feat(physics): R5-V4 behavioral slice — head stance dispatch (all mt) + #164 autonomy bit + mt-0 wire flags
Three unpack_movement parity items (facade deferred per the handoff's own optional clause — see r5-wiring-handoff §V4 status): 1. HEAD style-on-change (0x00524440 @00524502-0052452c): both GameWindow routing heads (remote + player) now dispatch DoMotion(style, ctor defaults) when the UM's stance differs from the interp's current style, BEFORE the movement-type routing — for EVERY type. Previously style applied only through the mt-0 funnel copy, so a chase/turn UM (mt 6-9) carrying a stance change started the move in the OLD stance (a monster charged in NonCombat posture until the next mt-0). The RetailObserverTraceConformanceTests exclusion note updated — the trace filter stays (head calls can't appear in a MoveToInterpretedState replay) but the production gap it pointed at is closed. 2. #164 (closes): the action-replay loop threads each action's autonomy into the dispatch params (Autonomous = the 0x1000 splice, raw 305982) — replayed actions enter the interpreted actions list with their real autonomy instead of ctor-default false. 3. mt-0 wire flags consumed (UpdateMotion parsed them since R4-V3): 0x1 StickToObject → CPhysicsObj::stick_to_object port (0x005127e0: resolve target, PartArray radii — 0 when shapeless, guid-as-is for acdream's flat entity table — → PositionManager.StickTo; unresolvable target → no stick), at BOTH case-0 tails in retail order (@00524583-0052458e: funnel apply → stick → longjump flag); 0x2 StandingLongJump → Motion.StandingLongJump, UNCONDITIONAL write (absent flag clears — retail @0052458e). ServerMotionState gains the StandingLongJump field. Conformance: ChaseArm_WithStanceChange_AppliesStanceBeforeTheChase (harness mirrors the routing-head dispatch) + Actions_ReplayCarriesAutonomyIntoTheInterpretedList. Suite 4041 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
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9 changed files with 213 additions and 20 deletions
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@ -398,7 +398,13 @@ retail; flat-ground landings unchanged; no micro-bounce death spiral
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## #164 — UM action-replay dispatches drop the per-action Autonomous bit
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**Status:** OPEN (2026-07-03, filed during #161)
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**Status:** DONE (2026-07-04, R5-V4) — `DispatchInterpretedMotion` now threads
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the action's autonomy into the dispatch params (`Autonomous` = the 0x1000
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splice, raw 305982); the stored `InterpretedState.Actions` node carries the
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real autonomy. Conformance:
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`MotionInterpreterFunnelTests.Actions_ReplayCarriesAutonomyIntoTheInterpretedList`.
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(Move to Recently closed on next ISSUES tidy.) Original finding below.
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**Filed:** OPEN (2026-07-03, filed during #161)
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**Finding:** retail's `move_to_interpreted_state` action loop sets the
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dispatch params' Autonomous bit (0x1000) from each action's autonomy flag
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(raw 305982: `var_28 ^= ((autonomous << 0xc) ^ var_28) & 0x1000`), which
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@ -111,6 +111,18 @@ commit.** **VISUAL GATE**: a sticky scenario (server /follow-style sticky moveto
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or a moving-platform stick) HOLDS the target instead of stopping-and-drifting.
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### V4 (capstone) — MovementManager facade + #164 + head-stance dispatch + docs
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> **STATUS 2026-07-04: the three BEHAVIORAL items SHIPPED** (same session as
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> the V3 gates): head style-on-change at both GameWindow routing heads
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> (@00524502-0052452c, all movement types), #164 action-replay Autonomous
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> bit (raw 305982), mt-0 wire flags consumed (0x1 stick_to_object
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> 0x005127e0 → PositionManager.StickTo at both case-0 tails; 0x2 →
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> `Motion.StandingLongJump`, unconditional per @0052458e). Conformance:
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> stance-on-arm harness scenario + the autonomy funnel test; suite 4041
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> green. **The MovementManager facade DEFERRED to its own slice** (the
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> handoff's own "optional if the arc runs long" clause — this arc ran two
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> full gate cycles); it remains the structural capstone for a fresh
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> session, unblocked, spec below.
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- Collapse per-entity `Motion`+`MoveTo` into a `MovementManager` owner
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(structural; keep 183-case/funnel/moveto green UNMODIFIED). Optional if the
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arc runs long — the retirements above don't need it.
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@ -4474,6 +4474,27 @@ public sealed class GameWindow : IDisposable
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+ delta.GetHeading());
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}
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/// <summary>
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/// R5-V4: retail <c>CPhysicsObj::stick_to_object</c> (0x005127e0) — the
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/// mt-0 WIRE sticky (unpack_movement case 0 @00524589, gated on the
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/// motionFlags 0x1 trailer guid): resolve the target, read its PartArray
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/// radius/height (0 when shapeless — retail's null-PartArray arm), then
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/// <c>PositionManager::StickTo</c>. Unresolvable target → no stick at
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/// all (retail's GetObjectA-null path). Retail resolves the target's
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/// top-level PARENT first (<c>parent ?? self</c>); acdream's entity
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/// table is flat (no client-side parenting), so the guid is used as-is —
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/// the same convention as RouteServerMoveTo's TopLevelId.
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/// </summary>
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private void StickToObjectFromWire(EntityPhysicsHost? host, uint targetGuid)
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{
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if (host is null)
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return;
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if (!_entitiesByServerGuid.TryGetValue(targetGuid, out var tgtEnt))
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return;
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var (radius, height) = GetSetupCylinder(targetGuid, tgtEnt);
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host.PositionManager.StickTo(targetGuid, radius, height);
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}
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private bool RemoveLiveEntityByServerGuid(uint serverGuid)
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{
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if (!_entitiesByServerGuid.TryGetValue(serverGuid, out var existingEntity))
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@ -4936,6 +4957,24 @@ public sealed class GameWindow : IDisposable
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_playerController.Motion.InterruptCurrentMovement?.Invoke();
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_playerController.Motion.UnstickFromObject?.Invoke();
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// R5-V4a: unpack_movement HEAD style-on-change
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// (0x00524440 @00524502-0052452c): wire style index →
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// command word (command_ids[]; style-class indices map to
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// 0x80000000|index — the funnel's S0-verified conversion)
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// and `if (current style != wire style) DoMotion(style,
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// ctor defaults)` BEFORE the movement-type switch — for
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// EVERY type. acdream previously applied style only via
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// the mt-0 funnel copy, so a chase/turn UM (mt 6-9)
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// carrying a stance change started the move in the OLD
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// stance (the RetailObserverTraceConformanceTests "S3
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// wires the unpack-level style-on-change" exclusion —
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// this is that wiring).
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uint wireStylePlayer = stance != 0
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? (0x80000000u | (uint)stance) : 0x8000003Du;
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if (_playerController.Motion.InterpretedState.CurrentStyle != wireStylePlayer)
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_playerController.Motion.DoMotion(wireStylePlayer,
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new AcDream.Core.Physics.Motion.MovementParameters());
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if (_playerController.MoveTo is { } playerMoveTo
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&& RouteServerMoveTo(playerMoveTo, _playerController.Motion,
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_playerController.CellId, update))
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@ -4947,6 +4986,23 @@ public sealed class GameWindow : IDisposable
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}
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return;
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}
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// R5-V4: retail unpack_movement case-0 TAIL for the local
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// player (@00524583-0052458e) — stick_to_object when the
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// motionFlags 0x1 trailer carried a guid, then
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// standing_longjump ← motionFlags 0x2 (UNCONDITIONAL —
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// an absent flag clears it). The interpreted-state COPY
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// stays skipped for the local player (the
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// sequencer-authority posture above); these two writes
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// are the only case-0 effects that apply here.
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if (update.MotionState.MovementType == 0)
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{
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if (update.MotionState.StickyObjectGuid is { } playerSticky
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&& playerSticky != 0)
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StickToObjectFromWire(_playerHost, playerSticky);
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_playerController.Motion.StandingLongJump =
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update.MotionState.StandingLongJump;
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}
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}
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}
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else
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@ -4996,6 +5052,18 @@ public sealed class GameWindow : IDisposable
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remoteMot.Motion.InterruptCurrentMovement?.Invoke();
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remoteMot.Motion.UnstickFromObject?.Invoke();
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// R5-V4a: unpack_movement head style-on-change — see the
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// player-side comment (@00524502-0052452c). Runs BEFORE
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// the type routing for every movement type; the mt-0
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// funnel below still performs its own full style
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// adoption (retail has BOTH — the head fires on CHANGE
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// only, so an unchanged stance is a no-op here).
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uint wireStyleRemote = stance != 0
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? (0x80000000u | (uint)stance) : 0x8000003Du;
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if (remoteMot.Motion.InterpretedState.CurrentStyle != wireStyleRemote)
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remoteMot.Motion.DoMotion(wireStyleRemote,
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new AcDream.Core.Physics.Motion.MovementParameters());
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// R4-V5: the type-6..9 routing body is shared with the
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// local player (RouteServerMoveTo) — behavior identical
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// to the R4-V4 inline blocks it was extracted from.
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@ -5086,6 +5154,18 @@ public sealed class GameWindow : IDisposable
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// motion-table stack (GetObjectSequence + is_allowed
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// decide) — mt-0 only post-V4 (types 6-9 returned above).
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remoteMot.Motion.MoveToInterpretedState(ims, sink);
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// R5-V4: retail unpack_movement case-0 TAIL order
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// (@00524583-0052458e): move_to_interpreted_state FIRST
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// (above), THEN stick_to_object when the motionFlags 0x1
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// trailer carried a guid, THEN standing_longjump ←
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// motionFlags 0x2 (UNCONDITIONAL — an absent flag
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// CLEARS it).
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if (update.MotionState.StickyObjectGuid is { } stickyGuid
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&& stickyGuid != 0)
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StickToObjectFromWire(remoteMot.Host, stickyGuid);
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remoteMot.Motion.StandingLongJump =
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update.MotionState.StandingLongJump;
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}
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}
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@ -259,10 +259,16 @@ public static class CreateObject
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// InterpretedMotionState::UnPack (r4-moveto-decomp.md §2f
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// @0052455d: `if (header & 0x100) sticky_object_guid = read_dword()`
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// — bit 0x100 of the combined header word is motionFlags byte1&0x1).
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// Carried unconsumed until R5's PositionManager::StickTo body binds
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// it; parsing it here just keeps the buffer cursor honest past this
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// field (deliverable C — no behavior).
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uint? StickyObjectGuid = null)
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// R5-V4 consumes it: the GameWindow mt-0 tail routes it into
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// CPhysicsObj::stick_to_object's port (target PartArray radii →
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// PositionManager.StickTo — decomp 0x005127e0, call @00524589).
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uint? StickyObjectGuid = null,
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// R5-V4 (closes the "documented but NOT consumed" note in
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// UpdateMotion.cs): motionFlags & 0x2 — retail `unpack_movement`
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// case 0 writes it onto `motion_interpreter->standing_longjump`
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// UNCONDITIONALLY (@0052458e: absent flag CLEARS it). Consumed at
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// the GameWindow mt-0 tails (remote + player).
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bool StandingLongJump = false)
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{
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/// <summary>
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/// ACE/retail movement types 6 and 7 are server-controlled
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@ -151,13 +151,11 @@ public static class UpdateMotion
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// `_motionFlags`. StickToObject now drives the sticky-guid
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// trailer parse below (mt=0 only, per ACE MovementInvalid.Write
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// + decomp §2f case 0 @0052455d). StandingLongJump (0x2) is
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// DOCUMENTED here but NOT consumed — retail's
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// carried on ServerMotionState.StandingLongJump (R5-V4) and
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// consumed at the GameWindow mt-0 tails — retail's
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// `unpack_movement` case 0 writes it onto
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// `motion_interpreter->standing_longjump` (§2f @0052458e), an
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// R5 unpack_movement item (this parser has no MotionInterpreter
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// reference to write it onto; the bit is simply not read past
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// this comment, matching "not consumed" rather than
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// mis-consumed).
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// `motion_interpreter->standing_longjump` (§2f @0052458e,
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// UNCONDITIONAL — an absent flag clears it).
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byte motionFlags = body[pos]; pos += 1;
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ushort currentStyle = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
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pos += 2;
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@ -323,7 +321,11 @@ public static class UpdateMotion
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moveToRunRate,
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moveToPath,
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turnToPath,
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stickyObjectGuid),
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stickyObjectGuid,
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// R5-V4: MotionFlags 0x2 — consumed at the GameWindow mt-0
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// tails (retail unpack_movement @0052458e writes it onto
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// minterp->standing_longjump unconditionally).
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(motionFlags & 0x2) != 0),
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instanceSequence, movementSequence, serverControlSequence, isAutonomous);
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}
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catch
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@ -2860,7 +2860,7 @@ public sealed class MotionInterpreter : IMotionDoneSink
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if (IsLocalPlayer && a.Autonomous) continue;
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ServerActionStamp = incoming;
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DispatchInterpretedMotion(a.Command, a.Speed, sink);
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DispatchInterpretedMotion(a.Command, a.Speed, a.Autonomous, sink);
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}
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}
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@ -3291,10 +3291,16 @@ public sealed class MotionInterpreter : IMotionDoneSink
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/// <c>ModifyInterpretedState = true</c>, so replayed actions DO enter the
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/// interpreted actions list via <c>InterpretedMotionState::AddAction</c>),
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/// unlike the apply pass's rewritten params (see
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/// <see cref="ApplyInterpretedMovement"/>). Known residual gap: retail
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/// also sets the params' <c>Autonomous</c> bit (0x1000) per action (raw
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/// 305982) — not yet threaded (tracked in ISSUES, #161 follow-up note).
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/// <see cref="ApplyInterpretedMovement"/>). R5-V4 (#164): the params'
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/// <c>Autonomous</c> bit (0x1000) is spliced from the ACTION's autonomy
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/// flag — retail raw 305982:
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/// <c>var_28 ^= ((action.autonomous << 0xc) ^ var_28) & 0x1000</c>
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/// — so a replayed action enters the state lists
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/// (<c>AddAction(motion, speed, stamp, autonomous)</c>) with its real
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/// autonomy instead of the ctor-default false.
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/// </summary>
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private WeenieError DispatchInterpretedMotion(uint motion, float speed, IInterpretedMotionSink? sink)
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=> DoInterpretedMotion(motion, new MovementParameters { Speed = speed }, sink);
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private WeenieError DispatchInterpretedMotion(
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uint motion, float speed, bool autonomous, IInterpretedMotionSink? sink)
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=> DoInterpretedMotion(
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motion, new MovementParameters { Speed = speed, Autonomous = autonomous }, sink);
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}
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@ -251,11 +251,22 @@ internal sealed class RemoteChaseHarness
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bool sticky = false,
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bool useSpheres = false,
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float targetRadius = 0f,
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float targetHeight = 0f)
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float targetHeight = 0f,
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uint wireStance = 0u)
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{
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Interp.InterruptCurrentMovement?.Invoke();
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Interp.UnstickFromObject?.Invoke();
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// R5-V4a: the unpack_movement HEAD style-on-change (GameWindow's
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// routing-head mirror — 0x00524440 @00524502-0052452c): fires for
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// EVERY movement type, BEFORE the type routing, on CHANGE only.
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if (wireStance != 0u)
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{
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uint wireStyle = 0x80000000u | wireStance;
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if (Interp.InterpretedState.CurrentStyle != wireStyle)
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Interp.DoMotion(wireStyle, new MovementParameters());
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}
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var mp = new MovementParameters
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{
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CanWalk = true,
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@ -871,4 +882,47 @@ public sealed class RemoteChaseEndToEndHarnessTests
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$"chase did not re-stick after the re-arm; mt={h.Mgr.MovementTypeState} " +
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$"dist={h.DistToPlayer:F2}");
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}
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/// <summary>
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/// R5-V4a: the unpack-head style-on-change — a chase arm (mt-6) whose UM
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/// carries a CHANGED stance applies the stance FIRST (retail
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/// unpack_movement @00524502-0052452c dispatches DoMotion(style) before
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/// the movement-type switch), so the creature draws into Combat and THEN
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/// runs — instead of chasing in the old NonCombat stance until the next
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/// mt-0 UM. Closes the RetailObserverTraceConformanceTests "S3 wires the
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/// unpack-level style-on-change" exclusion's production gap.
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/// </summary>
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[Fact]
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public void ChaseArm_WithStanceChange_AppliesStanceBeforeTheChase()
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{
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var h = new RemoteChaseHarness(_out);
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h.PlayerPos = new Vector3(0f, 12f, 0f);
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h.PlayerVelocity = Vector3.Zero;
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// settle in NonCombat — NO prior stance UM (the pre-V4 gap: nothing
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// but an mt-0 could change the stance).
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for (int i = 0; i < Seconds(0.5f); i++) h.Tick();
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Assert.Equal(RemoteChaseHarness.NonCombat, h.Seq.Manager.State.Style);
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// the arm carries the Combat stance in its UM header (mt-6).
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h.UmMoveToObject(wireStance: RemoteChaseHarness.Combat & 0xFFFFu);
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// the stance adopts at the head — before any chase motion completes.
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Assert.Equal(RemoteChaseHarness.Combat, h.Interp.InterpretedState.CurrentStyle);
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// ...and the chase still installs its forward cycle normally, now in
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// the Combat style family.
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int installTick = -1;
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for (int i = 0; i < Seconds(6f) && installTick < 0; i++)
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{
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h.Tick();
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if (h.Seq.Manager.State.Substate == RemoteChaseHarness.Run
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|| h.Seq.Manager.State.Substate == RemoteChaseHarness.Walk)
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installTick = i;
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}
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Assert.True(installTick >= 0,
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$"forward cycle never installed after the stance-carrying arm; " +
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$"mt={h.Mgr.MovementTypeState} substate=0x{h.Seq.Manager.State.Substate:X8}");
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Assert.Equal(RemoteChaseHarness.Combat, h.Seq.Manager.State.Style);
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}
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}
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Assert.DoesNotContain(sink.Calls, c => c.StartsWith("DIM 10000062"));
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}
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[Fact]
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public void Actions_ReplayCarriesAutonomyIntoTheInterpretedList()
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{
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// R5-V4 (#164): retail splices the ACTION's autonomy into the
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// dispatch params (bit 0x1000 — raw 305982:
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// `var_28 ^= ((action.autonomous << 0xc) ^ var_28) & 0x1000`), so a
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// replayed action enters the interpreted actions list
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// (InterpretedMotionState::AddAction consumes p.Autonomous) with its
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// REAL autonomy. Pre-V4 the replay params were ctor-default →
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// Autonomous always false.
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var mi = GroundedInterp(); // remote posture: IsLocalPlayer = false
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var sink = new RecordingSink();
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mi.MoveToInterpretedState(
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Ims(actions: new[] { new InboundMotionAction(0x10000062u, 5, Autonomous: true, 1f) }), sink);
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var entry = Assert.Single(mi.InterpretedState.Actions, a => a.Command == 0x0062);
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Assert.True(entry.Autonomous);
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}
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[Fact]
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public void InboundState_Defaults_MatchRetailUnPack()
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{
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@ -30,7 +30,14 @@ namespace AcDream.Core.Tests.Physics;
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/// tests in MotionInterpreterFunnelTests instead.
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/// - motion==0x80000000 entries (the unpack-level DoMotion(command_ids[0])
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/// style call for wire style index 0) — outside
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/// move_to_interpreted_state; S3 wires the unpack-level style-on-change.
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/// move_to_interpreted_state, so it can never appear in a
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/// MoveToInterpretedState replay; the filter stays for that trace-
|
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/// mechanics reason. The PRODUCTION gap the old note pointed at ("S3
|
||||
/// wires the unpack-level style-on-change") CLOSED in R5-V4: the
|
||||
/// GameWindow routing heads dispatch DoMotion(style) on change for every
|
||||
/// movement type (unpack_movement @00524502-0052452c; conformance:
|
||||
/// RemoteChaseEndToEndHarnessTests.ChaseArm_WithStanceChange_
|
||||
/// AppliesStanceBeforeTheChase).
|
||||
/// </summary>
|
||||
public class RetailObserverTraceConformanceTests
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue