feat(physics): R5-V5 — MovementManager facade owns each entity's interp+moveto pair
Structural capstone of the R5 movement-manager arc; zero behavior change. Retail MovementManager (acclient.h /* 3463 */, 16 bytes / four pointers) gives every CPhysicsObj ONE owner for its motion_interpreter + moveto_manager. acdream carried them as loose per-entity objects wired by hand at three sites. This slice: - New src/AcDream.Core/Physics/Motion/MovementManager.cs — owns MotionInterpreter + lazy MoveToManager (MakeMoveToManager 0x00524000 via a MoveToFactory closure, the acdream stand-in for the physics_obj/ weenie_obj backpointers) + the relays with retail call shapes: PerformMovement 0x005240d0 (types 1-5 -> minterp, 6-9 -> MakeMoveToManager + moveto, (type-1)>8 -> 0x47), UseTime 0x005242f0 (moveto only), HitGround 0x00524300 (minterp FIRST then moveto), HandleExitWorld 0x00524350 (minterp only), CancelMoveTo 0x005241b0, HandleUpdateTarget 0x00524790, IsMovingTo 0x00524260. - RemoteMotion.Movement + PlayerMovementController.Movement hold the ONE facade; Motion/MoveTo become child views so the comment-dense call sites read unchanged. The three wiring sites (EnsureRemoteMotionBindings, EnterPlayerModeNow, the chase harness — same commit per the mirror rule) construct through MoveToFactory + MakeMoveToManager(), preserving the pre-facade eager timing (side-effect-free ctor = unobservable either way). - Relay call sites repointed: both remote landing HitGround pairs + the player landing pair, despawn HandleExitWorld, TickRemoteMoveTo + the player Update UseTime, RouteServerMoveTo (takes the facade; routes via the retail PerformMovement dispatch), InstallSpeculativeTurnToTarget, host HandleUpdateTarget/InterruptCurrentMovement closures (retail CPhysicsObj::HandleUpdateTarget @0x00512bf0 fan head + the TS-36 interrupt chain, now the literal facade relays). - NOT absorbed per the slice spec: unpack_movement stays App (RouteServerMoveTo + UM heads; Core.Net types stay out of Core.Physics); TS-42 per-tick order untouched (R6); #170/#171 gate-passed machinery untouched. PerformMovement's set_active(1) head not re-asserted (spawn asserts Active; status quo — no new register row). - Register: TS-41/TS-42 source wording freshened to the facade shape; AD-36 retire note corrected (facade half closed; residue = entities that never get a RemoteMotion). No new rows. - Conformance: 15 new MovementManagerTests pin the dispatch table, lazy create, relay targets/order, null tolerance. Suite 4052 green; the 183-case/funnel/moveto/chase/sticky suites UNMODIFIED (harness construction mirrors production, test bodies untouched). Decomp: docs/research/2026-07-03-r5-managers/r5-movementmanager-decomp.md Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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6 changed files with 833 additions and 200 deletions
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@ -99,7 +99,16 @@ internal sealed class RemoteChaseHarness
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public readonly MotionInterpreter Interp;
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public readonly AnimationSequencer Seq;
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public readonly MotionTableDispatchSink Sink;
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public readonly MoveToManager Mgr;
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/// <summary>R5-V5: GameWindow's RemoteMotion.Movement twin — the ONE
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/// per-entity MovementManager facade owning Interp + the MoveToManager
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/// (retail CPhysicsObj::movement_manager).</summary>
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public readonly MovementManager Movement;
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/// <summary>The moveto child view (RemoteMotion.MoveTo twin) — non-null
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/// after the ctor's MakeMoveToManager, kept so test bodies read
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/// unchanged.</summary>
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public MoveToManager Mgr => Movement.MoveTo!;
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/// <summary>R5-V3 (#171): the creature's PositionManager facade — the
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/// EntityPhysicsHost-owned twin (GameWindow binds MoveToManager.StickTo/
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@ -169,44 +178,60 @@ internal sealed class RemoteChaseHarness
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Interp.InitializeMotionTables = () => Seq.Manager.InitializeState();
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Interp.CheckForCompletedMotions = Seq.Manager.CheckForCompletedMotions;
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Mgr = new MoveToManager(
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Interp,
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stopCompletely: () => Interp.StopCompletely(),
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getPosition: () => new CorePosition(1u, Body.Position, Body.Orientation),
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getHeading: () => MoveToMath.GetHeading(Body.Orientation),
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setHeading: (h, _) => Body.Orientation =
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MoveToMath.SetHeading(Body.Orientation, h),
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getOwnRadius: () => OwnRadius,
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getOwnHeight: () => 1f,
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contact: () => Body.OnWalkable,
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isInterpolating: () => false,
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getVelocity: () => Body.Velocity,
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getSelfId: () => CreatureGuid,
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setTarget: (ctx, tlid, radius, q) =>
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// ── R5-V5: the MovementManager facade owns Interp + the moveto —
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// GameWindow's RemoteMotion ctor + EnsureRemoteMotionBindings
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// factory shape verbatim (sticky binds inside the factory;
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// MakeMoveToManager after the host/Pm exist). ──
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Movement = new MovementManager(Interp)
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{
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MoveToFactory = () =>
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{
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_targetArmed = tlid == PlayerGuid;
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// TargetManager delivers the FIRST info synchronously on
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// SetTarget (live log: HandleUpdateTarget printed directly
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// after the arm, same network phase).
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DeliverTargetInfo();
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var mtm = new MoveToManager(
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Interp,
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stopCompletely: () => Interp.StopCompletely(),
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getPosition: () => new CorePosition(1u, Body.Position, Body.Orientation),
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getHeading: () => MoveToMath.GetHeading(Body.Orientation),
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setHeading: (h, _) => Body.Orientation =
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MoveToMath.SetHeading(Body.Orientation, h),
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getOwnRadius: () => OwnRadius,
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getOwnHeight: () => 1f,
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contact: () => Body.OnWalkable,
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isInterpolating: () => false,
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getVelocity: () => Body.Velocity,
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getSelfId: () => CreatureGuid,
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setTarget: (ctx, tlid, radius, q) =>
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{
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_targetArmed = tlid == PlayerGuid;
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// TargetManager delivers the FIRST info synchronously on
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// SetTarget (live log: HandleUpdateTarget printed directly
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// after the arm, same network phase).
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DeliverTargetInfo();
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},
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clearTarget: () => _targetArmed = false,
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getTargetQuantum: () => _quantum,
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setTargetQuantum: q => _quantum = q,
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curTime: () => Now);
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// R5-V3 (#171) sticky seam binds (BeginNextNode arrival
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// StickTo @0x00529d3a, PerformMovement-head Unstick).
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mtm.StickTo = (tlid, radius, height) => Pm.StickTo(tlid, radius, height);
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mtm.Unstick = Pm.UnStick;
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return mtm;
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},
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clearTarget: () => _targetArmed = false,
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getTargetQuantum: () => _quantum,
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setTargetQuantum: q => _quantum = q,
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curTime: () => Now);
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};
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// TS-36: interrupt_current_movement → MovementManager::CancelMoveTo
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// (the facade relay 0x005241b0) — EnsureRemoteMotionBindings twin.
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Interp.InterruptCurrentMovement =
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() => Mgr.CancelMoveTo(WeenieError.ActionCancelled);
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() => Movement.CancelMoveTo(WeenieError.ActionCancelled);
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// ── R5-V3 (#171): the PositionManager/sticky wiring — GameWindow's
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// V3 additions verbatim: host-owned facade + the three seam binds
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// (BeginNextNode arrival StickTo, PerformMovement-head Unstick,
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// UM-funnel-head unstick_from_object). ──
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// V3 additions verbatim: host-owned facade + the UM-funnel-head
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// unstick_from_object bind; then MakeMoveToManager (0x00524000)
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// invokes the factory above, mirroring the production bind order. ──
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_playerHost = new TargetHost(this);
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_creatureHost = new CreatureHost(this);
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Pm = new PositionManager(_creatureHost);
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Mgr.StickTo = (tlid, radius, height) => Pm.StickTo(tlid, radius, height);
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Mgr.Unstick = Pm.UnStick;
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Movement.MakeMoveToManager();
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Interp.UnstickFromObject = Pm.UnStick;
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// ── The anim-loop MotionDone binding (GameWindow.cs:10266) ──
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@ -295,7 +320,9 @@ internal sealed class RemoteChaseHarness
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Radius = targetRadius,
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Height = targetHeight,
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};
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Mgr.PerformMovement(ms);
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// R5-V5: RouteServerMoveTo twin — through the facade
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// (MovementManager::PerformMovement 0x005240d0).
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Movement.PerformMovement(ms);
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}
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private void DeliverTargetInfo()
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@ -311,9 +338,10 @@ internal sealed class RemoteChaseHarness
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InterpolatedPosition = pos,
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};
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// R5-V3 fan order (EntityPhysicsHost.HandleUpdateTarget — retail
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// CPhysicsObj::HandleUpdateTarget 0x00512bc0): MoveToManager first,
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// then PositionManager (the sticky consumer).
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Mgr.HandleUpdateTarget(info);
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// CPhysicsObj::HandleUpdateTarget 0x00512bc0): the MovementManager
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// relay (@0x00512bf0 → moveto) first, then PositionManager (the
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// sticky consumer).
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Movement.HandleUpdateTarget(info);
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Pm.HandleUpdateTarget(info);
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}
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@ -338,12 +366,12 @@ internal sealed class RemoteChaseHarness
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public void HandleUpdateTarget(TargetInfo info)
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{
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_h.Mgr.HandleUpdateTarget(info);
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_h.Movement.HandleUpdateTarget(info);
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_h.Pm.HandleUpdateTarget(info);
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}
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public void InterruptCurrentMovement()
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=> _h.Mgr.CancelMoveTo(WeenieError.ActionCancelled);
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=> _h.Movement.CancelMoveTo(WeenieError.ActionCancelled);
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public void SetTarget(uint contextId, uint objectId, float radius, double quantum)
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{
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@ -399,8 +427,9 @@ internal sealed class RemoteChaseHarness
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if (_targetArmed && Now - _lastDeliveryTime >= _quantum)
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DeliverTargetInfo();
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// 2. MoveToManager drive (TickRemoteMoveTo, GameWindow.cs:9994).
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Mgr.UseTime();
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// 2. MovementManager drive (TickRemoteMoveTo — the R5-V5 facade
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// relay, MovementManager::UseTime 0x005242f0).
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Movement.UseTime();
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// 3. get_state_velocity → body velocity (the d2ccc80e refresh,
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// GameWindow.cs:10024).
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