pin overrides) |
| AP-85 | **Point-light pool = single 128-cap player-nearest list, optionally FILTERED by LAST FRAME's rendered visible-cell set, vs retail's dual pools (7 dynamic + 40 static, degrade-scaled) collected from a DBObj-load/flush-bounded resident registry** (A7.L1, 2026-07-09 — third revision, Town Network starvation fix #79/#93/#176/#177): retail's `CEnvCell::visible_cell_table` (`add_visible_cell` 0x0052de40) is populated ON DEMAND as cells are approached/seen (`DBObj::Get`-loads) and pruned by `flush_cells` — so a real dungeon's per-frame candidate set stays small (naturally proximity-bounded) even though the collection walk itself (`add_dynamic_lights` 0x0052d410) is "the whole resident table, not a re-flood." acdream's `_all` list instead registers at LANDBLOCK-granularity load/unload (a whole single-landblock dungeon streams as ONE unit), so for the Town Network (463 registered fixtures, one landblock) `_all` is effectively "everything ever loaded in this dungeon," not a proximity-bounded set — wide enough that the player-nearest-128 cap alone let a straight-line-closer-but-wall-disconnected corridor's fixtures out-rank the player's own room, starving it. Fix: `BuildPointLightSnapshot(playerWorldPos, visibleCells)` takes an optional candidacy FILTER — a light joins the pool iff `CellId==0` (cell-less, always in) or `visibleCells.Contains(CellId)` — narrowing candidates to the frame's actual visible cells BEFORE the existing dynamics-first player-nearest cap runs; `GameWindow` feeds LAST FRAME's already-rendered `RetailPViewFrameResult.DrawableCells` (one frame / ~16 ms latency, chosen specifically to avoid re-threading a mid-`DrawInside` callback — the exact mechanism, `c500912b`, that caused the #176 seam-floor flicker regression when it re-flooded an independent CAMERA-seeded set mid-frame). The distance-sort anchor stays the PLAYER (unchanged from the prior revision) — only candidacy narrows. Remaining deviation: this is a RENDER-visibility approximation of retail's true on-demand-load/flush RESIDENCY bound, with one frame of latency, not a port of the DBObj-load/flush mechanism itself; and the pool is still ONE 128-cap list vs retail's separate 7-dynamic/40-static degrade-scaled pools | `src/AcDream.Core/Lighting/LightManager.cs` (`BuildPointLightSnapshot`, `MaxGlobalLights`); `src/AcDream.App/Rendering/GameWindow.cs` (`_lightPoolVisibleCells`/`_lightPoolVisibleCellsValid`); pins `PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant`, `PointSnapshot_OverCap_DynamicsNeverEvictedByNearerStatics`, `PointSnapshot_ResidentCollection_CellTagDoesNotFilter`, `BuildPointLightSnapshot_VisibleCellScoping_RoomLightsSurviveOverEuclideanCloserInvisibleCell`, `BuildPointLightSnapshot_VisibleCellScoping_CellLessLightAlwaysIncluded` | The render already computes a visible-cell set every frame for drawing (single source of truth, no duplicate flood) — reusing it as a candidacy filter approximates retail's proximity-bounded residency without porting DBObj on-demand load/flush; one-frame latency is imperceptible at normal camera speeds and structurally differs from the reverted mechanism (no independent re-flood mid-frame) | On a portal crossing, the FIRST indoor frame after re-entry (or after any outdoor-only frame) is unscoped (fail-open) — one frame may show slightly wider pool composition than steady-state; a room with >7 resident dynamics still shows them all (retail trims to 7 player-nearest) — slightly purpler wedge than retail; adopt the dual pools + degrade caps + true DBObj-bounded residency in later A7-arc work | `insert_light` 0x0054d1b0 (player-sorted, capped); `add_visible_cell` 0x0052de40 (on-demand-load resident registry + flush); `add_dynamic_lights` 0x0052d410 (whole-table walk); caller 0x00452d30; `calc_point_light` 0x0059c8b0 (static 1/d³ curve — A7 fix #2) |
| AP-84 | **BSP shadow-shape part poses = motion-table default-state frame snapshot at registration, not retail's live CPhysicsPart pose** (#175): server entities with a wire MotionTableId register their BSP part shapes at the default style's first-cycle LowFrame pose (the closed pose for doors — `GameWindow.MotionTableDefaultPose`); retail collision reads each part's CURRENT pose every test. Equivalent for the door lifecycle (closed = default pose; open = ETHEREAL bypasses collision entirely, #150) and for idle statics | `src/AcDream.App/Rendering/GameWindow.cs` (`MotionTableDefaultPose` + the RegisterServerEntityCollision override); `src/AcDream.Core/Physics/ShadowShapeBuilder.cs` (`partPoseOverride`) | Registration is one-shot in acdream (retail re-poses parts per frame); the default-state pose is the correct idle pose and the only non-ethereal pose doors ever collide in | An entity whose server-driven motion state materially MOVES a BSP-bearing part while NON-ethereal would collide at the stale default pose (no known case — doors are the dominant BSP-part weenies); revisit if animated non-ethereal BSP movers appear | `CPhysicsPart` live pose (see #150 notes); motion-table default state = CPartArray init; ShadowShapeBuilder placement-frame fallback for table-less entities |
@ -214,6 +214,8 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-116 | Default `Particle Range = Extended` multiplies DAT-authored particle degradation distances by 2; the `Retail` option restores exact values | `src/AcDream.UI.Abstractions/Panels/Settings/DisplaySettings.cs`; `src/AcDream.App/Rendering/Vfx/ParticleVisibilityController.cs`; `src/AcDream.Core/Vfx/ParticleSystem.cs` | User explicitly requested doubled range as the normal non-dev-UI behavior; it changes no terrain, scenery, entity, fog, or streaming distance, and remains reversible through settings | The default roughly enlarges the active particle area and reduces the CPU gain from MP2; distant VFX remain visible beyond retail's authored cutoff | `CPhysicsPart::GetMaxDegradeDistance @ 0x0050D510`; `GfxObjDegradeInfo::get_max_degrade_distance @ 0x0051E2D0`; `CPhysicsObj::ShouldDrawParticles @ 0x0050FE60` |
| AP-117 | Outdoor particle `CLandCell::IsInView` state is reconstructed with the modern landscape renderer's per-cell frustum plus active doorway clip-plane/scissor-AABB tests; retail `LScape::landcell_check` uses `Render::get_clip_height` + `Render::block_check` on terrain-cell corner intervals | `src/AcDream.App/Rendering/TerrainModernRenderer.cs` (`CollectVisibleCells`) | The mandatory modern renderer batches terrain by landblock and has no retail `ViewIntervalType` product. Publishing cell visibility from the exact landscape draw slices preserves ownership/order and removes the former object-survivor dependency without adding a second view pipeline | At a terrain cell grazing a frustum or doorway boundary, the conservative AABB test may freeze or resume particles on a slightly different frame than retail; whole regions outside the active doorway slice are rejected, and authored distance, login/portal fail-closed behavior, and indoor PView cells remain exact | `LScape::landcell_check @ 0x005050A0`; `CLandCell::IsInView @ 0x00532CB0`; `CPhysicsObj::ShouldDrawParticles @ 0x0050FE60` |
| AP-118 | An AutoWield transaction begun in active combat preserves the ready mode implied by the requested weapon. After authoritative `WieldObject`, a mode that settled without a blocker transition clears immediately; local ACE's observed pre-wield transition plus `ready -> NonCombat`, or post-wield `NonCombat -> ready -> NonCombat`, causes one normal `ChangeCombatMode` request from the trailing notice. Explicit user combat input cancels settlement. Retail's client does not need this extra request against the retail server. | `src/AcDream.App/UI/AutoWieldController.cs`; production binding in `GameWindow.cs` | Local ACE queues a trailing NonCombat callback during primary-weapon replacement and rejects an earlier request while the shuffle is busy; responding to the authoritative notice that completes that exact sequence orders the ordinary request after it without suppressing any server state | A non-ACE server that emits a different intermediate sequence can retain the settlement until a later explicit combat request, replacement, or logout clears it; peace-mode equips send none | `CPlayerSystem::AutoWield @ 0x00560A60`; `ACCWeenieObject::ServerSaysMoveItem @ 0x0058DBB0`; ACE `Player_Inventory.TryShuffleStance` / `TryDequipObjectWithNetworking` |
| AP-119 | Equal-generation CreateObject refresh applies the packet's complete `PhysicsDesc` to the existing `EntityEffectProfile`, including replacing its network sound/PES-table/default-script description. Retail's equal-`INSTANCE_TS` branch applies the individual ObjDesc/Parent-or-Position/Movement/State/Vector/WeenieDesc tail and does not call `CPhysicsObj::set_description` again. | `src/AcDream.App/Rendering/GameWindow.cs` (`RouteSameGenerationCreateObject`); moving to `LiveEntityNetworkUpdateController` in Slice 4 | Existing spell/projectile/portal VFX tests and connected behavior were accepted with this refresh. Slice 4 records and isolates it rather than silently changing DAT-effect ownership during an architecture extraction. | A same-generation CreateObject whose PeTable/sound/default-script fields differ from the original can replace effect lookup state where retail would retain the original table, producing a different later typed effect. | `SmartBox::HandleCreateObject @ 0x00454C80`; `CPhysicsObj::set_description @ 0x00514F40`; `docs/research/2026-07-13-retail-projectile-vfx-pseudocode.md` |
| AP-120 | `ObjectTableWiring.ApplyEntitySpawn` publishes the CreateObject's WeenieDesc/item state before the same-generation physics update tail. Retail applies WeenieDesc after ObjDesc, Parent-or-Position/Pickup, Movement, State, and Vector. | `src/AcDream.Core.Net/ObjectTableWiring.cs` (`ApplyEntitySpawn`); App same-generation route in `GameWindow.cs`, moving to `LiveEntityNetworkUpdateController` in Slice 4 | Core.Net owns item-table ingestion before App callbacks and the current single-thread FIFO prevents a second network packet from interleaving; changing publication order crosses the Core.Net/App ownership boundary and requires a separately tested event transaction. | A synchronous item-table observer can see the refreshed WeenieDesc while the same object's physics/parent/state still reflects the prior snapshot; retail observers see the completed physics tail first. | `SmartBox::HandleCreateObject @ 0x00454C80`; `ACCObjectMaint::CreateObject @ 0x00558870` |
## 4. Temporary stopgap (TS) — 34 active rows + TS-37 historical note (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-42 retired 2026-07-19 — semantic animation completion now precedes the ordered Target/Movement/PartArray/Position tail; TS-44 narrowed again 2026-07-19 — complete orientation joined interpolation, only during-stick enqueue suppression remains)