Commit graph

78 commits

Author SHA1 Message Date
Erik
175ad6b0d0 fix(session): acknowledge login after first placement
ACE intentionally creates the local player Hidden and releases that materialization state on LoginComplete. Sending LoginComplete from raw F746 receipt raced canonical placement and left the login haze visible. Route one one-shot completion callback from Runtime's local first-entry terminal edge to graphical and prepared headless hosts; retain a guarded accepted-Create edge only for content-less headless sessions. Focused Runtime login tests, all 79 Headless tests, the connected user gate, and the Release build pass.
2026-08-03 12:10:42 +02:00
Erik
670f307c84 fix(physics): keep remote placement and targeting in one world frame
CreateObject positions are landblock-local, but Runtime first-entry previously submitted remotes with a zero world offset. Runtime now owns the accepted local-player world-frame center and converts remote placements before SetPosition. The local physics host also publishes body.Position rather than CellPosition's landblock-local origin, so TargetManager no longer directs monsters toward a phantom player position. User gate: monster/static placement, chase, and attacks accepted outside Tusker Barracks.
2026-08-03 08:59:31 +02:00
Erik
71604331cf wip(physics): collision O(changed) delta-commit (O1-O3) - ON HOLD, feel-test failed
Publication-throughput rework per the D2 design (docs/research/
2026-08-02-collision-throughput-handoff/design-note.md): O1 per-prefix
installed-key ledgers replacing the seal's full-map scans; O2 per-
landblock delta commit (LandblockReplacementApplyCursor against the
active root) replacing whole-world TransferTo; O3 empty staging root,
commit-time reflood (CObjCell::init_objects 0x0052B420 ->
recalc_cross_cells 0x00515A30), journal/peer-rebase machinery deleted
(~1,900 lines net).

Automated gates green: Runtime 999, Core physics 2,135, App 4,039/3,
Headless 79, complete solution 10,812/0/4; lifecycle gate PASS
(connected-world-gate-20260802-193029). Soak 194423: publication-side
acceptance fully met (37 -> 4 failures, all convergence dims zero,
loadedLandblocks baseline-identical, waitCue 6/9 -> 1/9).

COMMITTED AS WIP ON USER DIRECTION - NOT ACCEPTED. The user feel-test
FAILED on this tree: monsters still pop into existence at close range,
monsters spawned mid-air far ahead, static placements visibly wrong,
plus 243x "Landblock already has a full retirement receipt"
InvalidOperationException catch-retry loop during origin recenter
(launch-feeltest-oclone.log). The 4 remaining soak failures
(pendingLandblockRetirements 131/122 at the Caul->Sawato stops) and the
implementer's "exposed pre-existing" classification are under
re-judgment against that loop. Dual reviews were dispatched and then
stopped mid-flight on user direction; NO review has passed this commit.
Full problem inventory + next-agent instructions:
docs/research/2026-08-02-collision-throughput-handoff/.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 20:06:59 +02:00
Erik
529e0e9d88 feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8)
Campaign P remaining-physics-divergence, placement cutover slice C3c
(docs/plans/2026-08-02-placement-cutover.md). Both production hosts now
register every initial Create through the residence + continuation-
executor + first-entry-conductor machinery (C0-C3b):

- Graphical (route 1): RegisterEntityWithInitialResidence at Create; the
  shared RuntimeFirstEntryDriveController pumps both conductors from the
  placement-receipt flow; MaterializeProjection and RebucketLiveEntity
  are presentation-only while a residence is ACTIVE (ExecutorCompleted is
  the presentation-binding receipt); post-residence entities take the
  full legacy path including the prepare_to_enter_world clock edges.
  PlayerModeController attaches presentation to the Runtime-published
  controller; its legacy resolve/step-heights/host-construction path is
  deleted; presentation-only rollback (retail has no entry-flow rollback).
- Headless (route 8): OnSpawned registers with residence when a drive
  exists; content-less sessions keep the pre-flip direct registration;
  SynchronizeLocalPlayer/CreateController/ApplySetupStepHeights deleted;
  prepared-collision read failure is a typed AwaitingCollisionSource
  retry; far remotes outside the service window complete celless.
- RuntimeLocalPlayerMovementState.Controller setter sealed internal; all
  controller mutation flows through the publication lifecycle.

Fix slices landed within this cutover, each dual-gated:
- F1: live movement-stat/server-physics application routed through the
  Runtime ownership seam (post-logout ingest crash on the retired
  controller eliminated; RuntimeMovementSkillProjection deleted).
- F2: login activation wedge - collision-admission prefix gate factored
  out of the seal (reentrant-commit RejectedAuthority), rearm generation
  identity corrected, PlayerModeAutoEntry requires the Runtime-published
  controller (world reveal can no longer seal unmaterialized).
- F3: landblock-prefix 0-sentinel replaced by explicit absent-id guards;
  map-corner landblocks (grid row/col 0) fully legal through admission,
  park/rearm/retire, quiescence, and outdoor shadow seeds.
- F5: local-player first-entry ground contact seeded by the shared
  SpawnPlacementSettler (moved App->Core) at FinalizeActivation - the
  retail first-gravity-frame touch (enter_world 0x00516170 carries no
  seed); the legacy unconditional force-seed is overwritten by a real
  floor-found contact; airborne spawns stay airborne; outbound contact
  bit verified end-to-end. Fixes the standing-cast 'You can't do that
  while in the air!' rejections.
- R1 (dual-review round): login constraint leash armed at the committed
  placement (HandleReceivedPosition 0x00453FD0 analog); register rows
  AD-61 (settle-timing compression now covering the local player) and
  AD-42 (repointed off the deleted resolve split) in this commit;
  residence-conversion owner API; wire-landblock guards; drive-pending
  ledger in IsConverged; route attach/detach latch; executor-drain drift
  model documented + source-pinned.

Gates: Runtime 1,003, App 4,039/3 skips, Headless 79, complete solution
10,816/0 failed/4 skips (Release, -m:1); connected lifecycle/reconnect
gate PASS (logs/connected-world-gate-20260802-175401; graceful exits,
world-visible, zero airborne rejections). The nine-stop soak remains red
for the pre-existing 6b28ff99 whole-world collision-clone throughput
regression (attributed with evidence; scheduled as its own slice before
C5). Dual Opus reviews (retail-conformance + adversarial): delta PASS.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 18:10:33 +02:00
Erik
0934a12111 feat(runtime): construct remote bodies at Create per retail set_description
Cutover slice C3b: residence-route remote/creature/projectile Creates now
get their canonical PhysicsBody at Create time — retail's order, closing
the C3 flip's Finding C (production builds bodies at first motion; retail
builds them in ACCObjectMaint::CreateObject). RuntimeRemoteBodyDescription
walks set_description 0x00514F40 exactly: the motion-table gate (zero id
PASSES — verified at 0051871f/005127ca), the frame-vs-movement branch
keyed on retail's movement_buffer != 0 (an empty-buffer movement payload
takes the PLACEMENT branch and writes no autonomy — the wire-shape defect
the retail review caught), set_state, the byte-certain friction gate
(inclusive [0,1]; NaN deliberately skipped per the gates doc's sanctioned
deviation), the set_elasticity clamp with retail's unordered-to-zero NaN
routing (ACE diverges to 0.1 on that edge), the translucency gate
(!= 0.0f, original always recorded), velocity via setter, omega raw, and
ctor-defaults for absent wire fields (0.95f/0.05f/0 — the fresh-desc-per-
message flow verified at both UnPack call sites). InWorld stays false
until submission, the enter_world analog.

RuntimeRemoteFirstEntryState sequences mover-prep -> body construction ->
placement -> acknowledgement -> Execute with every C3a hardening
inherited: exactly-once stages, the shared acknowledge-stage
discriminator (extracted to RuntimeFirstEntryAcknowledgement, one body
for both conductors), typed Contention against in-flight remote-motion
binds, never-clobber body binding through the canonical writer (foreign
body fails closed — provably safe coexistence with today's
build-at-first-motion path in both directions), automatic convergence
through the retirement fan-out, and the construction receipt riding the
terminal Advance. Dormant: no production caller; C3c wires both hosts.

Reviewed: retail-conformance PASS (the construction order, both gate
boundary/NaN semantics, the motion-table and autonomy verdicts all
re-derived from the pseudo-C) + architecture/adversarial PASS after one
fix round. Runtime 982/982; complete Release solution 10,777 passed / 4
intentional skips.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 10:20:48 +02:00
Erik
960373df2e feat(runtime): first-entry conductor sequences local-player world entry
Cutover slice C3a: the resumable transaction that dissolves the C3
flip's circularity finding. RuntimeLocalPlayerFirstEntryState drives the
local player's complete entry in retail's own order — authored-mover
preparation (the makeObject/set_description shape analog, via a pure
no-submit extraction TryPrepareAuthoredMover), the publication chain's
off-canonical Prepare + atomic body Commit against the residence's exact
placement token, the Evaluate/CommitActivation enter-world analog, the
Place-receipt acknowledgement as that act's virtualized completion, and
only then the executor's FIFO drain (retail: enter_world at 93824
strictly precedes ProcessObjectNetBlobs at 93831). Five stages, eight
typed statuses, exactly-once per stage under retry, no second token
copies, and an acknowledge-stage discriminator that separates
not-yet-FIFO-head (retryable) from authority-moved (typed abandonment) —
a mid-flight delete can no longer strand a retry-forever entry.

The residence retirement notification becomes an ordered multicast
(snapshot-iterated per the event-stream precedent), the lifetime
constructs the conductor with a late-bind Publication seam (transactional
unbound failure — no mutation before the throw), deletion/reset converge
the conductor automatically through the same choke points as the
executor, and its active count is in the ownership snapshot and
IsConverged. Dormant: no production Advance caller; GameRuntime binding
is C3c's first act.

Reviewed: retail-conformance PASS (the stage order verified
step-for-step against retail's entry sequence; the live-controller-on-
abandonment invariant proven structurally enforced and retail-correct —
retail has no entry-flow rollback) + architecture/adversarial PASS after
one fix round (acknowledge-stage authority discrimination; the wiring
fold; two prescribed pre-C3c hardenings). Runtime 948/948; complete
Release solution green across all nine projects.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 09:43:15 +02:00
Erik
fe02c4f56d feat(runtime): public initial-Create completion surface for hosts
Cutover slice C3-1 (the C3 flip's Runtime prerequisite, landed separately
after the flip itself was halted with structural findings — see the plan's
C3a/b/c decomposition). Hosts can now read the executor-completion facts
they must bind at cutover through one public, generation-gated channel
accessor: RuntimePlacementProjectionChannel.TryGetInitialCreateCompletion
returns RuntimeInitialCreatePlacementCompletion — the teleport-hook phase,
resident cell, replay outcomes, and per-Position route facts (disposition,
constrain phase, hook phase, stop-interpolation/zero-velocity/preserve-
heading/send-position flags) via public 1:1 mirror enums of the internal
classifier vocabulary. The projection is built once at completion, cached
in the same reaped entry as the internal receipt (identical acknowledge/
discard/clear lifecycle, ledger-covered), and read allocation-free.
Mirror maps enumerate every value explicitly with throwing catch-alls,
guarded by a sabotage-verified arity/round-trip reflection test. Doc
comments pin the two consumption rules: unparent/placement-frame are
already applied to the canonical snapshot (hosts must not re-apply), and
array order — not Sequence — is the authoritative Position-fact ordering.

Reviewed: architecture PASS + retail-conformance PASS (mirrors verified
member-for-member against the retail phase semantics; the route-fact
selection confirmed to cover exactly the host-bindable deferrals).
Runtime 932/932; complete Release solution 10,727 passed / 4 skips.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 08:17:12 +02:00
Erik
63c601ff4d perf(runtime): halve accepted-placement allocations via pooled operations
Cutover slice C2: the dormant placement path's per-operation cost was the
recorded activation blocker for routing frame-frequency traffic through
the canonical SetPosition owner (1,880 B/op measured at 4B2, cap 2,048).
Root-cause removal, not a raised cap: the per-operation envelope is now
pooled (bounded 64, reset-at-rent, InPool double-retire guard, cleared on
session reset/dispose and surfaced as a diagnostic ownership count), the
two engine-callback closures became one cached delegate over an explicit
context stack, and the pending-projection head read no longer boxes the
sorted enumerator. Measured 2,032 -> 944 B/op; the regression gate
tightens to 1,536. The residual floor is documented at the gate: ~520 B
inside Core's PhysicsEngine.SetPosition (outside this slice's scope) and
~208 B of sorted-tree node per pending receipt.

Pooling demanded — and received — the full staleness-discipline rework:
every frame holding an operation across a reentrancy point now captures
its never-reissued token and revalidates via fresh lookup
(IsCurrentByToken / token-shaped CancelCore), because a recycled
instance reinstalled at the same key makes every reference-identity
check a tautology. All ~26 sites audited (15 remain reference-based with
per-site no-reentrancy proofs); CommitCanonical's post-callback reads
are hoisted stack locals mirroring retail's savedTransientState pattern
(handle_all_collisions bits, pseudo-C 283952), its bookkeeping writes
are token-gated, and the settle path stays deliberately identity-
agnostic because retail's SetPositionInternal runs its physical settle
unconditionally even for displaced operations.

Reviewed: retail-conformance PASS + architecture/adversarial PASS after
two fix rounds (the ground-edge recycle window, the pool's cross-reset
retention, the class-wide tautology, a self-found snapshot-reference
iteration hazard). Runtime 927/927; complete Release solution 10,722
passed / 4 intentional skips; budget test green at the tightened gate.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 07:43:11 +02:00
Erik
67f63e85e5 feat(runtime): bridge executor completion to the placement stream
Cutover slice C0 (docs/plans/2026-08-02-placement-cutover.md): the seam
work that lets C3 flip hosts onto a complete receipt stream instead of
growing one mid-cutover. The executor's Released exit now publishes an
acknowledge-only ExecutorCompleted receipt through the one placement
projection stream — registered before observer dispatch, correlated to
the full execution receipt, reaped exactly once on acknowledgement/
discard/session-clear, and counted in the convergence ledger. All three
production placement sinks acknowledge-and-ignore the new kind via early
returns proven behavior-preserving for every existing kind; without them
the first such receipt at cutover would permanently wedge the exact-head
FIFO behind sinks that return false. Provably inert today: the publisher
has no production caller.

Execute's live inputs now derive from Runtime's own owners bound at
GameRuntime construction: UsePositionFromServer is retail's exact
autonomy_level != 2 (CommandInterpreter::UsePositionFromServer
0x006B3B40, startup-only knob), and PlayerDistance uses the live movement
controller's position with a null-safe fallback to the caller struct —
never a fabricated origin. TryPrepareAndSubmitAuthoredPlacement chains
the prepared-collision Setup read through PrepareMover to submission with
zero validation-semantics changes. TryCommitParent and CommitWithdrawal
gain the sibling cancellation flow (residence + ordinary placement
family); TryCommitParent deliberately omits LeaveWorld — retail's
set_parent performs its single gated leave_world (0x00515A90) and a
second would have no counterpart.

Not fully dormant: the two cancellation fixes change Runtime paths
production already calls (today as no-op-adjacent hardening, since
nothing upstream begins a residence yet); everything else is reachable
only by tests. Reviewed: retail-conformance PASS + architecture/
adversarial PASS after one fix round (sink wedge, completion-receipt
lifecycle, null-controller distance). Runtime 921/921; complete Release
solution 10,716 passed / 4 intentional skips.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 05:22:37 +02:00
Erik
5db3de3c7a feat(runtime): execute initial placement continuations
The admission checkpoint (30012361) sealed accepted updates behind a
pending initial placement; nothing could apply them, so AcknowledgeAdoption
refused any non-empty FIFO and the residence system had no path to
completion. RuntimeInitialCreateContinuationExecutor is that missing
mechanism: a synchronous, retry-idempotent Execute transaction that adopts
the acknowledged initial placement exactly once (consuming the retained
completion so later authored placements for the key can begin), emits the
AfterEnterWorld hook request for the local player, replays deferred
missing-parent raw Creates and queued parent relations by parent GUID
(retail ProcessObjectNetBlobs order: whole-bucket detach, FIFO dispatch,
cancellation-aware restore), and drains the mixed continuation FIFO
strictly by sequence with retail route decisions taken at execution time
via ClassifyAcceptedPosition on live inputs (server-asserted wire contact,
data-driven animation proxy, live distance/options).

Apply bodies are shared with the legacy fused paths through new gate-less
instance seams on InboundPhysicsStateController that keep the one snapshot
store in lockstep; SameIncarnationCreate envelopes apply atomically with
per-stage idempotency and buffered publication after the final stage;
every abandonment path retires the residence through the lifetime choke
point and converges the ownership ledger (executor progress, deferred
buckets, replay windows, placement watches all folded into IsConverged).
Position/placement side effects are exactly-once under retry, external
mutations are detected via a field-masked executor baseline, and
AwaitingContinuationPlacement yields keep the FIFO head retryable.

Production routes are deliberately untouched: graphical and headless
Create still use legacy RegisterEntity, and no host calls Execute. The
cutover is the next checkpoint; AP-1/AD-1 remain open until it lands.
Register rows AD-59/AD-60/AP-130/AP-131/AP-132/TS-62/TS-63 document the
slice's deviations in this commit.

Reviewed: retail-conformance PASS + architecture/adversarial PASS after
five implementation rounds (wire-contact source, snapshot lockstep,
WeenieDescription merge, abandonment convergence, reentrant retirement
windows, acknowledged-completion leak, baseline precision, replay
containment/restore, queue-by-parent-GUID relation deferral all fixed at
root cause). Runtime tests 903/903; complete Release solution 10,696
passed / 4 intentional skips; focused executor gate 161/161.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-02 03:49:56 +02:00
Erik
30012361e1 feat(runtime): freeze initial placement inbound admission 2026-08-01 21:00:03 +02:00
Erik
38fd4b8dc9 feat(runtime): own initial create residence transaction 2026-08-01 19:35:08 +02:00
Erik
3f800a4aec feat(runtime): classify retail authoritative position routes 2026-08-01 18:23:07 +02:00
Erik
0fbc7a1fb7 fix(runtime): preserve hidden setposition collision ownership 2026-08-01 18:22:45 +02:00
Erik
9b0f59bd1b feat(runtime): atomically replace collision generations 2026-08-01 17:33:34 +02:00
Erik
99bf1751bb feat(runtime): quiesce collision prefix replacements 2026-08-01 16:05:46 +02:00
Erik
f05ed5c3cd feat(app): observe canonical placement receipts 2026-08-01 15:22:52 +02:00
Erik
74c9b155bd feat(app): project canonical runtime placements 2026-08-01 15:00:49 +02:00
Erik
ef43667872 feat(runtime): own placement projection acknowledgement 2026-08-01 14:31:39 +02:00
Erik
5785a07b3e feat(runtime): commit dormant SetPosition activation 2026-08-01 14:25:02 +02:00
Erik
99f867f053 feat(runtime): seal dormant SetPosition evaluations 2026-08-01 11:31:58 +02:00
Erik
22651c823d feat(runtime): publish dormant local physics ownership 2026-08-01 10:01:30 +02:00
Erik
442cb8f97b feat(runtime): prepare authored SetPosition movers 2026-08-01 09:16:09 +02:00
Erik
237d1184d2 feat(runtime): own SetPosition collision reports 2026-08-01 00:15:11 +02:00
Erik
270f5154b9 feat(runtime): expose dormant placement receipts 2026-07-31 23:11:44 +02:00
Erik
4c02ac4259 feat(runtime): own deferred set-position residence 2026-07-31 22:32:49 +02:00
Erik
6b28ff999c fix(physics): make collision activation starvation-free 2026-07-31 18:34:46 +02:00
Erik
d94145e6b8 fix(physics): seal collision generations before activation 2026-07-31 15:53:05 +02:00
Erik
be94bc9b06 fix(physics): activate collision generations atomically 2026-07-31 15:19:25 +02:00
Erik
d6e8b60303 fix(movement): invalidate burden on enchantment changes 2026-07-31 10:16:27 +02:00
Erik
5a0f9868a6 fix(physics): port retail slope landing stop 2026-07-31 09:10:53 +02:00
Erik
461a1fb7b4 feat(player): port retail augmentation stat chain 2026-07-31 08:08:23 +02:00
Erik
bb1640f777 fix #270 closeout: strip investigation probes; close the issue
User-verified: casting fixed (exhaustion-edge gate) and monster attack
animations restored (spawn settle placement + lost-cell retry). Final
session evidence: 14/15 spawn settles grounded; Falling-refusal spam
collapsed 2,954 -> 15 transient pre-settle lines.

Strips the [UM-ACT]/[MT-FAIL]/[SPAWN-PLACE]/[remote-edge] probes, the
MotionInterpreter.DiagnosticGuid plumbing, and the two throwaway probe
tests (motion-table attack sweep, vitae color dump - both findings are
recorded in ISSUES/research). Complete Release suite: 10,030 passed /
5 skips / 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 07:26:57 +02:00
Erik
a46c8e65b2 fix #270: fire ReportExhaustion on the stamina-exhaustion edge only, not every stats tick
Retail calls CPhysicsObj::report_exhaustion from exactly one site -
CommandInterpreter::HandleExhaustion (0x006b3c70), a notification handler
for the stamina-exhaustion EVENT. Campaign P P1 wired it to every
movement-stats application instead (every stamina regen/drain tick), and
each call re-dispatches the current movement state through the animation
sink - truncating any in-flight action animation. The diagnostic session
log shows 490 spurious casting-stance re-queues in one short session:
'sometimes stuck in spell animations' was every stamina tick that
collided with a cast gesture's play window.

The re-apply now fires only when the exhausted state (stamina == 0)
transitions, matching retail's event semantics. Stats still reach
PlayerWeenie immediately via RuntimeMovementSkillProjection.ApplyTo.

Also adds the [remote-edge] probe (rides ACDREAM_DUMP_MOTION=1): one
line per remote HitGround/LeaveGround - each such edge drains the
mover's pending action animations (retail HandleEnterWorld), the
working theory for intermittently missing monster attack swings.

Complete Release suite: 10,026 passed / 5 skips / 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 22:11:20 +02:00
Erik
2d611b2b01 fix(physics): #265 landing-bounce family - retail check_contact seed + velocity-free landing commit
Retail jump landings BOUNCE: the floor touch records both a contact plane
(grounding) AND a collision normal (collided_with_environment), and
handle_all_collisions reflects the unmodified impact velocity off it at
5% elasticity (v += -(v.n)(elasticity+1).n, DEFAULT_ELASTICITY 0.05
@0x007c6a7c). Our transition already recorded both facts; the bounce was
suppressed by the AD-25 adaptation stack in the per-tick commit: a
Velocity.Z<=0 landing gate (needed because the resolver glued ascending
movers to the ground) plus a landing Velocity.Z=0 hand-zero whose stated
purpose was making the reflect a no-op. Downhill glided instead of
bouncing, flat-ground landings had no pop, and uphill jumps flapped
between grounded/airborne against the animation machine.

Three retail mechanisms replace the stack:
- check_contact (0x0050f5b0) seeding in ResolveWithTransition: a body in
  CONTACT seeds the transition's contact only while v.contactPlane.N <=
  0.0002; moving away seeds the last-known plane alone (get_object_info
  0x00511cc0). Ascending jumps therefore run contact-free (ballistic, no
  glue) - the gate's reason-for-being is gone. The plane requirement is
  strict: Contact-without-plane is unrepresentable in retail.
- SetPositionInternal-shaped commit (0x00515330, byte-read end-to-end,
  velocity-sign-FREE): contact purely from the transition's contact
  plane, HitGround on the airborne->walkable edge, HandleAllCollisions
  with unmodified impact velocity. Whole commit gated on Ok &&
  candidateMoved (retail pc:283657 skips SetPositionInternal entirely
  when the candidate did not move) - a standing body's contact state is
  never re-derived, which is what keeps rest bit-stable (AD-41 updated).
- Byte decodes: gate override state&0x800000=Sledding, zero branch
  state&0x20000=Inelastic, reflect strictly dot<0 - our port already had
  all three correct.

Settle: real landings (>=0.25 m/s) bounce and decay geometrically;
smaller impacts are consumed by retail's unconditional small-velocity
zero, so standing never micro-bounces. Re-baselines documented in place:
landing-survival pin measures decay post-settle; LiveCompare_Tick0/376
pin the new IsOnGround=false on zero-move ticks (captured true was the
retired seed echo; tick 376's captured body carries an 11.8 m/s grounded
velocity from the deleted get_state_velocity-overwrite era); de-overlap
fixture now carries the plane real grounded bodies always have. New
pins: LandingBounceSeedingTests (ascent no-seed, rest keeps contact,
strict plane, slope 5% reversal + tangential preservation, Sledding
override).

Investigation + implementation record:
docs/research/2026-07-30-landing-bounce-family.md. Complete Release
suite: 10,031 passed / 5 skips / 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 20:12:06 +02:00
Erik
06c76009f1 fix(physics): #265/#166 - stop zeroing grounded residual velocity, wire GroundNormal
Capture bisect (docs/research/2026-07-30-265-capture-bisect.md, mined
from artifacts/matrix-session2-resolve.jsonl records 3415-3434) traced
#265's lost roof slides / permanent landing freeze and #166's missing
downhill sled to a pre-existing (2026-07-20, ten days before Campaign P
- not a regression) mechanism in PlayerMovementController.cs's grounded
quantum block: it hand-zeroed Velocity.X/Y to exactly zero every tick
once OnWalkable whenever animation root motion drives the walk (the
production graphical local-player path), discarding any residual
horizontal momentum a fall left on the body before calc_friction
(AP-7/AD-55, already correctly ported) or PhysicsBody.
UpdatePhysicsInternal's Euler integrator ever got a chance to act on it.

Two changes:

1. PhysicsEngine.cs now syncs body.GroundNormal (the vector
   calc_friction dots velocity against, per retail
   CPhysicsObj::calc_friction 0x0050ee70's `contact_plane.Normal` read)
   from the committed ContactPlane.Normal at the same commit point that
   already publishes ContactPlane. GroundNormal had zero production
   writers before this and silently defaulted to Vector3.UnitZ forever
   - even surviving velocity would have been tested against a fake
   flat-ground normal on any real slope. Core-level, so player, remote,
   ordinary, and projectile movers all benefit uniformly.

2. PlayerMovementController.cs's grounded block no longer reconstructs
   Velocity at all for the animation-root-motion case (only the
   headless/test-controller get_state_velocity fallback still does,
   unchanged). Root motion continues to fully own commanded locomotion;
   this only stops destroying whatever Velocity already holds, letting
   it compose with root motion through the same ResolveWithTransition
   sweep exactly as retail's CPhysicsObj::UpdatePositionInternal
   composes both channels.

Symptom (a), the uphill-jump bounce, traces to a SEPARATE, byte-exact
(re-verified against acclient_2013_pseudo_c.txt:282647-282760),
already-closed retail mechanism (AD-25, PhysicsObjUpdate.
HandleAllCollisions's shouldReflect gate) - confirmed orthogonal to this
fix, not addressed here (see the research doc's as-fixed addendum §9.5).

Issue265SteepSlopeCaptureBisectTests.cs gains a composed harness
(ReplayRealRoofLandingComposed) mirroring PlayerMovementController.cs's
per-tick composition against Core types only, proving: the old model
reproduces the mined freeze exactly; the new model survives the landing
and slides continuously (the real captured geometry glides at constant
velocity per retail's own dot>=0.25 early-return - AP-7); a synthetic
dot<0.25 case shows genuine exponential decay via calc_friction; and a
synthetic uphill-bounce case proves the fix changes nothing about
HandleAllCollisions's reflection decision.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 19:28:28 +02:00
Erik
a814c1c73b fix(diag): stat-chain recompute probe string build
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 17:37:10 +02:00
Erik
f6e895c06c feat(diag): #266 - [stat-chain] apparatus across the vitae-to-movement chain
Three permanent low-volume probes: installed vitae record (id/type/key/
value) at ReplaceManifest, any vitae record dropped by GetMod's
spell-table prepass (retail's _vitae singleton never runs family
stacking - if this fires, hoist the Bucket-4 branch), and the full
recompute state (base skills, runMod, effective skills, active count).
One instrumented relog decides the break point.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 17:35:32 +02:00
Erik
c0afcacbb2 fix(physics): movement-parity fixes - adjusted catch-up cap, autorun retail semantics, AP-30 retired
Ports CMotionInterp::get_adjusted_max_speed (0x00527D00, byte-decoded:
bare rate unless RunForward; forward_speed x 4.0 when running;
current_speed_factor proven a ctor-constant 1.0 at 0x00528C34) and swaps
all five interpolation catch-up call sites to it - retail's
fUseAdjustedSpeed_ static (.data 0x0081F418 = 1) makes this the live
branch, so standing/walking remotes now catch up at ~2x runRate instead
of 4x too fast (the #41/#165 presentation family). Autorun now hard-
forces Run for its duration and cancels on every fresh forward press
(CommandInterpreter::HandleNewForwardMovement 0x006b3d60 is literally
SetAutoRun(0,1)); the old test pin codified the divergence. AP-30
retired: retail Frame::is_equal genuinely uses the 0.0002 epsilon - the
row recorded a non-divergence. Three catch-up test pins re-baselined to
retail semantics with citations. Full Release suite 9,983/0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 15:04:17 +02:00
Erik
9e17554ed4 fix(physics): P5 commit 3 - retire TS-35, close #167 (ConstraintManager leash)
PhysicsBody.IsFullyConstrained now reflects real ConstraintManager state
(pushed every tick by the same per-tick pumps commit 2 wired), so
jump_is_allowed's already-ported gate (WeenieError 0x47) actually fires
while an object is rubber-banding hard against a server position
correction, closing the last piece of #167.

Housekeeping:
- Delete register row TS-35 (retired: the write side is no longer stubbed).
- Rewrite the stale doc comments on PhysicsBody.IsFullyConstrained,
  ConstraintManager (class + IsFullyConstrained), PositionManager.ConstrainTo,
  EntityPhysicsHost.PositionManager, and PlayerMovementController.PositionManager
  that described the leash as permanently unarmed/stubbed.
- Close #167 in ISSUES.md citing the research doc and commits e0629145 /
  7719d25b.
- Add an "as-ported" addendum to
  docs/research/2026-07-30-constraint-leash-constants.md naming the actual
  current seam owners (the doc's own open question flagged this as
  implementer-verify-required post-J-slices).
- Update docs/plans/2026-07-29-physics-parity-campaign.md's P5 status and
  CLAUDE.md's Campaign P summary to reflect #167's closure (items #153/#72
  remain open in P5).

Verification: complete solution suite green - 9,978 tests, 5 skips, 0
failures across all 9 test projects (Core.Tests, Runtime.Tests, App.Tests,
Headless.Tests, Core.Net.Tests, Content.Tests, UI.Abstractions.Tests,
Bake.Tests, Cli.Tests).
2026-07-30 12:12:29 +02:00
Erik
7719d25bc5 feat(physics): P5 commit 2 - arm the ConstraintManager leash on accepted positions (#167)
Wire ConstraintManager.ConstrainTo at every current acdream inbound-position
acceptance seam, matching retail SmartBox::HandleReceivedPosition
(0x00453fd0):

- Remote (player + NPC): LiveEntityNetworkUpdateController arms right after
  the hard-teleport branch (remotePlacementRequired) returns - reaching that
  point already means MoveOrTeleport did NOT hard-place - anchored to the
  object's own live IPhysicsObjHost.Position.
- Local player teleport: PlayerMovementController.SetPositionCore now runs
  UnConstrain (retail teleport_hook 0x00514ed0, previously a no-op because
  nothing armed the leash) then re-arms anchored to the just-snapped
  position, composing with the existing StopCompletelyAtPhysicsObjectBoundary
  velocity zero rather than duplicating it. CommitPreparedPosition mirrors
  the same pair for the deferred player-mode-entry commit path.
- Local player ForcePosition: PlayerMovementController.BlipPosition arms
  with NO preceding UnConstrain (retail BlipPlayer/SetPositionSimple
  survives motion/velocity/stick, and the leash is no different).

Push PhysicsBody.IsFullyConstrained from PositionManager.IsFullyConstrained
at the SAME per-tick chokepoint each pump already runs AdjustOffset
(PlayerMovementController.Update, RuntimeRemotePhysicsUpdater.Tick/TickHidden)
so TS-35's read gate in jump_is_allowed sees live state instead of a stub
that is never written.

Tests: local-player arm/teardown/rearm/taper/jump-refusal (Runtime.Tests,
PlayerMovementControllerTests), remote-tick IsFullyConstrained push
(Runtime.Tests, RuntimePhysicsStateTests). Full Core/Runtime/App suites
green with no regressions.
2026-07-30 12:05:19 +02:00
Erik
7a0f836af5 fix(physics): AP-129 review fix - port CanMoveInto/IsAllowedIn, stop failing closed
Campaign P Slice P4 Opus review verdict: FIX-FIRST. RestrictionObjPrevalenceInspectionTests
(commit 3b5e0992) found 103,766 of 729,888 installed EnvCells (1,293 landblocks -
the whole housing estate) carry a baked RestrictionObj. The AP-71 gate's
unconditional fail-closed default (CanMoveInto unmodeled) would have locked
every apartment/cottage/villa interior for every player, including its own
owner - a live regression, not the "inert in dev content" the original
register row assumed.

Ports ACCWeenieObject::CanMoveInto (0x0058da40, pc:407982-408056) and
RestrictionDB::IsAllowedIn (0x005ae8f0, pc:444493-444516) verbatim into
ObjectInfo.CheckEntryRestrictions:
- owner_iid == 0 or == mover's own guid -> admit (open/owner)
- no RestrictionDB (retail _db == 0, i.e. never authored or not yet
  received) -> admit
- present RestrictionDB -> IsAllowedIn: open-to-public flag, OR mover
  shares the house's allegiance monarch, OR mover's own guid is a
  guest-table member
- unresolved restriction object -> fails CLOSED, exactly retail's own
  fallback when GetObjectA can't resolve it (pc:704-716)

Wire feed (Core.Net):
- CreateObject.cs: HouseOwner (WeenieHeaderFlag 0x02000000), HouseRestrictions
  (0x04000000), and Monarch (0x40) PWD-tail fields were parsed-and-skipped;
  now captured. Also fixes the HouseRestrictions PHashTable header
  misconception: the wire is ONE packed u32 (low 24 bits = entry count),
  not a separate count(u16)+numBuckets(u16) pair - verified against
  Chorizite's RestrictionDB.generated.cs. The old skip's byte-count
  happened to match for realistic guest-list sizes, but a future
  numBuckets value >255 would have corrupted the parse; now correct
  regardless.
- GameEvents.cs/GameEventWiring.cs: new House_UpdateRestrictions (0x0248)
  parser + wiring - retail's live guest-list refresh, whole-unit replace.
  No-ops if the house object hasn't arrived via CreateObject yet.
- ClientObject/WeenieData/ClientObjectTable: HouseOwnerId, MonarchId,
  Restrictions (new HouseRestrictionRecord) fields + merge-preserving
  Ingest + targeted UpdateHouseRestrictions.

Physics wiring:
- PhysicsEngine gains an Objects (ClientObjectTable?) property, mirroring
  the existing DataCache pattern - acdream's GetObjectA equivalent, used
  ONLY by the entry-restriction gate.
- RuntimeEntityObjectLifetime wires Physics.Engine.Objects = Objects in
  all three constructors, right alongside the table's own construction -
  the same canonical table every other subsystem borrows from, never a
  second one. This is the production fix: without it the gate still fails
  closed on every restricted cell (unresolvable object), so the wiring is
  load-bearing, not cosmetic.

Register: AP-129 narrowed (not retired) to the genuine remaining residual -
House_UpdateRestrictions' Sequence byte isn't used for staleness/reordering
rejection (low-probability, self-correcting), and outdoor CLandCell
restriction (a separate DAT structure) remains unported and unaffected by
this fix.

Tests: 15 new/updated in Ap71EntryRestrictionGateTests.cs (resolved-unowned
admits, owner admits, present-list-excluded blocks, present-list-included
admits, open-to-public admits, shared-allegiance-monarch admits, unresolved
blocks via null and via an empty table, plus two new end-to-end
PhysicsEngine.Objects-wired scenarios); 2 new CreateObject parser tests +
2 new GameEventWiring tests for the wire feed.

AcDream.Core.Tests: 4049 passed, 2 skipped, 0 failed.
AcDream.Core.Net.Tests: 761 passed, 0 skipped, 0 failed.
Complete solution suite: 9,961 total, 9,956 passed, 5 skipped, 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 11:36:11 +02:00
Erik
bb7b899bfe fix(physics): TS-23 - plumb real PK/PKLite/Impenetrable mover flags
Campaign P Slice P3 item 3. The wire parse (CreateObject's
PublicWeenieDesc._bitfield), the decode (EntityCollisionFlagsExt.
FromPwdBitfield), the per-GUID storage (ClientObjectTable.
PublicWeenieBitfield), and the exemption logic (CollisionExemption.
ShouldSkip) all already existed and were already correct -- every
mover-flags call site just fed a GUID-prefix IsPlayer heuristic instead
of the real per-entity PK/PKLite/Impenetrable state (retail
OBJECTINFO::init 0x0050cf30 state |= 0x80/0x800/0x1000).

Port:
- EntityCollisionFlagsExt.ToMoverState translates the decoded PWD
  bit-space into the ObjectInfoState bit-space FindObjCollisions
  actually reads -- two different numberings that must not be
  confused. Deliberately does not translate IsPlayer (every call site
  already derives that correctly from its own GUID heuristic per
  #184 Slice 2b).
- EntityCollisionFlagsExt.ResolveMoverPvpState is the one shared
  ClientObjectTable-backed lookup (guid -> ObjectInfoState), replacing
  what would otherwise have been three separate inline copies across
  GameWindow/LivePresentationComposition/RemoteTeleportController.
- Threaded as a new optional moverPvpState parameter through
  RuntimeRemotePhysicsUpdater.Tick/TickHidden and
  RuntimeOrdinaryPhysicsUpdater.TryBegin (default None preserves every
  pre-P3 caller unchanged), and as PlayerMovementController.OwnPvpFlags
  for the local player's own two resolve call sites.
- TS-23 section 12b: PlayerWeenie.JumpStaminaCost's pk parameter now
  reads the real PlayerKillerStatus(0x86)/LastPkAttackTimestamp(0x91)
  pair against retail's 20-second recency window
  (pkStatus in {4, 0x40} && (timestamp + 20.0) >= now), replacing the
  P1 hardcoded false. RuntimeMovementSkillState/Snapshot and
  LiveSessionEventRouter.RecomputePvpStatus push both the PWD bitfield
  and the PlayerKillerStatus pair reactively, riding the SAME
  ClientObject event triggers RecomputeBurden already uses.
- A conformance test caught a genuine precision bug in the first
  PK-timer clock choice: DateTimeOffset.UtcNow's Unix-epoch seconds
  (~1.7 billion) loses ~128 seconds of precision in a 32-bit float,
  silently swallowing the entire 20-second window. Switched to
  Environment.TickCount64 (small, monotonic magnitude) -- also the more
  retail-plausible basis, since LastPkAttackTimestamp is itself a wire
  PropertyFloat and retail's Timer::cur_time is almost certainly a
  process/session-relative counter for the same precision reason, not
  an absolute epoch.

Non-PK invariant (the acceptance criterion): an entity with no
ClientObjectTable row, or a row whose PublicWeenieBitfield is null or
0, resolves to ObjectInfoState.None -- a no-op OR into moverFlags,
bit-identical to every pre-P3 caller's hardcoded value. A dedicated
test drives two real ClientObjectTable rows through
CollisionExemption.ShouldSkip and confirms PK-vs-PK collides while
PK-vs-non-PK and non-PK-vs-non-PK both stay exempt (walk through).

Register: TS-23 retired (both the collision-flags and PK-timer halves);
the stale "M2 combat must land TS-23" phase-gate note removed.

dotnet build + dotnet test (Core.Tests 4008/2 skip, Runtime.Tests
425/0, App.Tests 3968/3 skip, complete solution build) all green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 09:52:55 +02:00
Erik
8b5425498c fix(physics): AD-25 - remote collision response through ported HandleAllCollisions
Campaign P Slice P3 item 2. CPhysicsObj::handle_all_collisions
(0x00514780, pc:282647) is one uniform function retail calls
unconditionally after every SetPositionInternal, player or remote. The
gate is shouldReflect = !(prevOnWalkable && nowOnWalkable && !sledding).

RuntimeRemotePhysicsUpdater.Tick's post-resolve reflect was still the
2026-07-05 (#173) hand-inlined block, gated on
resolveResult.CollisionNormalValid and using two ad-hoc branches that
diverge from retail in exactly the cases the register row named:
  - non-sledding: old = "!prevOnWalkable && !nowOnWalkable" (reflects
    ONLY airborne-before-AND-after); retail reflects on every transition
    except grounded-before-AND-after.
  - sledding: old = "!(prevOnWalkable && nowOnWalkable)" (suppresses the
    bounce exactly when both grounded); retail's "!sledding" term forces
    shouldReflect = true unconditionally when sledding, the opposite
    polarity.

Both gaps meant a remote's post-landing reflect never ran on a
grounded-transition tick at all -- the "acdream lands clean and dead"
half of #166's slope-landing composite.

Replace the hand-inlined block with a direct call to
PhysicsObjUpdate.HandleAllCollisions -- the same verbatim port the
local player and every ordinary body already use via
CommitSetPositionTransition -- passing the same
prevContact/prevOnWalkable/nowOnWalkable values the old code already
computed. Narrower swap per the research's explicit recommendation:
does not fold in CommitSetPositionTransition's HitGround/LeaveGround
dispatch, leaving the remote's bespoke landing-detection block
(interp-queue-clear, animation-hook-specific logic) untouched. The call
is now unconditional (matching retail's own unconditional call site)
rather than gated behind CollisionNormalValid, since HandleAllCollisions
already no-ops the reflect step internally when no normal was found but
still runs the frames-stationary-fall bleed regardless.

PhysicsObjUpdate.HandleAllCollisionsTests already exhaustively pins the
retail formula in isolation; this change is a mechanical wiring swap to
the already-tested function using values the removed block already
computed. Full regression suites (Core.Tests 3991/2 skip, Runtime.Tests
425/0, App.Tests 3968/3 skip) pass unchanged -- no existing test pinned
the old broken formula.

Register: AD-25 retired (both the local-player and remote halves are now
the ported HandleAllCollisions); #166's reattribution note updated to
reflect the closure, leaving only TS-4 as the remaining blocker on that
issue's downhill-jump-glide acceptance.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 09:21:53 +02:00
Erik
dae5b1ea68 fix(physics): TS-46 - seed the sweep from the Setup's own sphere list
Campaign P Slice P3 item 1. Retail CPhysicsObj::transition (0x00512dc0)
seeds the collision sweep from CPartArray::GetSphere (the Setup's own
<=2-sphere list, each origin+radius scaled by m_scale) via
SPHEREPATH::init_sphere (0x0050c670) -- not from a symmetric two-scalar
(radius, height) capsule reconstruction. The human Setup 0x02000001's
authored spheres are (0,0,0.475) r=.48 and (0,0,1.350) r=.48; the old
reconstruction from (0.48, 1.835) produced (0,0,0.48) + (0,0,1.355), a
5 mm head-center offset the TS-46 register row documented as a residual.

Port:
- SpherePath.InitPath gains a sphere-list overload (ImmutableArray<
  FlatCollisionSphere>, scale) sharing a new InitPathCore with the
  existing (radius, height) overload, which is now the degenerate
  2-scalar case of the same code -- byte-for-byte unchanged, so every
  captured-fixture replay (CellarUpTrajectoryReplayTests,
  DoorBugTrajectoryReplayTests, CellarLipWedgeTests) keeps passing
  unmodified.
- PhysicsEngine.ResolveWithTransition gains optional sphereList/
  sphereScale parameters; empty/default preserves the legacy scalar
  path for every pre-existing caller.
- LiveEntityMotionRuntimeController.GetSetupMoverShape is a new sibling
  of GetSetupCylinder (left untouched) that resolves the Setup's own
  sphere list plus Setup-derived step-up/step-down
  (CPartArray::GetStepUpHeight/GetStepDownHeight, 0x005180d0/0x005180f0,
  x ObjScale, 0.4 m fallback matching the pre-existing literal).
- Threaded through PlayerMovementController (both resolve call sites,
  new SphereList property set by PlayerModeController.ApplyStepHeights
  and the Headless world projection), RuntimeRemotePhysicsUpdater
  (Tick + TickHidden), and RuntimeOrdinaryPhysicsUpdater.TryBegin.
  Remote/ordinary step heights are now Setup-derived instead of a
  hardcoded 0.4f literal. Projectile and camera-probe sweeps are
  untouched (already single-sphere-exact).
- PlayerModeController.ApplyStepHeights also now applies the x ObjScale
  multiply to the player's own step heights (previously only the
  remote/ordinary paths did), closing an adjacent gap the P3 research
  flagged.

Ts46SphereListConformanceTests proves the sphere-list overload sees the
exact dat spheres (not the reconstruction), that the scalar overload is
unchanged, and that ResolveWithTransition's sphereList parameter
actually drives the sweep (a decoy-scalar control pair using a
head-height obstacle sphere).

Register: TS-46 retired (both residuals it named are closed); header
count corrected to 40 active TS rows.

dotnet build + dotnet test (Core.Tests 3991/2 skip, Runtime.Tests
425/0, App.Tests 3968/3 skip, complete solution build) all green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 09:05:44 +02:00
Erik
9355ddcec6 feat(physics): Campaign P P1 - stat-coupled movement (burden/stamina/vitae)
Ports the retail CACQualities/EncumbranceSystem/MovementSystem chain
(named-retail decomp pc 256393/412901-414050/416169-416320/695958+) so
PlayerWeenie's run rate, jump height, jump permission, and jump stamina
cost are real functions of burden, current stamina, and vitae/skill
enchantments instead of stubs.

Core:
- New EncumbranceSystem.cs (delegates to the already-verified
  BurdenMath formulas — one source of truth for the burden HUD and
  movement physics) and MovementSystem.cs (GetRunRate/GetJumpHeight/
  JumpStaminaCost/GetJumpPower, decomp-cited; ACE cross-referenced
  where BN dropped the general-case arithmetic entirely).
- PlayerWeenie rewritten as the CACQualities-shaped composition:
  CanJump gates on burden (<2.0 load, UN-8 — x87 polarity resolved by
  plausibility, Ghidra MCP unavailable this slice), JumpStaminaCost
  returns the real ceil((load+0.5)*power*8+2) cost and always affords
  it (matches decomp — retail's own function never refuses; "weak"
  jump comes entirely from the stamina==0 skill-zeroing gate inside
  InqRunRate/InqJumpVelocity, not a hard refusal), SetStamina wires a
  null="unknown, don't gate" sentinel preserving every pre-P1 test.
- EnchantmentMath.GetMod gained an optional StatModType flag filter
  (GetSkillMod convenience wrapper) so the SAME vitae/family-stacking
  machinery already used for vital-max buffs now also answers "what's
  the vitae+skill-enchantment-adjusted Run/Jump skill" — reusing the
  M3 active-enchantment state, not a new engine.

Runtime:
- RuntimeCharacterState now stores the pre-EnchantSkill base run/jump
  skill and recomputes the adjusted value (vitae first, then matching
  Skill-flagged buffs, floor 0.5, truncate) on every base push AND on
  every Spellbook.EnchantmentsChanged notification — a vitae change
  alone moves the produced rate without a fresh PlayerDescription.
- RuntimeMovementSkillState extended with Burden/CurrentStamina
  (RuntimeMovementSkillProjection.ApplyTo pushes both through the
  existing seam); LiveSessionEventRouter recomputes burden from the
  same Strength+aug-property+EncumbranceVal inputs the burden HUD
  already assembles (reacting to the same ClientObjectTable events)
  and pushes current stamina from LocalPlayerState vital updates.
- Wires the previously dead-lettered ReportExhaustion() R3-W4 seam:
  LiveSessionRuntimeFactory's OnMovementStatsUpdated callback re-
  applies the current snapshot to the live controller and forces an
  immediate movement re-evaluation on any skill/burden/stamina change.

Register: retires TS-5 (CanJump/JumpStaminaCost stubs) and AP-25 (no
vitae in pushed skill). Adds AP-127 (two minor unmodeled retail bonus
properties + the stamina-buff-adjusts-local-copy nuance, deliberately
out of the bounded "run/jump query path only" scope) and UN-8 (the
CanJump x87 polarity call, flagged for a future Ghidra MCP
confirmation pass). Extends TS-23 (PlayerKillerStatus not parsed) to
cover JumpStaminaCost's new pk parameter, hardcoded false pending P3.

Full pseudocode + retail citations + the vitae/skill-level finding in
docs/research/2026-07-30-stat-coupled-movement-pseudocode.md.

Release suite: Core.Tests 3977/2 skips, Runtime.Tests 425/0 skips,
App.Tests 3968/3 skips — all green. (One pre-existing, unrelated Debug-
only flake in LandblockBuildOriginTests reproduces on the pre-P1
baseline and passes in Release; not touched here.)

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 08:18:06 +02:00
Erik
66f114b258 feat(linux): add graphical platform services 2026-07-27 11:54:59 +02:00
Erik
3f3401257c fix(headless): complete connected movement gate 2026-07-27 10:26:44 +02:00
Erik
b6547ff38c feat(headless): hydrate isolated collision worlds 2026-07-27 09:25:58 +02:00
Erik
38e83640d9 feat(headless): complete deterministic bot command parity 2026-07-27 08:23:36 +02:00