docs(B.4c): ship handoff + close #58 + file #61 #62 + roadmap/CLAUDE update

Phase B.4c shipped end-to-end 2026-05-13. Holtburg inn doorway
double-click verified: door visually swings open, player walks
through, door visually swings closed.

4 implementation commits:
- B.4c Task 1: door spawn-time AnimationSequencer with state-seeded cycle
- B.4c Task 2: [door-cycle] diagnostic in OnLiveMotionUpdated
- B.4c Task 2 review: IsDoorName shared predicate + durable comment + UM locals
- B.4c stance fix: NonCombat = 0x3D (not 0x01); read spawn.MotionState

Closes #58. Files:
- #61 (AnimationSequencer link->cycle frame-0 flash; visible as brief
  flap at end of door swing; low-severity polish)
- #62 (PARTSDIAG null-guard for sequencer-driven entities; latent
  not currently reachable for doors)

Memory file project_interaction_pipeline.md updated outside the repo.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-14 07:50:36 +02:00
parent 454d88ed8e
commit ebdbf821dc
4 changed files with 470 additions and 40 deletions

View file

@ -619,17 +619,22 @@ acdream's plan lives in two files committed to the repo:
**Currently in Phase L.2 (Movement & Collision Conformance).** L.2a slices
1+2+3 + L.2d slice 1+1.5 + L.2g slice 1 + L.2g slice 1b + L.2g slice 1c +
**Phase B.4b** all shipped and visual-verified 2026-05-13. The M1 demo
target *"open the inn door"* is met: double-click a door in the Holtburg
inn doorway → `WorldPicker.Pick` finds the door entity → `BuildUse` sends
`0xF7B1/0x0036` to ACE → ACE broadcasts `SetState (0xF74B)` with `ETHEREAL`
bit → `ShadowObjectRegistry.UpdatePhysicsState` (L.2g slice 1) mutates the
cached state (via fixed ServerGuid→entity.Id translation, L.2g slice 1c) →
`CollisionExemption.ShouldSkip` exempts on ETHEREAL-alone (L.2g slice 1b) →
player walks through. Issue #57 (B.4 handler gap) is closed. Issue #58
(door swing animation — `UpdateMotion 0xF74D` routing for non-creature
entities) is filed as M1-deferred polish.
**Phase B.4b** + **Phase B.4c** all shipped and visual-verified 2026-05-13.
The M1 demo target *"open the inn door"* is met **with full visual feedback**:
double-click a door in the Holtburg inn doorway → `WorldPicker.Pick` finds
the door entity → `BuildUse` sends `0xF7B1/0x0036` to ACE → ACE broadcasts
`SetState (0xF74B)` with `ETHEREAL` bit → `ShadowObjectRegistry.UpdatePhysicsState`
(L.2g slice 1) mutates the cached state (via fixed ServerGuid→entity.Id
translation, L.2g slice 1c) → `CollisionExemption.ShouldSkip` exempts on
ETHEREAL-alone (L.2g slice 1b) → player walks through → door swing animation
plays (B.4c: spawn-time `AnimationSequencer` registration + `OnLiveMotionUpdated`
routing for door entities). Issue #57 (B.4 handler gap) is closed. Issue #58
(door swing animation) is closed by B.4c. Issues #61 (link→cycle boundary
flash) and #62 (PARTSDIAG null-guard) are filed as M1-deferred polish.
**B.4c ship handoff:** [`docs/research/2026-05-13-b4c-shipped-handoff.md`](docs/research/2026-05-13-b4c-shipped-handoff.md)
— full evidence for the 4 commits + 2 bonus discoveries (stance-value wrong
`0x01` vs `0x3D` causing underground doors; link→cycle boundary flash).
**B.4b ship handoff:** [`docs/research/2026-05-13-b4b-shipped-handoff.md`](docs/research/2026-05-13-b4b-shipped-handoff.md)
— full evidence for the 9 commits + 4 bonus discoveries (double-click dead
code, DoubleClick gate, CollisionExemption, ServerGuid→Id translation).
@ -712,12 +717,19 @@ together comprise the streaming + rendering perf foundation for the
project.
**Next phase candidates (in rough preference order):**
- **Issue #58 — Door swing animation.** Route `UpdateMotion (0xF74D)` to
non-creature entities so the door visually swings when opened. M1 polish
but not blocking. Scope unknown until a spike: could be 30 min (simple
routing) or 2 hrs (AnimationSequencer audit for creature-specific
assumptions). Start with a spike in `OnLiveMotionUpdated` to see how
far the AnimationSequencer cooperates with non-creature entities.
- **"Click an NPC" verification spike (M1 critical path).** B.4b's
`WorldPicker` + `BuildUse` is already wired. The question is whether ACE
NPCs respond to a Use message from our testaccount and what they broadcast
back (TalkDirect? MoveToObject?). Spike: stand near a Holtburg NPC,
double-click, read what ACE sends back. If ACE responds with recognizable
packets, wire the handlers; if it is silent, investigate ACE's NPC handler
configuration. ~30 min spike, outcome determines whether NPC interaction
needs a full phase or is a one-commit fix.
- **Phase B.5 — Ground item pickup (F key) (M1 critical path).** The
`SelectionPickUp` input action + F-key binding exist in `KeyBindings` but
`OnInputAction` has no case for it. `BuildUse` IS `BuildPickUp` (same wire
format). One-commit addition: add `SelectionPickUp` case to `GameWindow.
OnInputAction` → call `InteractRequests.BuildPickUp(seq, _selectedGuid)`. ~30 min.
- **Triage the chronic open-issue list** in `docs/ISSUES.md`#2 (lightning),
#4 (sky horizon-glow), #28 (aurora), #29 (cloud thinness), #37 (humanoid
coat), #41 (remote-motion blips) have been open since April/early-May and
@ -732,6 +744,12 @@ project.
only if user wants sustained 500+ FPS. With Tier 1 dispatcher at ~1.2 ms
the project comfortably hits 200-400 FPS at radius=12 standstill;
escalation is optional from here.
- **Issue #61 — AnimationSequencer link→cycle boundary flash** (M1-deferred
polish). Brief flap at end of door-swing animations. Low severity; does
not block M1 demo. Address before milestone demo record if distracting.
- **Issue #62 — PARTSDIAG null-guard** (trivial latent fix). One-line
null-coalescing guard in `GameWindow.TickAnimations`. Address any time a
diagnostic-related PR is open nearby.
**Earlier rendering + streaming arc (2026-05-08 → 2026-05-10).**
Phases **N.4 → N.5 → N.5b → A.5** shipped the modern rendering