Run 170's Windows gate went red on 37 tests across four assemblies while the
same commit passed 14,370/0 locally. The failures were all one family:
Expected: "You have 1 500p" <- built with the machine's culture
Actual: "You have 1,500p" <- production, correctly invariant
The runner is Swedish; this dev box is not. These tests had been passing on CI
only because that machine's registry locale had been pinned by hand — machine
state, which came undone (almost certainly the reboot after today's hang).
Re-pinning it would be a workaround on one machine for a defect in the repo,
so this fixes the repo instead.
Two genuinely different bugs were hiding in that one symptom.
1. TESTS that build an expected string with the ambient culture and compare it
to invariant production output, and test-side recording sinks whose traces
are compared against literal golden strings. Those only ever passed on a
machine that happens to format like the invariant culture. Pinned to
InvariantCulture: the vendor purse/cost expectations, and the motion-funnel,
animation-sequencer, framebuffer-resize, resource-slot, and runtime-attack
trace sinks.
2. PRODUCTION that formats player-visible retail text with the ambient culture.
This one matters beyond CI: retail is a US client, so it shows "2.50",
"1,500p" and "(-20)" to everyone. On a Swedish machine acdream was showing
"2,50", "1 500p" and "(-20)" with U+2212 MINUS SIGN — the audience for this
alpha is literally Swedish. Converted 76 sites to InvariantCulture across the
item/creature appraisal formatters, the character stat panel's buff and vitae
parentheticals, the appraisal and link-status controllers, the chat
/framerate and /location output, the camera sensitivity toast, the
time-override toast, the F3 dump, the sky diagnostics, and the world-frame
invariant-failure message.
DATES are deliberately left on the current culture (CharacterController's
birth/login stamp, RuntimeHouseState's purchase expiry). Retail has no answer
for a non-US player's date format, and forcing "08/19/2026 7:00:00 PM" on
them is a UX decision, not a retail-fidelity one.
Apparatus, so the next occurrence is reproducible instead of mysterious:
tests/TestCultureInitializer.cs adds an opt-in ACDREAM_TEST_CULTURE knob to
every test assembly, linked in through a new tests/Directory.Build.props.
Unset — what CI and everyone runs — it changes nothing.
ACDREAM_TEST_CULTURE=sv-SE dotnet test ...
reproduced all 37 CI failures on this machine plus 6 more the runner's own
locale does not surface (the Unicode-minus family), and drove the fix.
Verified both ways on the full solution under the release-gate filter:
default culture 14,370 passed / 0 failed, and ACDREAM_TEST_CULTURE=sv-SE
14,370 passed / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Three unpack_movement parity items (facade deferred per the handoff's
own optional clause — see r5-wiring-handoff §V4 status):
1. HEAD style-on-change (0x00524440 @00524502-0052452c): both GameWindow
routing heads (remote + player) now dispatch DoMotion(style, ctor
defaults) when the UM's stance differs from the interp's current
style, BEFORE the movement-type routing — for EVERY type. Previously
style applied only through the mt-0 funnel copy, so a chase/turn UM
(mt 6-9) carrying a stance change started the move in the OLD stance
(a monster charged in NonCombat posture until the next mt-0). The
RetailObserverTraceConformanceTests exclusion note updated — the
trace filter stays (head calls can't appear in a
MoveToInterpretedState replay) but the production gap it pointed at
is closed.
2. #164 (closes): the action-replay loop threads each action's autonomy
into the dispatch params (Autonomous = the 0x1000 splice, raw
305982) — replayed actions enter the interpreted actions list with
their real autonomy instead of ctor-default false.
3. mt-0 wire flags consumed (UpdateMotion parsed them since R4-V3):
0x1 StickToObject → CPhysicsObj::stick_to_object port (0x005127e0:
resolve target, PartArray radii — 0 when shapeless, guid-as-is for
acdream's flat entity table — → PositionManager.StickTo; unresolvable
target → no stick), at BOTH case-0 tails in retail order
(@00524583-0052458e: funnel apply → stick → longjump flag);
0x2 StandingLongJump → Motion.StandingLongJump, UNCONDITIONAL write
(absent flag clears — retail @0052458e). ServerMotionState gains the
StandingLongJump field.
Conformance: ChaseArm_WithStanceChange_AppliesStanceBeforeTheChase
(harness mirrors the routing-head dispatch) +
Actions_ReplayCarriesAutonomyIntoTheInterpretedList. Suite 4041 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail's apply_interpreted_movement (0x00528600) does NOT dispatch with
ctor-default MovementParameters: the BN decomp smears the bitfield store
into the mush expression at raw 305778 - (word & 0x37ff) | cancelMoveTo<<15
| disableJump<<17 - which CLEARS SetHoldKey/ModifyInterpretedState/
CancelMoveTo. ACE MotionInterp.cs:444-449 confirms independently. Three
legs fixed, all retail decode, no adaptations added:
1. ApplyInterpretedMovement now builds the pass params retail actually
uses (ModifyInterpretedState=false is load-bearing): no dispatch in the
pass writes InterpretedState, so the airborne Falling substitution
PRESERVES the wire's forward command and HitGround's re-apply
dispatches it - the motion table plays the Falling->X landing link.
The W6 entry-cache (built on the wrong "retail self-heals via hoisted
registers" theory) is deleted; live reads are retail semantics. Raw
arg3 decoded as DisableJumpDuringLink -> every (N,0) caller means
allowJump=true; all 9 caller polarities fixed. copy_movement_from's
current_style copy (raw 0051e757) added to the UM flat-copy.
2. Both GameWindow landing blocks cleared the Gravity state bit BEFORE
Motion.HitGround(), whose verbatim state&0x400 gate then no-opped the
whole retail re-apply; the UP-driven landing block never called
HitGround at all. Both now run HitGround (minterp then moveto,
MovementManager::HitGround 0x00524300 order) with Gravity still set,
then do the DR bookkeeping clear (register row AP-81 added for the
remaining flag dance, retire in R6).
3. K-fix17's forced SetCycle (both copies) deleted: it executed every
landing but read the leg-1-clobbered ForwardCommand (0x40000015) and
re-set the very Falling cycle it meant to clear.
Tests: new HitGround_AfterFall_RedispatchesPreservedForward_ExitsFalling
lifecycle pin; AirborneBody state assertion flipped (it had pinned the
bug value). Suite 3,964 green incl. the 183-case retail-observer trace.
Filed #164 (action-replay Autonomous bit, no current consumer).
Awaiting live verify: stand-still landing must exit the falling pose with
zero wire input.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The two parallel DoInterpretedMotion implementations MERGE into one
verbatim pair (0x00528360/@305639): contact gate, StandingLongJump
state-only branch, Dead → RemoveLinkAnimations, the jump_error_code
double-check WITH the DisableJumpDuringLink 0x20000 leg (W2's TODO(W5)
resolved — MovementParameters now flows), ModifyInterpretedState
gating, CurCell-null tail, AddToQueue with the real ContextId;
StopInterpretedMotion's post-stop Ready node + raw-mirror RemoveMotion.
Legacy overloads + ApplyMotionToInterpretedState DELETED. The funnel's
public surface unchanged (183-case suite compiles + passes as-is).
DoMotion 0x00528d20 verbatim: cancel_moveto interrupt; SetHoldKey(key,
cancelMoveToBit) BEFORE adjust_motion; params re-default for the
interpreted call; combat-stance gates on the ORIGINAL id (Crouch/Sit/
Sleep → 0x3f/0x40/0x41; & 0x2000000 → 0x42 outside NonCombat); action
depth cap ≥6 → 0x45; raw mirror ORIGINAL id. StopMotion 0x00528530
mirror shape. StopCompletely 0x00527e40 with the A9 snapshot quirk
(motion_allows_jump on the OLD forward command, stashed in the queued
node) + the J9 fix (sidestep/turn SPEEDS untouched — the 1.0 resets
were a divergence). PerformMovement flushes zero-tick completions after
every dispatched op via the new CheckForCompletedMotions seam
(0x0050fe30) — bound App-side per entity (remotes via
EnsureRemoteMotionBindings, player at the sequencer bind site).
PORT DISCOVERY (not in the W0 pins): retail's DoInterpretedMotion
RESULT gates both add_to_queue AND the state write — a void sink let
the style dispatch's apply-only failure clobber ForwardCommand before
the forward axis read it, regressing 74/183 live-trace cases.
IInterpretedMotionSink.ApplyMotion/StopMotion now return bool
(documented on the interface with the raw anchors); one funnel
assertion corrected with raw-line citations (airborne ForwardCommand
ends at Falling under the fully-wired verbatim algorithm).
62 new gate-table tests. Full suite: 3,729 passed.
Implemented by a dedicated agent against the W0-pinned spec; seam
bound + suite independently re-verified by the orchestrator.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Port the inbound funnel verbatim into MotionInterpreter:
- MoveToInterpretedState (0x005289c0): raw-state style adopt, FLAT
copy_movement_from overwrite, apply, then action replay under the
15-bit server_action_stamp wraparound gate (local player skips its
own autonomous echoes).
- ApplyInterpretedMovement (0x00528600): my_run_rate cache from
RunForward speed, then retail dispatch order style -> forward-or-
Falling -> sidestep(-stop) -> turn(-stop), turn early-return.
- DispatchInterpretedMotion (0x00528360): contact-gated sink dispatch
(IInterpretedMotionSink = the GetObjectSequence backend the App
implements); blocked non-action motions take the apply-only path —
retail's real mechanism behind K-fix17's 'airborne remotes keep
their cycle' empirical guard.
- contact_allows_move REWRITTEN VERBATIM from the real 0x00528240
(pseudo-C 305471): Falling/0x40000011 + turns always allowed,
non-creature weenies + no-gravity bypass, else Contact+OnWalkable.
The previous body conflated jump_charge_is_allowed (0x00527a50)
posture checks — the 2026-06-04 deep-dive divergence, now retired.
Six tests that pinned the misattributed behavior corrected
(grounded posture does NOT block motion; airborne accepts
Falling/turns only).
- IWeenieObject.IsCreature (default true) for the gate's non-creature
bypass.
Conformance harness (the user-requested 'prove it equals retail'
apparatus, layer 1): RetailObserverTraceConformanceTests parses the
LIVE cdb trace of a retail observer (Fixtures/l2g-observer-trace.log,
captured via tools/cdb/l2g-observer.cdb) into 183 golden cases —
each [MTIS] input state replayed through our funnel must produce
retail's exact [DIM] dispatch sequence. 183/183 conformant, including
the airborne jump case (replayed contact-free; pre-gate vs post-gate
accounting + HitGround second-pass truncation documented in-test).
13 synthetic funnel tests cover the branches the trace missed
(actions, stamps, longjump, sidestep).
GameWindow integration (S2b) follows; funnel not yet wired.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>