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>
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>
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>
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>
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>
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>
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).
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.
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>
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>
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>
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>
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>
Move canonical per-session teardown into one retryable Runtime transaction, reduce App reset to projection acknowledgements, and prove the same GameRuntime graph through deterministic no-window lifecycle, gameplay, portal, fault, reconnect, and isolation gates.\n\nCo-authored-by: Codex <noreply@openai.com>
Move remote-motion construction, CreateObject vector initialization, final simulation-component retirement, and the combined J5 ownership ledger into Runtime. Delete App compatibility views and moved-state reconstruction while preserving the existing graphical projection and retail update order.
Move projectile component identity, prediction invalidation, spatial worksets, authoritative corrections, and the retail physics step into AcDream.Runtime. Keep App as the DAT-shape and presentation adapter so ACE outcomes and visible behavior remain unchanged.
Move the sole PhysicsEngine, production cache, collision admissions, canonical bodies and hosts, remote components, ordinary/remote worksets, simulation, cell commits, and shadow synchronization under RuntimeEntityObjectLifetime. Keep App as the prepared-asset, animation-input, and render-projection adapter while preserving the named-retail update and collision order.
Add exact-incarnation, object-clock, callback-reentrancy, GUID-reuse, two-runtime isolation, source ownership, collision publication, and graphical projection coverage. Release build and the complete 8,588-test solution pass.
Co-authored-by: Codex <noreply@openai.com>
Move the canonical local movement controller, body/motion managers, object clock, movement wire data, and MTS/jump/AP sender into AcDream.Runtime. Replace process skill defaults with typed Runtime character options, make graphical and direct commands borrow one autorun owner, retain the construction-time PartArray seam, and include movement in terminal ownership convergence.
Preserve the accepted pre-inbound movement/jump and post-inbound autonomous-position order while moving the exact packet/cadence fixtures into Runtime tests. Add graphical/direct parity, two-instance isolation, teardown, allocation, architecture, and divergence-path coverage.
Co-authored-by: Codex <noreply@openai.com>
Move use throttling, appraisal identity, queued interactions, and exact post-arrival pickup state beneath RuntimeActionState. Keep App as the picker, movement, transport, and retained-presentation adapter while preserving retail send and UseDone ordering. Add reset, disposal, GUID-reuse, callback-reentrancy, and transport-failure coverage.
Co-authored-by: Codex <noreply@openai.com>
Move selection, combat, and interaction target mode under one Runtime owner; make plugins, retained UI, session routing, and typed runtime views borrow its exact children; and add failure-safe reset, instance isolation, source ownership, and normalized checkpoint coverage without changing retail ordering.
Co-authored-by: Codex <codex@openai.com>
Unify the toolbar shortcut manager with Runtime inventory state, route retail-ordered shortcut and spellbook command effects through the canonical owners, and make retained controllers borrow those exact instances. Remove the item-interaction transaction fallback and add graphical/no-window parity plus failure-safe terminal ownership-ledger coverage.
Co-authored-by: Codex <codex@openai.com>
Move character options and movement skills into the Runtime-owned character graph, expose borrowed inventory, character, and social views, and route retained UI state commands through generation-gated typed Runtime contracts. Preserve the existing synchronous wire path while deleting the App-owned option and skill mirrors and extending normalized parity checkpoints.
Co-authored-by: Codex <codex@openai.com>
Move the coupled Spellbook and LocalPlayerState into one Runtime-owned character graph, route content, live-session, retained UI, reset, and shutdown through that exact owner, and delete the duplicate desired-component snapshot from inventory state. Preserve synchronous retail update and reset ordering while adding independent-instance and retryable-failure coverage.
Co-authored-by: Codex <codex@openai.com>
Move the retail one-request-at-a-time gate, shared use busy references, external-container state, item mana, shortcuts, and desired-component snapshots into one Runtime-owned graph over J3's exact ClientObjectTable. Retained UI and session routing now borrow that owner; reset and shutdown preserve the existing order while failure/reentrancy tests protect the transaction boundary.
Co-authored-by: Codex <codex@openai.com>
Retain exact teardown receipts before terminal callbacks, preserve ordered re-entrant entity/object publication, publish committed facts across projection failures, and make direct disposal converge every canonical owner. Add a complete ownership ledger plus adversarial direct/graphical parity, callback, GUID reuse, reset, and resource-churn gates.
Co-authored-by: Codex <codex@openai.com>
Issue stable Runtime identities at canonical registration, publish entity and inventory commits through one generation-stamped synchronous stream, and make graphical adapters borrow the same direct views and events as a no-window host. Preserve exact projection teardown and retail mutation order while removing App-side event reconstruction.
Make the hard-recenter ordering fixture independent of the production two-millisecond frame budget so its injected-failure gate is deterministic.
Co-authored-by: Codex <codex@openai.com>
Introduce one presentation-free RuntimeEntityObjectLifetime for the exact entity directory and ClientObjectTable. Make GameWindow, graphical projections, retained UI, interaction, session routing, create/delete integration, and reset borrow that owner while preserving synchronous retail ordering, dormant retention, and retry semantics.
Co-authored-by: Codex <codex@openai.com>