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:
Erik 2026-07-05 10:18:26 +02:00
parent 530453067a
commit f423884bd1
9 changed files with 213 additions and 20 deletions

View file

@ -30,7 +30,14 @@ namespace AcDream.Core.Tests.Physics;
/// tests in MotionInterpreterFunnelTests instead.
/// - motion==0x80000000 entries (the unpack-level DoMotion(command_ids[0])
/// style call for wire style index 0) — outside
/// move_to_interpreted_state; S3 wires the unpack-level style-on-change.
/// move_to_interpreted_state, so it can never appear in a
/// MoveToInterpretedState replay; the filter stays for that trace-
/// 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
{