feat(physics): port retail complete object frame pipeline
Restore the named-retail object update order across local, remote, static, projectile, animation, shadow, teleport, and effect lifetimes. Separate authoritative root commits from spatial rebucketing, preserve per-owner hook/FIFO ordering, and remove update-path allocations with exact lifecycle and residency gates. Add deterministic conformance, adversarial lifetime, GUID-reuse, pending-cell, quaternion, timestamp, and allocation coverage. Release build is warning-free and all 6,446 tests pass with five intentional skips; retail, architecture, and adversarial reviews are clean. Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
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77 changed files with 12513 additions and 1871 deletions
163
tests/AcDream.Core.Tests/Physics/Motion/MotionDeltaFrameTests.cs
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163
tests/AcDream.Core.Tests/Physics/Motion/MotionDeltaFrameTests.cs
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@ -0,0 +1,163 @@
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using System.Numerics;
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using AcDream.Core.Physics.Motion;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Tests.Physics.Motion;
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/// <summary>
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/// Conformance coverage for retail <c>Frame::combine</c> (0x005122E0).
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/// The production object tick accumulates one or more CSequence frames before
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/// composing that delta onto the live body, so translation and orientation
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/// must remain one indivisible transform.
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/// </summary>
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public sealed class MotionDeltaFrameTests
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{
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[Fact]
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public void Combine_MatchesRetailFrameOps_ForTranslationAndOrientation()
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{
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Quaternion baseRotation = Quaternion.CreateFromAxisAngle(
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Vector3.UnitZ,
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MathF.PI / 2f);
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Quaternion deltaRotation = Quaternion.CreateFromAxisAngle(
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Vector3.UnitZ,
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MathF.PI / 4f);
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var expected = new Frame
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{
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Origin = new Vector3(10f, 20f, 30f),
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Orientation = baseRotation,
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};
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FrameOps.Combine(expected, new Frame
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{
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Origin = new Vector3(2f, 0f, 1f),
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Orientation = deltaRotation,
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});
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var actual = new MotionDeltaFrame
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{
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Origin = new Vector3(10f, 20f, 30f),
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Orientation = baseRotation,
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};
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actual.Combine(
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new Vector3(2f, 0f, 1f),
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deltaRotation);
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AssertVectorEqual(expected.Origin, actual.Origin);
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AssertQuaternionEquivalent(expected.Orientation, actual.Orientation);
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}
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[Fact]
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public void Combine_SequentialFrames_RotatesLaterTranslationByEarlierTurn()
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{
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var accumulated = new MotionDeltaFrame();
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accumulated.Combine(
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Vector3.Zero,
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Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f));
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accumulated.Combine(
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new Vector3(0f, 2f, 0f),
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Quaternion.Identity);
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AssertVectorEqual(new Vector3(-2f, 0f, 0f), accumulated.Origin);
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AssertQuaternionEquivalent(
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Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f),
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accumulated.Orientation);
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}
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[Fact]
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public void Combine_NonCommutingRotations_UsesRetailPostMultiplyOrder()
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{
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Quaternion aroundX = Quaternion.CreateFromAxisAngle(Vector3.UnitX, 0.7f);
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Quaternion aroundY = Quaternion.CreateFromAxisAngle(Vector3.UnitY, -0.4f);
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var accumulated = new MotionDeltaFrame
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{
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Orientation = aroundX,
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};
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accumulated.Combine(Vector3.Zero, aroundY);
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AssertQuaternionEquivalent(
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FrameOps.SetRotate(Vector3.Zero, aroundX, aroundX * aroundY),
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accumulated.Orientation);
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Assert.True(MathF.Abs(Quaternion.Dot(
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accumulated.Orientation,
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Quaternion.Normalize(aroundY * aroundX))) < 0.999f);
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}
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[Theory]
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[MemberData(nameof(InvalidRotations))]
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public void Combine_InvalidCandidateRotation_RestoresPreviousQuaternion(
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Quaternion invalid)
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{
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Quaternion previous = Quaternion.CreateFromAxisAngle(Vector3.UnitY, 0.35f);
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var accumulated = new MotionDeltaFrame
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{
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Orientation = previous,
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};
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accumulated.Combine(Vector3.Zero, invalid);
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AssertQuaternionEquivalent(previous, accumulated.Orientation);
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}
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[Fact]
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public void Combine_NearZeroNonzeroQuaternion_NormalizesLikeRetail()
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{
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var accumulated = new MotionDeltaFrame();
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var tiny = new Quaternion(1e-30f, 0f, 0f, 0f);
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accumulated.Combine(Vector3.Zero, tiny);
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AssertQuaternionEquivalent(
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Quaternion.CreateFromAxisAngle(Vector3.UnitX, MathF.PI),
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accumulated.Orientation);
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}
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[Fact]
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public void Combine_OriginScale_DoesNotScaleRotation()
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{
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var accumulated = new MotionDeltaFrame();
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Quaternion turn = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 3f);
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accumulated.Combine(new Vector3(0f, 0.5f, 0f), turn, originScale: 2f);
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AssertVectorEqual(new Vector3(0f, 1f, 0f), accumulated.Origin);
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AssertQuaternionEquivalent(turn, accumulated.Orientation);
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}
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[Fact]
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public void Reset_RestoresIdentityFrame()
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{
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var frame = new MotionDeltaFrame
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{
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Origin = Vector3.One,
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Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitX, 0.5f),
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};
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frame.Reset();
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Assert.Equal(Vector3.Zero, frame.Origin);
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Assert.Equal(Quaternion.Identity, frame.Orientation);
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}
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private static void AssertVectorEqual(Vector3 expected, Vector3 actual)
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{
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Assert.Equal(expected.X, actual.X, 5);
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Assert.Equal(expected.Y, actual.Y, 5);
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Assert.Equal(expected.Z, actual.Z, 5);
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}
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private static void AssertQuaternionEquivalent(Quaternion expected, Quaternion actual)
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{
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float alignment = MathF.Abs(Quaternion.Dot(
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Quaternion.Normalize(expected),
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Quaternion.Normalize(actual)));
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Assert.InRange(alignment, 0.99999f, 1.00001f);
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}
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public static TheoryData<Quaternion> InvalidRotations => new()
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{
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Quaternion.Zero,
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new Quaternion(float.NaN, 0f, 0f, 1f),
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new Quaternion(float.PositiveInfinity, 0f, 0f, 1f),
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};
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}
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@ -13,8 +13,7 @@ namespace AcDream.Core.Tests.Physics.Motion;
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/// R2-Q5 — <see cref="MotionTableDispatchSink"/>: the funnel's dispatches go
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/// straight into <see cref="AnimationSequencer.PerformMovement"/> (no axis
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/// collection, no priority pick, no fallback chain — GetObjectSequence
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/// 0x00522860 + is_allowed decide) with the TurnApplied/TurnStopped
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/// ObservedOmega seam.
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/// 0x00522860 + is_allowed decide).
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/// </summary>
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public class MotionTableDispatchSinkTests
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{
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@ -100,15 +99,10 @@ public class MotionTableDispatchSinkTests
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}
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[Fact]
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public void ApplyMotion_Turn_Branch4Modifier_FiresTurnApplied_NoCycleChange()
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public void ApplyMotion_Turn_Branch4Modifier_PreservesCycleAndAppliesDatOmega()
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{
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var seq = MakeSequencer();
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uint? turnMotion = null;
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float turnSpeed = 0f;
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var sink = new MotionTableDispatchSink(seq)
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{
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TurnApplied = (m, s) => { turnMotion = m; turnSpeed = s; },
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};
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var sink = new MotionTableDispatchSink(seq);
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sink.ApplyMotion(Walk, 1.0f);
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sink.ApplyMotion(TurnRight, 1.5f);
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@ -116,22 +110,19 @@ public class MotionTableDispatchSinkTests
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// The AP-73 mechanism for real: substate cycle untouched, the turn
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// is a MotionState modifier with its dat omega combined.
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Assert.Equal(Walk, seq.CurrentMotion);
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Assert.Equal((TurnRight, 1.5f), (turnMotion!.Value, turnSpeed));
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Assert.Equal(1.2f * 1.5f, seq.CurrentOmega.Z, 3);
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}
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[Fact]
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public void StopMotion_Turn_FiresTurnStopped_UnwindsModifierPhysics()
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public void StopMotion_Turn_UnwindsModifierPhysics()
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{
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var seq = MakeSequencer();
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bool stopped = false;
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var sink = new MotionTableDispatchSink(seq) { TurnStopped = () => stopped = true };
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var sink = new MotionTableDispatchSink(seq);
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sink.ApplyMotion(Walk, 1.0f);
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sink.ApplyMotion(TurnRight, 1.5f);
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sink.StopMotion(TurnRight);
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Assert.True(stopped);
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// StopSequenceMotion Case B (0x00522fc0): subtract_motion of the dat
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// omega + modifier unlinked.
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Assert.Equal(0f, seq.CurrentOmega.Z, 3);
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@ -16,12 +16,9 @@ namespace AcDream.Core.Tests.Physics.Motion;
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/// Golden cardinals: N(0,+1)→0, E(+1,0)→90, S(0,-1)→180, W(-1,0)→270.
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///
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/// <para>
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/// <b>The packer-reuse trap (V0-pins §P5 correction):</b> acdream's
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/// outbound packer (<c>GameWindow.YawToAcQuaternion</c>) is wire-correct at
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/// the QUATERNION level but its internal scalar intermediate
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/// (<c>headingDeg = 180 - yawDeg</c>) is holtburger's shifted convention,
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/// NOT retail's wire convention. <see cref="MoveToMath.GetHeading"/> must
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/// use the CORRECT scalar bridge from acdream yaw (yaw=0 faces +X, per
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/// <b>The scalar-convention trap (V0-pins §P5 correction):</b>
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/// <see cref="MoveToMath.GetHeading"/> must use the correct scalar bridge
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/// from acdream yaw (yaw=0 faces +X, per
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/// <c>PlayerMovementController.cs:1022-1025</c>): <c>heading = (90 -
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/// yawDeg) mod 360</c> — NOT <c>180 - yawDeg</c>.
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/// </para>
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@ -164,6 +164,27 @@ public sealed class MovementManagerTests
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Assert.Equal(0, calls[0]);
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}
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[Fact]
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public void PerformMovement_ActivatesBeforeDispatch_EvenWhenTypeIsInvalid()
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{
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var (mm, _, _) = MakeFacade();
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int activations = 0;
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mm.ActivatePhysicsObject = () => activations++;
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Assert.Equal(WeenieError.None,
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mm.PerformMovement(new MovementStruct
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{
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Type = MovementType.StopCompletely,
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}));
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Assert.Equal(WeenieError.GeneralMovementFailure,
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mm.PerformMovement(new MovementStruct
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{
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Type = (MovementType)99,
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}));
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Assert.Equal(2, activations);
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}
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[Fact]
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public void PerformMovement_MoveToType_WithoutFactory_Fails0x47()
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{
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@ -21,9 +21,9 @@ namespace AcDream.Core.Tests.Physics.Motion;
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// the scalar) and drains pending_motions synthetically, so the two legs where
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// the live #170 residual actually lives have ZERO coverage:
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//
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// 1. the PHYSICAL turn: _DoMotion(TurnRight) → MotionTableDispatchSink.
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// TurnApplied → ObservedOmega → per-tick quaternion integration →
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// MoveToMath.GetHeading → HandleTurnToHeading's HeadingGreater test;
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// 1. the PHYSICAL turn: _DoMotion(TurnRight) → MotionTableDispatchSink →
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// DAT MotionData.Omega → CSequence's complete root Frame →
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// Frame::combine → HandleTurnToHeading's HeadingGreater test;
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// 2. the REAL drain: MotionTableManager pending_animations countdown fed by
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// CSequence AnimDone hooks (link-anim completions), popping
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// CMotionInterp.pending_motions via the MotionDoneTarget seam.
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@ -31,11 +31,9 @@ namespace AcDream.Core.Tests.Physics.Motion;
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// This harness wires a real MotionInterpreter + AnimationSequencer +
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// MotionTableDispatchSink + MoveToManager EXACTLY like GameWindow's
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// EnsureRemoteMotionBindings (GameWindow.cs:4251) and ticks them in
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// GameWindow.TickAnimations' per-entity order for the grounded branch=MOVETO
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// path (GameWindow.cs:9697 HandleTargetting → 9994 TickRemoteMoveTo →
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// 10024 get_state_velocity refresh → 10050 manual omega integration →
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// 10247 Sequencer.Advance → 10306 AnimationDone per AnimDoneHook →
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// 10309 Manager.UseTime). Wire events (aggro stance UM, mt-6 arms, attack
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// the retail per-object order: CSequence update → PositionManager adjust →
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// complete Frame combine → hook processing → Target/Movement/PartArray/
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// Position manager tail. Wire events (aggro stance UM, mt-6 arms, attack
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// UMs) replay the exact live sequence captured in launch-drainq.log
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// (2026-07-04, guid 0x80000BE5, Mite Scamp chasing the fleeing player).
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//
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@ -118,9 +116,6 @@ internal sealed class RemoteChaseHarness
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private readonly CreatureHost _creatureHost;
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private readonly TargetHost _playerHost;
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/// <summary>GameWindow's RemoteMotion.ObservedOmega twin.</summary>
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public Vector3 ObservedOmega;
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/// <summary>Scripted player (chase target) world position.</summary>
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public Vector3 PlayerPos;
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public Vector3 PlayerVelocity;
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@ -162,17 +157,7 @@ internal sealed class RemoteChaseHarness
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};
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// ── EnsureRemoteMotionBindings (GameWindow.cs:4251) verbatim ──
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Sink = new MotionTableDispatchSink(Seq)
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{
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TurnApplied = (turnMotion, turnSpeed) =>
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{
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float signed = (turnMotion & 0xFFu) == 0x0E
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? -MathF.Abs(turnSpeed)
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: turnSpeed;
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ObservedOmega = new Vector3(0f, 0f, -(MathF.PI / 2f) * signed);
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},
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TurnStopped = () => ObservedOmega = Vector3.Zero,
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};
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Sink = new MotionTableDispatchSink(Seq);
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Interp.DefaultSink = Sink;
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// #174: production binds the seam to Manager.HandleEnterWorld
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// (strip + full queue drain, retail 0x0050fe20 → 0x0051bdd0) —
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@ -425,64 +410,52 @@ internal sealed class RemoteChaseHarness
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// Player (chase target) moves per its scripted velocity.
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PlayerPos += PlayerVelocity * Dt;
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// 1. Voyeur delivery (player host HandleTargetting → this entity's
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// HandleUpdateTarget; GameWindow.cs:8094 runs before the per-remote
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// loop, 9697 in-loop).
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if (_targetArmed && Now - _lastDeliveryTime >= _quantum)
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DeliverTargetInfo();
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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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if (Body.OnWalkable)
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Body.set_local_velocity(Interp.get_state_velocity(), false);
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// 4. Manual omega integration (GameWindow.cs:10050-10058 verbatim).
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if (ObservedOmega.LengthSquared() > 1e-8f)
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// CPartArray::Update emits one complete local Frame: authored PosFrames
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// plus MotionData velocity/omega (CSequence::apply_physics 0x00524AB0).
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var rootFrame = new Frame
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{
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float omegaMag = ObservedOmega.Length();
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var axis = ObservedOmega / omegaMag;
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float angle = omegaMag * Dt;
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var deltaRot = Quaternion.CreateFromAxisAngle(axis, angle);
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Body.Orientation = Quaternion.Normalize(
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Quaternion.Multiply(Body.Orientation, deltaRot));
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}
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Origin = Vector3.Zero,
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Orientation = Quaternion.Identity,
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};
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Seq.Advance(Dt, rootFrame);
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// 5. R5-V3 (#171): the sticky steer — GameWindow's legacy-branch slot
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// (retail UpdatePositionInternal PositionManager::adjust_offset
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// @0x00512d0e, composed BEFORE the velocity integration). Origin is
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// mover-local; the rotation carries a RELATIVE heading (identity =
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// untouched = no turn).
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var pmDelta = new MotionDeltaFrame();
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// PositionManager receives that same Frame and may replace its motion
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// (sticky/interpolation) before Frame::combine applies translation with
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// the OLD orientation, then post-multiplies the relative orientation.
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var pmDelta = new MotionDeltaFrame
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{
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Origin = rootFrame.Origin,
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Orientation = rootFrame.Orientation,
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};
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Pm.AdjustOffset(pmDelta, Dt);
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if (pmDelta.Origin != Vector3.Zero)
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Body.Position += Vector3.Transform(pmDelta.Origin, Body.Orientation);
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if (!pmDelta.Orientation.IsIdentity)
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Body.Orientation = MoveToMath.SetHeading(
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Body.Orientation,
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MoveToMath.GetHeading(Body.Orientation) + pmDelta.GetHeading());
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Body.Orientation = Quaternion.Normalize(
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Body.Orientation * pmDelta.Orientation);
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// 5b. Position integration (UpdatePhysicsInternal, simplified: grounded,
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// no gravity participation for this scenario).
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Body.Position += Body.Velocity * Dt;
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// The fixture has no gravity or independent physical velocity, but run
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// the same physics primitive so a future fixture cannot accidentally
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// bypass the retail slot.
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Body.calc_acceleration();
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Body.UpdatePhysicsInternal(Dt);
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// 5c. R5-V3: PositionManager::UseTime (retail UpdateObjectInternal
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// tail @0x005159b3) — the sticky 1 s lease watchdog.
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Pm.UseTime();
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// 6. Anim loop (GameWindow.cs:10247-10309): advance, drain AnimDone
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// hooks into the manager countdown, zero-tick sweep.
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Seq.Advance(Dt);
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// process_hooks precedes the manager tail. AnimationDone decrements the
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// exact pending-animation node that owns the transition.
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var hooks = Seq.ConsumePendingHooks();
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for (int i = 0; i < hooks.Count; i++)
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{
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if (hooks[i] is DatReaderWriter.Types.AnimationDoneHook)
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Seq.Manager.AnimationDone(success: true);
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}
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// UpdateObjectInternal manager tail: Target → Movement → PartArray →
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// Position. A movement selected here contributes to next tick's Frame.
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if (_targetArmed && Now - _lastDeliveryTime >= _quantum)
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DeliverTargetInfo();
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Movement.UseTime();
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Seq.Manager.UseTime();
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Pm.UseTime();
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// ── Observables ──
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uint substate = Seq.Manager.State.Substate;
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@ -509,7 +482,7 @@ internal sealed class RemoteChaseHarness
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public void Snapshot(string tag)
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{
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string line = FormattableString.Invariant(
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||||
$"t={Now,6:F2} {tag,-14} mt={Mgr.MovementTypeState,-14} substate=0x{Seq.Manager.State.Substate:X8} heading={Heading,6:F1} dist={DistToPlayer,6:F2} pending={Interp.MotionsPending()} omega.Z={ObservedOmega.Z,6:F3}");
|
||||
$"t={Now,6:F2} {tag,-14} mt={Mgr.MovementTypeState,-14} substate=0x{Seq.Manager.State.Substate:X8} heading={Heading,6:F1} dist={DistToPlayer,6:F2} pending={Interp.MotionsPending()} omega.Z={Seq.CurrentOmega.Z,6:F3}");
|
||||
Trace.Add(line);
|
||||
_log?.WriteLine(line);
|
||||
}
|
||||
|
|
@ -627,7 +600,11 @@ internal sealed class RemoteChaseHarness
|
|||
AddLink(mt, Combat, Ready, AttackAction, MakeMd(AttackLink));
|
||||
|
||||
// Global (unstyled) TurnRight modifier — physics-only in Branch 4.
|
||||
mt.Modifiers[(int)(TurnRight & 0xFFFFFFu)] = MakeMd(TurnAnim);
|
||||
// The signed DAT omega is the rotation source, matching retail's
|
||||
// Humanoid motion table; no command-derived side channel exists.
|
||||
mt.Modifiers[(int)(TurnRight & 0xFFFFFFu)] = MakeMd(
|
||||
TurnAnim,
|
||||
omega: new Vector3(0f, 0f, -1.5f));
|
||||
|
||||
return (setup, mt, loader);
|
||||
}
|
||||
|
|
@ -646,7 +623,7 @@ public sealed class RemoteChaseEndToEndHarnessTests
|
|||
/// The core chase cycle: aggro stance change, one mt-6 arm at a target
|
||||
/// 90° off the creature's facing, 15 m away, stationary. Retail bar: the
|
||||
/// stance links play out (~1 s), the chase turn starts, completes at the
|
||||
/// turn rate (90° at π/2·2.08 rad/s ≈ 0.5 s), and BeginMoveForward
|
||||
/// authored turn rate (90° at 1.5·2.08 rad/s ≈ 0.5 s), and BeginMoveForward
|
||||
/// installs the forward cycle. Total budget: 4 s of ticks is generous.
|
||||
/// </summary>
|
||||
[Theory]
|
||||
|
|
@ -692,7 +669,7 @@ public sealed class RemoteChaseEndToEndHarnessTests
|
|||
Assert.True(installTick >= 0,
|
||||
$"forward cycle never installed within 6 s of the arm (bearing {bearingDeg}°); " +
|
||||
$"final: mt={h.Mgr.MovementTypeState} substate=0x{h.Seq.Manager.State.Substate:X8} " +
|
||||
$"heading={h.Heading:F1} pending={h.Interp.MotionsPending()} omega.Z={h.ObservedOmega.Z:F3}");
|
||||
$"heading={h.Heading:F1} pending={h.Interp.MotionsPending()} omega.Z={h.Seq.CurrentOmega.Z:F3}");
|
||||
Assert.True(installTick <= Seconds(4f),
|
||||
$"forward cycle took {installTick * Dt:F2} s to install (bearing {bearingDeg}°) — " +
|
||||
"retail installs within the turn duration (~1-2 s)");
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue