Commit graph

8 commits

Author SHA1 Message Date
Erik
124e046976 fix(runtime): align portal and movement presentation
Port retail portal viewport projection and reveal behavior, preserve outbound combat style, drive remote and local grounded movement from authored CSequence root frames, and reuse the local prepared pose so animation hooks advance once.

User-verified portal, observer movement, combat stance, and short-tap locomotion gates. Release build passed with 5,767 tests and five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 08:48:27 +02:00
Erik
8d63e5c28a test(vfx): harden live missile and effect lifetimes
Add deterministic 96-owner lifecycle and renderer-resource stress gates plus an exact twelve-cycle recall/portal ownership gate. Prove zero retained records, projectiles, spatial buckets, script queues, particle/light owners, shadows, pending effects, and mesh references after churn, GUID reuse, deletion, and session reset.

Make logical teardown incarnation-specific and reentrancy-safe with lifetime epochs, atomic resource registration, generation-aware effect/teleport cleanup, projection mutation tokens, and failure-isolated visibility fan-out. Finish canonical spatial transactions before reporting observer failures and never discard superseded cleanup failures.

Synchronize architecture, roadmap, milestones, retail research, divergence bookkeeping, and durable memory. All three independent review tracks are clean; Release build and the full 5,454-pass/5-skip suite are green.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 15:47:00 +02:00
Erik
1e98d81448 feat(vfx): port retail hidden and teleport presentation
Preserve canonical live-object ownership across Hidden transitions and remote teleport placement so effects, collision, streaming, and targeting remain synchronized.
2026-07-14 14:59:48 +02:00
Erik
a51ebc66e9 feat(physics): integrate live projectile runtime
Attach the retail projectile driver to canonical LiveEntityRecord ownership, sharing one PhysicsBody and full-cell identity with RemoteMotion regardless of creation order. Apply timestamp-gated state, vector, and position corrections in place, preserve active ordinary-body behavior when Missile clears, and keep renderer, effects, shadows, and spatial buckets synchronized across loaded/pending transitions.

Validate malformed packets before canonical timestamp mutation, validate adopted bodies from their current frame rather than stale CreateObject data, serialize late Setup resolution with streaming DAT reads, and preserve classification across clock anomalies. Retain shadow registrations through temporary leave-world residence while logical teardown remains generation-scoped.

Add 31 App lifecycle/adversarial tests plus Core shadow suspension coverage, and synchronize the retail pseudocode, architecture, milestones, roadmap, and durable physics memory.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 12:51:42 +02:00
Erik
00fe993f6f fix(combat): escape occupied login positions
Port retail's radius-aware placement ring so a relogging player is seated beside creatures occupying the saved location, and register the local body in the shared resolved-shadow pipeline. Route new forward movement and jump through AbortAutomaticAttack so repeat combat cancels immediately on movement.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 22:20:17 +02:00
Erik
9958458318 fix(combat): apply server attack motions locally
Route accepted non-autonomous local UpdateMotion state through retail's wholesale interpreted-motion funnel, so ACE-selected melee and missile actions use the normal motion queue and action-stamp gate. Share nullable wire conversion with remotes and remove the local direct command replay.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 13:34:55 +02:00
Erik
ddb5a96799 feat(#184): Slice 2b — unify the remote player/NPC fork (players collide faithfully)
Collapse the two-path fork in RemotePhysicsUpdater.Tick: the former Path A
(grounded PLAYER remotes advanced by the interp catch-up with ResolveWithTransition
deliberately OMITTED, per the now-retired issue-#40 premise) is gone. Every remote --
player and NPC -- now runs the SAME per-tick catch-up + sweep + shadow-follows-resolved.
Retail's UpdateObjectInternal (0x005156b0) has no player/remote fork; this is the
faithful shape. Player remotes now get terrain-Z snap (no slope staircase), wall
collision, and MONSTER collision -- previously (Path A) they skipped ALL collision.

RETAIL PvP (adversarial review caught this): two non-PK players WALK THROUGH each
other in AC (you can stand inside another non-PK player) -- they do NOT de-overlap.
The remote-player mover now carries IsPlayer|EdgeSlide (mirroring the LOCAL player at
PlayerMovementController), so CollisionExemption's PvP block exempts a non-PK pair,
exactly as retail sets IsPlayer on every object's own transition (OBJECTINFO::init
0x0050cf30) and FindObjCollisions (pc:276812) exempts it. The first 2b draft passed
bare EdgeSlide and de-overlapped players (MORE solid than retail); the 3-lens review
flagged it. PK/PKLite/Impenetrable are not plumbed onto the remote mover yet -- the
same M1.5 gap the local player carries (TS-23, extended).

#40 proven dead in code (before the gate): PlayerVsMonster_DeOverlapsAndAbsorbsTheStallBlip
drives the real ComputeOffset -> InterpolationManager catch-up (incl. the fail_count
blip-to-tail) for a player mover converging on a monster and asserts de-overlap +
maxSpike<0.30 -- the sweep absorbs the stall-blip. ConvergingPlayers_WalkThroughEachOther
proves the PvP exemption (non-PK players pass through). Path B already ran the
#40-feared config stably; #40 (May 2026) predates the CSphere/#137/#170/#171 rebuild.

Placement (HIGH, review finding 3): the player UP routing gains the SAME placement-snap
backstop Slice 1 gave NPCs (AP-87). Without it a UM-first player (RemoteMotion seeded
to the spawn pos, then a first UP in a different cell) would sweep from a stale cell ->
garbage -> the digest's invisible/misplaced-player bug. The 4 m bodyToTarget guard +
!willBeDrTicked + dist>96 snap; near placed corrections still enqueue for smooth
catch-up. Also seed Body.Position=worldPos at UP-handler RemoteMotion creation
(mirrors the UM handler :5176) for the UP-first case.

Coupled shadow edits (research finding 9): RETIRED the players-only raw-worldPos shadow
sync -- now that players run the sweep + shadow-follows-resolved, the raw sync would
re-snap a packed player's shadow into overlap each UP. Player shadows follow the
RESOLVED body via the DR-tick loop + a new player UP-branch-tail SyncRemoteShadowToBody.

Surviving player/NPC split (AP-88): the omega -- grounded PLAYERS keep the
ObservedOmega-or-seqOmega world-frame (Concatenate) fallback ("rectangle when running
circles"); NPCs + airborne keep ObservedOmega-only body-frame (Multiply). They commute
for an upright body + yaw omega, so the fork is faithful.

Register: TS-23 extended (remote-player mover PK gap); AP-86 updated (raw sync retired
for players too, Where column fixed); AP-88 added (omega fork + eval-order note).

Tests: Core 2623 / App 741 green, 0 warnings. 3-lens adversarial review + per-finding
verification (10 agents); all 6 confirmed findings addressed (2 substantive: PvP mover
flags + player placement-snap; 4 doc/cosmetic).

VISUAL GATE (acceptance test) owed by the user -- NOTE the corrected expectation:
  (a) a player remote on a hill -- no slope staircase;
  (b) two packed player remotes -- they WALK THROUGH each other (retail PvP), NOT
      de-overlap (this corrects the design's original "players de-overlap" gate);
  (c) a player remote cannot stand inside a MONSTER (new: player-vs-monster collision);
  (d) remote walk/run/jump/land/turn UNCHANGED.

Handoff: docs/research/2026-07-07-184-slice2-unify-extract-handoff.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 00:45:44 +02:00
Erik
e1ac56cce9 refactor(#184): Slice 2a — extract RemotePhysicsUpdater (byte-exact, fork preserved)
Extract the ~690-line per-remote dead-reckoning tick out of the >10k-line
GameWindow.TickAnimations into a testable AcDream.App.Physics.RemotePhysicsUpdater
(Code Structure Rule 1). The guard in TickAnimations now calls
_remotePhysicsUpdater.Tick(rm, ae, dt, _liveCenterX, _liveCenterY); the
animation/render half stays in GameWindow.

Pure, behaviour-neutral refactor — the Path A (grounded player remotes skip the
sweep) / Path B (NPCs + airborne players run it) FORK is preserved verbatim inside
the new class. Slice 2b collapses it.

Mechanics:
- Moved into RemotePhysicsUpdater: the Tick body (verbatim), SyncRemoteShadowToBody
  (now called back from the NPC UP-branch tail), ApplyPositionManagerDelta,
  TickRemoteMoveTo, ServerControlledVelocityStaleSeconds, and the diagnostics.
- Injected as delegates (kept on GameWindow — they have callers outside the DR
  loop): GetSetupCylinder (player cylinder + moveto/sticky radii) and
  ApplyServerControlledVelocityCycle (also called from the UP handler).
- AnimatedEntity: private -> internal (matches RemoteMotion) so the extracted
  class can take it by type.

Verified byte-exact: the extracted Tick body reverse-transforms (re-indent +8, undo
the 4 delegate/id substitutions) to diff-identical against the original block.
Behaviour-neutral: Core 2621 / App 741 green (unchanged), 0 warnings. No visual gate
(2a is structure only).

Handoff: docs/research/2026-07-07-184-slice2-unify-extract-handoff.md section 3.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:52:16 +02:00