Root-caused via dat-truth inspection, not inference: the A7.L1 visible-
cell scoping fix (previous commit) had zero visual effect because the
Town Network fountain room (cell 0x00070144) registers ZERO lights of
its own — confirmed directly against the dat, not assumed. The room's
one dat-authored fixture, Setup 0x02000365 (a ceiling light 5m above the
fountain, warm color, intensity 100), has a single visual part that is a
#136-class runtime-hidden marker. Flattened mesh ref count: 0. GameWindow
's per-stab hydration loop treated meshRefs.Count==0 as "doesn't exist"
and dropped the whole entity before the Setup's Lights were ever read —
so a mesh-less "light attach point" fixture, a normal AC dat authoring
pattern, could never register. Retail's light registration (add_light,
CEnvCell::UnPack) is architecturally independent of a fixture's own mesh
visibility.
Fix: track the stab's Setup.Lights.Count alongside meshRefs during
hydration; keep the entity (with empty MeshRefs — nothing to draw, still
something to light) whenever either is nonzero. Extracted the decision
into EntityHydrationRules.ShouldKeepEntity (pure, unit-tested) since
GameWindow's hydration loop isn't independently testable. Confirmed no
downstream consumer assumes MeshRefs.Count >= 1 (WbDrawDispatcher already
guards on it before any indexing).
Core 2666+2skip / App 741+2skip / UI 425 / Net 385 green. Apparatus:
Issue93TownNetworkFountainRoomLightInspectionTests (dat-truth dump,
reusable for other rooms in this class).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The Town Network hub (498 registered fixtures) starved the player's own
room: BuildPointLightSnapshot's player-nearest-128 cap sorts by raw
Euclidean distance, which isn't a reliable proxy for "same room" in a
dense maze — a fixture on the other side of a wall can be geometrically
closer than the room's own torches and win the cap. LightSource.CellId
tagging and the [indoor-light] membership probe already existed from the
c500912b/#176 arc; the missing piece was a candidacy filter.
BuildPointLightSnapshot(playerWorldPos, visibleCells) now narrows
candidates to the frame's actual visible cells before the existing
dynamics-first player-nearest cap runs (cell-less lights, e.g. the viewer
fill, always included). GameWindow feeds LAST FRAME's already-rendered
RetailPViewFrameResult.DrawableCells — one frame of latency instead of
re-threading a mid-DrawInside callback, which was the exact mechanism
(c500912b) that caused the earlier #176 seam-floor flicker regression.
The distance-sort anchor stays the player, unchanged.
AP-85 updated in place (third revision) rather than adding a new row —
same underlying divergence, now with the render-visibility approximation
of retail's true DBObj-load/flush-bounded resident registry documented
alongside its residual risk (one unscoped frame on portal re-entry).
Core 2652+2skip / App 741+2skip / UI 425 / Net 385 green. Pending: user
visual gate at the Town Network fountain, and a #176 corridor-seam
non-regression recheck (Facility Hub, different landblock).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Lands the fading-secret-door feature and fixes the door "flip-back" that
surfaced while testing it.
#188 — fading-wall doors (e.g. "Pedestal Weak Spot") fade their wall part
out via TransparentPartHook instead of swinging:
- TranslucencyHookSink consumes TransparentPartHook -> TranslucencyFadeManager
(per-(entity,part) linear translucency ramp; holds at End frame).
- WbDrawDispatcher: new per-instance alpha SSBO (binding 7); ClassifyBatches
takes opacityMultiplier (1 - translucency, per CMaterial::SetTranslucencySimple
0x005396f0) forcing AlphaBlend; fully-invisible parts skipped.
- mesh_modern.vert/.frag: binding-7 InstanceAlphaBuf -> vOpacityMultiplier ->
FragColor.a *= vOpacityMultiplier.
- Register AP-89: the fade multiplies sampled texture alpha, not a separate
D3D9 material alpha channel (observably identical for texture-alpha==1 surfaces).
Door flip-back fix (affected BOTH #188 fading walls AND #187 sliding doors): a
door/wall that finished opening holds a single unchanging frame, so the
uncommitted IsEntityCurrentlyMoving cache-bypass narrowing dropped it onto the
Tier-1 static cache -- which only remembers the REST pose + opacity 1.0 --
snapping it visually shut/opaque while physics stayed open. Reverted that
narrowing: every Sequencer entity stays on the per-frame path (live pose + live
fade opacity), the known-good pre-optimization behavior. The per-frame CPU cost
that narrowing chased was a Debug-build artifact -- Release is GPU-bound
(~200 fps in Sawato, measured), so the unconditional add is free where it
matters. Left a code comment barring re-introduction.
Tests: full Core suite green (2649 passed, 2 skipped). Live visual gate PASSED --
both fading-wall and sliding doors hold open.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The door-swing animation rescue (GameWindow.cs:3897, for entities whose rest pose
is a static single frame but which still carry a reactive MotionTable) was gated on
an exact display-name string match. Sliding doors, gates, portcullises, and disguised
secret-passage props ("Magic Wall") all fail that check because their in-game Name
isn't literally "Door" -- so ACE's UpdateMotion for them was silently dropped forever
by the _animatedEntities.TryGetValue bail-out in OnLiveUpdateMotion.
Retail's own dispatch chain (ACCObjectMaint::CreateObject -> CPhysicsObj::
set_description -> SetMotionTableID -> CPartArray::SetMotionTableID 0x005186e0 ->
MotionTableManager::PerformMovement) is unconditionally data-driven: the only gate
for creating a motion dispatcher anywhere in that chain is "motion table id != 0" --
no CDoor class, no WeenieType switch, no name check. Production weenie data confirms
Sliding Door / Portcullis / Gate / Magic Wall all carry the identical WeenieType=Door
+ non-zero-MotionTableId shape as a plain "Door", differing only in display name.
Fix: the branch's existing `mtableId != 0` check (already computed one line later)
is now the entire gate, matching retail exactly. IsDoorSpawn deleted (dead code);
IsDoorName kept only for an unrelated diagnostic log-label filter.
Live-verified: sliding doors now animate open/closed correctly. Full regression
green (App 741 / Core 2631).
docs(#188): file the fading-wall render gap surfaced during #187's live gate
A "Pedestal Weak Spot" secret-passage door dispatches correctly (proving #187's fix
reaches it) but never visibly changes. Decoded its actual dat MotionTable directly
(0x090000F9): its open cycle carries EtherealHook + TransparentPartHook +
SoundTableHook -- a translucency-fade effect, not part-transform motion. acdream's
IAnimationHookSink documents these hook types as intended for "GfxObjMesh / renderer
state mutations" but no sink anywhere consumes them (only Particle/Lighting/Audio are
wired) -- confirmed via full-repo grep. Collision already works correctly via a
separate server-authoritative SetState wire message, independent of the animation
hook. This is feature-shaped rendering work (a per-part runtime alpha under the
mandatory N.5 bindless pipeline), not a quick fix -- filed for its own design pass.
Kept Issue188FadingDoorMotionTableInspectionTests.cs as a reusable MotionTable/hook
decoder for future "why doesn't this animate" questions.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The indoor GREY flap at a top-floor connecting room. The render portal side-cull
reconstructed each doorway's "interior side" (PortalClipPlane.InsideSide) from the
cell's AABB CENTROID. For a THIN connector cell (0xF6820118, 5 render polys), the
bounding-box center falls on the WRONG side of the 0118->0116 doorway, so the eye
read as a back-portal and the forward room 0116 was culled -> the aperture showed
the fog clear color = grey.
Retail's PView::InitCell (0x005a4b70) and acdream's own PHYSICS path
(CellTransit.cs:190) both read the explicit dat PortalSide bit ((Flags&2)==0)
instead of guessing from geometry. Port the render path (GameWindow.BuildLoadedCell)
to the same bit.
Proven by a live retail cdb trace (retail draws 0116 from the 0118 root at the grey
pose; tools/cdb/issue186-connector-decider.cdb) + an offline dat diagnostic
(Issue186...PortalSide_CentroidVsDatBit_AtGreyEye): the dat bit matches the old
centroid on every portal of these cells EXCEPT the one #186 breaks, so the switch is
surgical. Full regression green (App 741 / Core 2631); the CornerFlood + Issue113
dat-loading helpers updated to the same bit confirm every real Holtburg/tower/hall
cell floods identically. Touches neither PortalSideEpsilon nor the deleted
EyeInsidePortalOpening rescue (the two DO-NOT-RETRY traps).
Live-gated: user-confirmed no grey at any camera angle; probe shows 216 root=0118
frames, 0 still grey (0118->0116 now TRV, vis=4).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Root cause (live capture #3 + code): GameWindow's per-part landblock shadow
registration used a synthetic part-id `entity.Id * 256u + partIndex` that
OVERFLOWS uint32 for class-prefixed landblock ids (0x40/0x80/0xC0...). The << 8
drops the prefix byte, so different-class entities sharing the low 24 bits
collide on ONE shadow part-id and Register's deregister-then-insert silently
overwrites one entity's collision geometry. Landblock 0xF682 had 23 such
collisions incl. the stair runs (0xF6822100 <- {0x40F68221, 0xC0F68221}, ...),
so 3 mid-staircase steps rendered but had no collision -> the player floats into
the hole and the (faithful) PrecipiceSlide wedge fires = the 'invisible wall
half-way up the stairs'.
Fix (Option A, retail-faithful): register each multi-part landblock entity via
ShadowObjectRegistry.RegisterMultiPart under its UNIQUE 32-bit entity.Id
(retail CPhysicsObj::add_shadows_to_cells 0x00514ae0 -> CPartArray::AddPartsShadow
- one object, a part array; no synthetic per-part id). New testable builder
ShadowShapeBuilder.FromLandblockBspParts decomposes each MeshRef.PartTransform to
local pos/rot/scale; RegisterMultiPart reconstructs the identical world placement.
Building shells stay excluded (building channel); the Setup cyl/sphere path is
unchanged (runs only when entityBsp==0, retail BSP-xor-cyl dispatch). Despawn is
landblock-scoped (RemoveLandblock by cell prefix), so the id change is safe.
Tests: ShadowRegistrationOverflowTests (overflow arithmetic; old scheme drops one;
RegisterMultiPart keeps both; builder). Issue185OutdoorStairsSeamReplayTests
(dat-free clean-climb pin). Core 2629 / App 741 green, 0 warnings.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
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>
The per-tick remote de-overlap sweep used a hardcoded HUMAN collision sphere
(0.48 m radius / 1.835 m capsule top) for EVERY creature, so large and small
monsters de-overlapped at human spacing (register TS-46). Retail seeds the
transition from the object's OWN Setup sphere list scaled by its wire ObjScale
(CPhysicsObj::transition 0x00512dc0 -> init_sphere(GetNumSphere, GetSphere,
m_scale); ObjScale from set_description 0x00514f40).
Slice 3 (one call site, no signature change): before the Path B ResolveWithTransition
call, read the creature's Setup-derived dims via the existing GetSetupCylinder
helper -- (setup.Radius, setup.Height) x ObjScale, the same source the local player
and the moveto/sticky radii already use, consistent with the spawn-time shadow
registration's entScale -- and pass them as sphereRadius/sphereHeight. Fall back to
the human capsule when GetSetupCylinder returns (0,0) for a shapeless / unresolvable
Setup (a zero radius would degenerate the sweep). The player call site is unchanged
(the player IS the human Setup). stepUp/stepDown stay 0.4 m (retail derives those
from the Setup too -- an adjacent divergence left as-is).
Big monsters now spread wider, small ones tighter -- the de-overlap distance tracks
each creature's true radius.
Test: RemoteDeOverlapMechanismTests.ConvergingLargeCreatures_DeOverlapWiderThanHuman
(an R=0.9 pair settles ~1.8 m -- materially wider than the human 0.96 m contact --
proving the sweep de-overlaps at the radius it is given). Register: narrows TS-46
(remotes no longer human-dimmed; residual = the two-scalar reconstruction vs retail's
sphere list, plus the 0.4 m step heights). Core 2621 / App 741 green.
Research: workflow wf_e8306250-21b (3-agent read-only sweep: acdream data source /
retail init_sphere reference / minimal-edit path).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Packed monster remotes interpenetrate in acdream but barely in retail on the same
ACE. Retail de-overlaps them CLIENT-side: it sweeps every remote creature every
tick against neighbours' LIVE resolved positions (the collision shadow == the
resolved m_position, re-registered every moved transition step), with the server
position a gentle catch-up target (CPhysicsObj::MoveOrTeleport 0x00516330), not a
hard-snap. The collision math was already faithful; the bug was the reconciliation
(hard-snap) + the movement model (synth-velocity) + a stale shadow.
A first attempt (reverted) enqueued EVERYTHING and left the shadow at the raw
server position — it gate-failed with invisible monsters (an unplaced body blipped
over a huge distance into the sweep -> garbage pos) and the player stuck on offset
shadows. This redo fixes both root causes, mechanism-proven in a Core test first:
- NPC UpdatePosition routes through MoveOrTeleport with a PLACEMENT-SNAP: the body
is snapped to the server pos when it is not already near it (first UP, no
Sequencer to consume the queue, >96 m, or |Body - worldPos| > 4 m); only near DR
corrections enqueue. This restores the body's placement authority (no invisible
monsters). Airborne keeps the authoritative hard-snap.
- Grounded movement drives the body from the interp CATCH-UP (ComputeOffset ->
InterpolationManager::adjust_offset, REPLACE dichotomy) instead of synth-velocity
(get_state_velocity / SERVERVEL); MovementManager::UseTime runs unconditionally.
- SHADOW-FOLLOWS-RESOLVED: after each tick's sweep the collision shadow is
re-registered at the resolved body (SyncRemoteShadowToBody), movement-gated
(|Body - LastShadowSyncPos| > 1 cm). The per-UP :5669 raw-pos sync is now
PLAYERS-ONLY, so an NPC's shadow is only ever written to its resolved body ->
neighbours de-overlap against resolved bodies, the spread PERSISTS, and collision
== render (no stuck-on-nothing). Landing clears the interp queue.
Preserved: airborne path, sticky #171 (gate + StickyManager overwrite of the seeded
frame), omega, the #173 bounce, landing, the node_fail_counter watchdog, and Path A
(player remotes, untouched -- Slice 2 unifies it).
Tests (RemoteDeOverlapMechanismTests): converging pair settles STABLE at 0.86 m
(barely overlapping = the retail look) WITH the shadow-sync vs <0.40 m (full
overlap) WITHOUT it; a third test drives the REAL InterpolationManager loop and
confirms the sweep absorbs the stall-blip (no pop-into-neighbour). 2-lens Opus
review (CONCERNS) addressed: movement-gated re-flood for the town-FPS risk;
players-only :5669; the blip-absorption test.
Register: retires TS-41 (SERVERVEL synth-velocity -> catch-up), narrows TS-44 (NPC
UP unified onto the interp queue; gate kept for orientation), adds AP-86
(shadow-follows-resolved impl) + AP-87 (MoveOrTeleport 4 m/no-Sequencer placement
snap). Known residual: the de-overlap sweep uses the human sphere for the mover, so
large creatures de-overlap at human radii (TS-46; Slice 3 plumbs Setup dims).
Visual gate PASSED (user: monsters visible + spacing much better). Core 2620 /
App 741 green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The former #143 flag forced every server-object light onto the D3D dynamic path (1/d attenuation, range x1.5); retail's stationary fixtures use the static calc_point_light curve (0x0059c8b0, Ghidra-verified: f=(1-d/range)*intensity*wrap/d^3 beyond 1m, range=falloff*1.3, per-channel colour clamp) - the dynamic path burned every Facility Hub lamp ~10x hotter than retail at 3m, producing the saturated magenta wash that zebra-striped normal wall geometry into the #176 'stripes/triangles' pattern (VSync-on test + clean captures characterized it as STATIC over-bright content, not flicker/tearing/camera). The shader's static branch already implements the verified curve faithfully (mesh_modern.vert pointContribution - its wrap constants pin LIGHT_POINT_RANGE=0.75), so the whole fix is the registration decision. Site-A lights are all stationary today (AP-44); genuinely moving lights re-earn isDynamic when they exist. Suites green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
ApplyLoadedTerrainLocked registered every static Setup light per apply, and RegisterOwnedLight appends unconditionally. A landblock can RE-apply without an unload in between (#168 ForceReloadWindow, Far->Near promotion) and static entity ids are deterministic, so each re-apply stacked another copy of the same lights under the same owner - the [seam-ent] x2->x4 growth, invisible to the identity-keyed [seam-blk] probe (stacked copies share one owner identity while intensity multiplies). The wash intensifies over the session and the stacked exact-tie copies destabilize the 128-cap pool selection sort. Fix: UnregisterOwner(entity.Id) before the per-entity register loop - re-apply idempotent, first apply a no-op. The live-spawn path keeps its existing guid-dedup teardown (GameWindow:3134 -> :4679). Suites green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The seam-floor purple flicker was NOT a draw z-fight. The in-engine
[seam-*] probe (ACDREAM_PROBE_SEAMDRAW - built because RenderDoc cannot
capture this pipeline: it hides GL_ARB_bindless_texture and the
mandatory-modern startup gate throws; AMD GPU rules out Nsight) killed
every double-draw suspect: ONE shell instance per seam cell at the
lifted z, no floor-coincident entity (portal entities sit at z=-12.05),
zero portal depth fans in the sealed Hub. What it caught instead: the
corridor floor's applied light set flipping wholesale with the flood.
Root cause: c500912b scoped BuildPointLightSnapshot by the per-frame
portal flood, on the research doc's gloss of CEnvCell::visible_cell_table
as "the portal-flood visible set". The named decomp refutes the gloss:
add_visible_cell (0x0052de40) DBObj-LOADS absent cells and inserts them;
a cell activation adds itself + its whole dat visible-cell list
(0x0052e228/0x0052e24a); entries leave only via the flush machinery.
It is the RESIDENT-cell registry - gaze can never remove a cell.
add_dynamic_lights (0x0052d410) walks the WHOLE table per frame
(caller 0x00452d30), and insert_light (0x0054d1b0) caps the pool by
distance to Render::player_pos (0x0054d1dd). Retail's pool is a function
of player position only. Ours followed the camera: turning changed the
flood (probe: 8..41 cells across one turn), the six intensity-100
under-room portal purples entered/left the pool, and the wedge blinked.
Fix: BuildPointLightSnapshot(playerWorldPos) collects ALL registered
(=resident) lit lights; over cap keeps dynamics FIRST (retail's separate
7-slot dynamic pool never competes with statics) then nearest-the-player;
the RebuildScopedLights callback is deleted. Live-verified with the probe:
full-circle turn, flood churning 8..41, the floor set held the same 8
identities on every post-spawn frame. The purple wedge SHAPE stays - it
is cdb-proven retail-faithful.
Residual deviation (AP-85 rewritten): single 128 pool vs retail's
7-dynamic/40-static degrade-scaled dual pools - the Hub now shows
7 purples + viewer where retail's cdb showed 4 + viewer + fixture slots;
if the gate reads the wedge as too purple, the A7 dual-pool cap is the
faithful trim.
Pins: PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant
(rewritten to the corrected model),
PointSnapshot_OverCap_DynamicsNeverEvictedByNearerStatics,
PointSnapshot_OverCap_KeepsNearestThePlayer,
PointSnapshot_ResidentCollection_CellTagDoesNotFilter.
Suites: Core 2599+2skip / App 726+2skip / UI 425 / Net 385.
The [seam-*] probes stay until the visual gate passes, then strip.
Correction banner added to 2026-07-06-a7-per-cell-lighting-pseudocode.md;
outcome banner on the z-fight handoff; ISSUES #176 updated.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Port retail's per-frame light collection: the point-light pool is built from ONLY the
currently-visible cells' lights, matching CObjCell::add_*_to_global_lights
(0x0052b350/0x0052b390) walked over CEnvCell::visible_cell_table (0x0052d410) — not a
flat world-space set capped at 128-nearest-camera.
- LightSource.CellId (retail insert_light arg6 -> RenderLight +0x6c); tagged at both
registration sites from entity.ParentCellId (live weenie fixtures + dat EnvCell statics).
- LightManager.BuildPointLightSnapshot(camPos, visibleCells): a light joins the pool iff
CellId==0 (viewer/global) or its cell is in the flood. 128 cap kept as a now-non-biting
backstop (retail's is 40 static + 7 dynamic, 0x0081ec94/8).
- Threaded via RetailPViewDrawContext.RebuildScopedLights, invoked in DrawInside after the
flood resolves prepareCells and before the draws (renderers select from the same
in-place-rebuilt PointSnapshot; EnvCellRenderer clears its per-cell cache each pass).
- [indoor-light] probe (ACDREAM_PROBE_INDOOR_LIGHT=1) dumps the scoped-pool SET COMPOSITION.
Un-skips LightManagerTests.PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant.
CORRECTION: the handoff called the camera-cap the "confirmed" #176/#177 mechanism. The probe
PROVES scoping works (291 Hub fixtures -> pool of 1-9, ~285 through-floor lights dropped/frame,
CellIds match the flood), but the user's VISUAL GATE showed BOTH symptoms unchanged. So pool
composition is NOT the cause. #176 real cause = an over-bright purple point light
(intensity=100, color 0.784,0,0.784 -- from [light-detail]); #177 = a portal-visibility miss
(stairs not drawn looking back). Both stay OPEN. This change is retail-faithful and retires the
camera-eviction latent bug; kept as such, not as the symptom fix. Register AP-85 corrected;
ISSUES #176/#177 re-diagnosed; render digest banner updated.
Decomp: insert_light 0x0054d1b0, minimize_object_lighting 0x0054d480, calc_point_light
0x0059c8b0; pseudocode docs/research/2026-07-06-a7-per-cell-lighting-pseudocode.md.
Suites green: Core 2595 + 2 skip, App 719 + 2 skip.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Completes the safe-batch (implementer finished this but died before
committing; coordinator independently verified bit-identity + safety
post-interruption). Two per-frame HashSet<uint> allocations replaced by
reused cleared-in-place fields:
- GameWindow._animatedIdsScratch: WalkEntitiesInto treats null and empty
identically (line 682 `is null || Count == 0`), so an always-non-null
empty set == the old null-when-empty local. Verified.
- RetailPViewRenderer._drawableCellsScratch: flows into
RetailPViewFrameResult.DrawableCells (live ref) but every consumer reads
it same-frame; sigDrawableCells is a per-frame OnRender local that
EmitRenderSignatureIfChanged only FORMATS to a string (no reference
retention, no _lastSig set field). Built frame N -> read frame N ->
cleared frame N+1. No cross-frame corruption.
Build green, full suite 4116 passed / 4 skipped.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
AnimationSequencer.Advance() allocated a fresh PartTransform[partCount]
every call (BuildBlendedFrame/BuildIdentityFrame), and GameWindow.
TickAnimations reassigned entity.MeshRefs to a fresh List<MeshRef>(partCount)
every tick for every animated entity - including idle NPCs on a breathe
cycle. Both fire every frame in steady state and both become garbage
immediately after being consumed.
Fix: cache a PartTransform[] sized once in the AnimationSequencer
constructor (_setup is readonly and never reassigned, so partCount is
fixed for the sequencer's lifetime) and overwrite it in place each
Advance() call. Cache a List<MeshRef> on the long-lived AnimatedEntity
record (one per animated entity, held in GameWindow._animatedEntities)
and Clear()+refill it each tick instead of allocating a new list.
Verified safe: TickAnimations runs single-threaded to completion before
any draw-side consumer reads MeshRefs (WbDrawDispatcher re-reads
entity.MeshRefs fresh every frame, keyed by entity.Id - it never caches
the list reference across frames). The only place that copies MeshRefs
across an animation boundary (RefreshPaperdollDoll) takes an explicit
`new List<MeshRef>(pe.MeshRefs)` value copy; MeshRef is a readonly
record struct so that copy is unaffected by later in-place mutation of
the source list. No test holds two Advance() results simultaneously.
dotnet build clean, dotnet test 4120 passed / 4 skipped (unchanged).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The 'run into the last corridor window and pop up through its roof'
report: the live callers passed sphereHeight: 1.2f into
SpherePath.InitPath, whose head-sphere formula (height - radius) put the
head sphere center at 0.72 - the capsule top at 1.2m. The top 0.63m of a
1.83m character had NO collision, so at the corridor-end window alcove
(0x8A020179 -> 0x8A02017E: 0.70m sill face, 1.3m opening, sloped funnel
behind) the step-up's placement never saw the head overlapping the
lintel solids and let the player climb in head-through-roof.
Dat truth (HumanSetup_CollisionSpheres_DatTruth): Setup 0x02000001
spheres = (0,0,0.475) r=0.48 and (0,0,1.350) r=0.48 - capsule top 1.83 =
Setup.Height 1.835. Retail collides with that sphere list verbatim
(CPhysicsObj::transition 0x00512dc0 -> init_sphere(GetNumSphere,
GetSphere, m_scale)).
Fix: PlayerMovementController + the GameWindow remote resolve now pass
sphereHeight: 1.835f (capsule top; head center 1.355 vs dat 1.350).
InitPath unchanged - captured-input replay fixtures (recorded 1.2
inputs) stay byte-identical. Register TS-46: the (radius, capsule-top)
scalar approximation of the Setup sphere list (5mm foot/head offsets;
remotes use human dims) with the retire path (plumb the sphere list).
Pins: WindowOpening_HeadCannotFit_EntryBlocked (22-frame walked approach
wall-slides at the sill, never enters 0x8A02017E) +
WindowAlcove_RaisedPlacement_HeadInLintelSolid_Collides (Path-1
placement rejects the raised head in the lintel solids) + the
WindowShaft_FullPolyDump / HumanSetup dat inspections.
Suites: Core 2562 / App 713 / UI 425 / Net 385, 0 failures.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
GameWindow gets one field (_frameProfiler), one FrameBoundary() call at
the top of OnRender, three stage scopes (Update in OnUpdate, Upload
around _wbMeshAdapter?.Tick(), ImGui around _imguiBootstrap.Render()),
and one Dispose() call in teardown before _dats?.Dispose() releases the
GpuFrameTimer query ring. No new feature bodies land in GameWindow.cs —
all profiler logic lives in AcDream.App.Diagnostics.
DebugVM.FrameProf mirrors RenderingDiagnostics.FrameProfEnabled so the
DebugPanel checkbox ("Frame profiler ([frame-prof])") toggles the 5s
report live. Note: the checkbox lives in
AcDream.UI.Abstractions/Panels/Debug/DebugPanel.cs (IPanelRenderer,
backend-agnostic) alongside the other Diagnostics-section checkboxes —
not in AcDream.UI.ImGui, which holds no panel-drawing code per Code
Structure Rule 3.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The shipped derivation looked up mt.Cycles[DefaultStyle]; the dat
Cycles dictionary is keyed by the COMBINED (style << 16) | substate
word (CMotionTable.cs:683), so the lookup always missed and the pose
override silently fell back to placement frames — user re-test: "175
is not fixed". The pins covered the override plumbing but not the
derivation, the one part with no offline fixture.
Extract the derivation to Core as MotionTablePose.DefaultStatePartFrames
using the retail SetDefaultState chain (StyleDefaults[DefaultStyle] ->
combined-key LookupCycle, same wrap arithmetic as CMotionTable.cs:683)
and pin it against the REAL dat (human MT 0x09000001 resolves a
34-part pose — this test fails on the old key math). Short poses now
apply PER PART (ShadowShapeBuilder already falls back per index) so a
door anim posing only the panels still overrides them while the
BSP-less header keeps its placement frame. [shape-pose] diagnostic
(ACDREAM_DUMP_MOTION) prints mt id + resolved part0 pose per BSP
registration so live launches show the actual outcome.
Suites: Core 2540 / App 713 / UI 425 / Net 385 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Facility Hub double door (Setup 0x02000C9D) embeds the player into
the visual panel from one side and blocks with a phantom slab on the
other: its Setup PLACEMENT frames pose the two panels AJAR (yaw
-150/-30 deg, 0.44 m behind the doorway plane — dat-confirmed by the
Issue175 inspection) while the rendered door poses them CLOSED from
the wire-supplied motion table via the sequencer. ShadowShapeBuilder
read placement frames, so the 1.66x0.29x2.95 m physics slabs
registered at the ajar pose. Retail tests each part's LIVE
CPhysicsPart pose — for an idle door, the motion table's default
(closed) state.
Fix: ShadowShapeBuilder.FromSetup gains partPoseOverride (BSP part
shapes only); RegisterServerEntityCollision derives it from the spawn
MotionTableId via GameWindow.MotionTableDefaultPose (default style ->
first cycle -> LowFrame part frames). Null/short poses fall back
per-part to placement frames — table-less entities and landblock
statics unchanged. One-shot snapshot vs retail's per-frame live pose
is register row AP-84 (equivalent for the door lifecycle: closed ==
default pose; open == ETHEREAL bypasses collision, #150).
Pins: FromSetup_PartPoseOverride_ReplacesPlacementFrames /
_NoOverride_KeepsPlacementFrames / _ShortOverride_FallsBackPerPart.
Suites: Core 2539 / App 713 / UI 425 / Net 385 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail CPhysicsObj::RemoveLinkAnimations (0x0050fe20) is a tailcall to
CPartArray::HandleEnterWorld (0x00517d70) -> MotionTableManager::
HandleEnterWorld (0x0051bdd0): remove_all_link_animations PLUS a full
pending_animations drain (while (head) AnimationDone(0)), each pop
relaying MotionDone so CMotionInterp pops its pending_motions node in
lockstep. acdream bound the seam to the bare sequence strip, so every
jump's LeaveGround removed the animations that queued manager nodes
were counting down on — orphaning them (NumAnims>0, anims gone) and
permanently damming BOTH queues. MotionsPending() then never drained
(probe round: last player pending=False at the first MovementJump
press; old jump motions still completing at rest minutes later) and
BeginTurnToHeading/BeginMoveForward's verbatim motions_pending gates
starved every armed moveto: ACE's mt-6 walk-to-door armed but the body
never walked (wire-proven, seqs 98-101); the close-range use turn
never completed so the deferred action was silently eaten. Doors only
worked on a fresh session (shallow queue).
Rebind both production sites (remote EnsureRemoteMotionBindings +
the player's EnterPlayerModeNow block) to Manager.HandleEnterWorld();
the sequencer wrapper was a pure passthrough so the manager call is a
strict superset. All six interp seam sites (LeaveGround, HitGround,
Dead, and the detached-object guards) are the same retail chain.
Harness mirrors updated; pins: Issue174LinkStripDrainTests (the seam
drains both queues; fresh motions queue and complete after). Suites:
Core 2535 / App 713 / UI 425 / Net 385 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
An observed character jumping into a dungeon ceiling hovered at the
roof until its ballistic arc decayed, landing visibly late (user
report, 0x0007). The remote DR tick sweeps collision (position pinned
at the ceiling — no clip-through) but retail's post-transition velocity
response, CPhysicsObj::handle_all_collisions (pc:282699-282715:
v -= (1+elasticity)*dot(v,n)*n), was only ported for the LOCAL player
(L.3a). The remote body kept its +Z launch velocity and re-integrated
it into the roof every tick — the position was clamped but the
timeline was pure ballistics.
Retail runs handle_all_collisions after every SetPositionInternal for
every physics object, remotes included. Mirror the local reflection
block in the remote sweep's post-resolve path: same formula, same
AD-25 airborne-before-AND-after suppression (corridor slides and
landings don't reflect; the landing snap's Velocity.Z <= 0 gate stays
intact), same Inelastic zero-out for future missiles. AD-25 register
row extended to cover both sites.
Suites green: Core 2533 / App 713 / UI 425 / Net 385.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Structural capstone of the R5 movement-manager arc; zero behavior change.
Retail MovementManager (acclient.h /* 3463 */, 16 bytes / four pointers)
gives every CPhysicsObj ONE owner for its motion_interpreter +
moveto_manager. acdream carried them as loose per-entity objects wired by
hand at three sites. This slice:
- New src/AcDream.Core/Physics/Motion/MovementManager.cs — owns
MotionInterpreter + lazy MoveToManager (MakeMoveToManager 0x00524000 via
a MoveToFactory closure, the acdream stand-in for the physics_obj/
weenie_obj backpointers) + the relays with retail call shapes:
PerformMovement 0x005240d0 (types 1-5 -> minterp, 6-9 ->
MakeMoveToManager + moveto, (type-1)>8 -> 0x47), UseTime 0x005242f0
(moveto only), HitGround 0x00524300 (minterp FIRST then moveto),
HandleExitWorld 0x00524350 (minterp only), CancelMoveTo 0x005241b0,
HandleUpdateTarget 0x00524790, IsMovingTo 0x00524260.
- RemoteMotion.Movement + PlayerMovementController.Movement hold the ONE
facade; Motion/MoveTo become child views so the comment-dense call sites
read unchanged. The three wiring sites (EnsureRemoteMotionBindings,
EnterPlayerModeNow, the chase harness — same commit per the mirror rule)
construct through MoveToFactory + MakeMoveToManager(), preserving the
pre-facade eager timing (side-effect-free ctor = unobservable either way).
- Relay call sites repointed: both remote landing HitGround pairs + the
player landing pair, despawn HandleExitWorld, TickRemoteMoveTo + the
player Update UseTime, RouteServerMoveTo (takes the facade; routes via
the retail PerformMovement dispatch), InstallSpeculativeTurnToTarget,
host HandleUpdateTarget/InterruptCurrentMovement closures (retail
CPhysicsObj::HandleUpdateTarget @0x00512bf0 fan head + the TS-36
interrupt chain, now the literal facade relays).
- NOT absorbed per the slice spec: unpack_movement stays App
(RouteServerMoveTo + UM heads; Core.Net types stay out of Core.Physics);
TS-42 per-tick order untouched (R6); #170/#171 gate-passed machinery
untouched. PerformMovement's set_active(1) head not re-asserted (spawn
asserts Active; status quo — no new register row).
- Register: TS-41/TS-42 source wording freshened to the facade shape;
AD-36 retire note corrected (facade half closed; residue = entities
that never get a RemoteMotion). No new rows.
- Conformance: 15 new MovementManagerTests pin the dispatch table, lazy
create, relay targets/order, null tolerance. Suite 4052 green; the
183-case/funnel/moveto/chase/sticky suites UNMODIFIED (harness
construction mirrors production, test bodies untouched).
Decomp: docs/research/2026-07-03-r5-managers/r5-movementmanager-decomp.md
Co-Authored-By: Claude Fable 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>
Gate 1 (2026-07-04): "better in general" + three residuals — monsters
pushed INTO the player, attacks with stale facing, position
"flashing/flapping instead of gliding". All three are ONE mechanism:
the legacy NPC UpdatePosition handler hard-snaps position, orientation,
and velocity/cycle UNCONDITIONALLY, fighting the armed sticky every UP
(ACE's authoritative rest pose sits ~0.6 m out and its server-side
facing lags the strafing target; the client stick holds 0.3 m + live
facing — oscillation at UP cadence).
Retail is immune by architecture, not by tuning: UP corrections flow
through the InterpolationManager into the SAME per-tick
PositionManager::adjust_offset chain where StickyManager::adjust_offset
OVERWRITES them while armed (0x00555190 chain order; 0x00555430 assigns
m_fOrigin). A server correction can never fight an armed stick
frame-by-frame. The remote-player branch already has exactly that
(queue -> combiner -> sticky overwrite); the legacy NPC path snaps
outside the chain.
Fix: suppress the NPC UP position/orientation/velocity-adoption snaps
while the entity is stuck (PositionManager.GetStickyObjectId() != 0) —
the retail chain semantics translated to the snap architecture.
LastServerPos/Time + cell bookkeeping still record; server truth
reasserts on the first UP after unstick, bounded by the 1 s sticky
lease. Register row TS-44 (same commit); retires with the S6/R6
interp-queue unification of the NPC path.
Apparatus: ACDREAM_PROBE_STICKY=1 — per-guid [sticky] lifecycle lines
(STICK / UNSTICK / LEASE-EXPIRE / TARGET-status teardown), per-armed-
tick steer lines (signed gap dist, applied delta, heading delta, live
resolve), and [sticky-snap-skip] at the suppressed-snap site.
PhysicsDiagnostics.ProbeStickyEnabled owns the flag (rule #5).
Full suite 4038 green. Awaiting gate 2 (pack melee vs retail).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Group-melee interpenetration + facing drift: the R5-V1-ported
StickyManager/PositionManager were Core-only — the StickTo/Unstick seams
were unbound and every arrival radius was 0, so ACE's Sticky|UseSpheres
melee chases closed ~one body-radius too deep and froze at stale arrival
poses until the next wire re-arm. Retires TS-39.
Wiring (anchors re-verified against the named decomp this session):
- EntityPhysicsHost owns a PositionManager; HandleUpdateTarget fans
MoveToManager then PositionManager (CPhysicsObj::HandleUpdateTarget
0x00512bc0 order).
- Seams bound remote + player: MoveToManager.StickTo (BeginNextNode
sticky arrival @0x00529d3a), Unstick (PerformMovement head), and
MotionInterpreter.UnstickFromObject (UM funnel head, 0x0050eaea).
- AdjustOffset at the retail UpdatePositionInternal slot (@0x00512d0e):
NPC branch composes pre-sweep (steer is swept by ResolveWithTransition);
remote-player branch chains the combiner offset through the shared
delta frame (the interp stage) so sticky OVERWRITES when armed
(0x00555430 assigns m_fOrigin, not accumulates); player inside the
30 Hz physics quantum before UpdatePhysicsInternal.
- UseTime (the 1 s lease watchdog) at the UpdateObjectInternal tail
(@0x005159b3): unconditional per remote; player gated on the physics
tick (retail's MinQuantum gate skips UseTime too).
- Real setup cylsphere radii (CPartArray::GetRadius/GetHeight
0x005180a0/0x005180b0 = setup radius/height x ObjScale from the spawn
record): own via EnsureRemoteMotionBindings + player wiring; target via
RouteServerMoveTo AND the speculative use-walk install (retail resolves
the target PartArray at EVERY MoveToObject site — ACE PhysicsObj.cs:951).
- Teardown parity: exit_world (0x00514e60) UnStick + ClearTarget before
the ExitWorld notify; player teleport fires teleport_hook's tail
(UnStick in SetPosition + EntityPhysicsHost.NotifyTeleported =
ClearTarget + NotifyVoyeurOfEvent(Teleported) @0x00514f1b) so mobs
stuck to the player drop their sticks on a recall.
- SERVERVEL arbitration also yields to a stuck entity (same starvation
class as the #170 fix — sticky owns the between-snap translation).
- StickyManager.UseTime aligned to retail's strict > deadline
(0x00555626; ACE >): two V1 tests had pinned the >= edge — corrected.
Register: TS-39 deleted; TS-41 narrowed (stickyArmed gate); TS-43 added
(remote teleport_hook gap — self-corrects within the 1 s lease); AP-23
narrowed (real radii at the speculative site; only the use-radius
buckets remain invented).
Conformance: 2 new full-stack sticky scenarios in
RemoteChaseEndToEndHarnessTests (arrive -> stick -> strafing-target
gap+facing track -> lease expiry; unstick-on-rearm -> re-stick).
Full suite 4038 green.
Pre-commit adversarial diff review (3 lenses + per-finding refuters)
confirmed and fixed 4 findings: ObjScale-dead radius read, player
UseTime order inversion, missing teleport voyeur notify, speculative-
site radius asymmetry.
Awaiting the user visual gate: pack melee side-by-side vs retail
(attackers reshuffle + keep facing; some overlap is ACE-server-side).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Gate result: user side-by-side vs retail — "looks good, as close to retail
now as I can see". Telemetry from the gate session (launch-170-gate2.log):
BeginMoveForward ~1:1 with MoveToObject arms for every chasing creature
(pre-fix capture was 16:1), ZERO "SERVERVEL skips UseTime while armed"
occurrences, pending_motions depth 1 at last sample.
Stripped per the #170 close-out plan: s_mvtoDiag + all [mvto] prints
(MoveToManager), s_drainDiag + [drain]/[drainq] (MotionInterpreter), the
[npc-tick] branch prints and the "UM actions" inbound-action dump
(GameWindow). The durable ACDREAM_DUMP_MOTION family stays. The
RemoteChaseEndToEndHarnessTests + RemoteChaseDrainBisectTests conformance
suites stay as the permanent regression net for this pipeline.
ISSUES: #170 -> DONE + Recently-closed entry (fix SHAs 427332ac, d2ccc80e,
1051fc83). Memory topic + index flipped to CLOSED.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The "sustain the run" residual. The handoff's "Ready stop-node backlog
drains a beat slower than retail" framing was DISPROVEN: a new full-stack
offline harness (RemoteChaseEndToEndHarnessTests — real MoveToManager +
MotionInterpreter + AnimationSequencer + MotionTableDispatchSink + the
manual omega integration, wired field-for-field like
EnsureRemoteMotionBindings and ticked in TickAnimations' exact phase
order) proves the Core turn/run/drain pipeline healthy: the chase turn
completes in <1 s both directions, BeginMoveForward installs per arm, the
run sustains across re-arms and attack swings, and pending_motions fully
empties (retail cdb invariant add_to_queue == MotionDone).
The real mechanism (launch-drainq.log, corrected per-guid attribution —
the previous session's timeline mis-attributed [mvto] lines that fire in
the network phase): funnel per chasing scamp was 16 mt-6 arms -> 11
dispatched turns -> ONE BeginMoveForward. Any NPC receiving
UpdatePositions gets HasServerVelocity=true (synthesized from position
deltas even when the wire carries no velocity), and the grounded per-tick
branch routed those to the SERVERVEL leg, which SKIPS
MoveToManager.UseTime — [npc-tick] literally logged
"branch=SERVERVEL (skips UseTime) mtState=MoveToObject". The armed
moveto was starved for exactly the duration of the server-side chase:
legs stayed in Ready while the body glided on synthesized velocity (the
#170 slide); the manager only woke in UP-silent gaps (creature stopped
server-side) and its stale-heading turn was interrupted by the next UM
before reaching BeginMoveForward.
Retail runs MovementManager::UseTime UNCONDITIONALLY every tick
(CPhysicsObj::UpdateObjectInternal 0x005156b0, call @0x00515998) and has
no wire-velocity leg-driver anywhere; between UPs a moveto-driven body
translates from the motion state (get_state_velocity) with UP hard-snaps
correcting drift. Fix: an armed moveto (MovementTypeState != Invalid)
always takes the MOVETO leg; SERVERVEL remains only as the legacy
fallback for entities without a moveto (scripted paths / missiles).
Register: TS-41 (the narrowed SERVERVEL stopgap), TS-42 (drain-order
divergence also pinned this session: acdream drains AnimDone->MotionDone
AFTER HandleTargetting/MoveTo.UseTime; retail's process_hooks
@0x00512d3d runs BEFORE TargetManager/MovementManager in
UpdateObjectInternal — one frame of extra latency, R6 scope).
New conformance: RemoteChaseEndToEndHarnessTests (3 scenarios + theory)
+ RemoteChaseDrainBisectTests (the drain-chain pin; its first run also
demonstrated the TS-40 InWorld=false link-strip wedge shape — harness
bodies must replicate the live RemoteMotion construction).
ISSUES #170 updated (awaiting user visual gate; probes stay until then);
handoff doc superseded-note added.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live retail cdb tracing + acdream probes root-caused the creature chase "slide"
end-to-end, SUPERSEDING the earlier MovementManager-coexistence hypothesis
(eb423fb7):
Chase run cycle is manufactured client-side from mt-6 MoveToObject:
HandleUpdateTarget -> MoveToObject_Internal -> (TurnToHeading node completes
via UseTime) -> BeginMoveForward -> _DoMotion(RunForward) sets substate.
BeginTurnToHeading (MoveToManager 0x00529b90) bails while
CMotionInterp.motions_pending is non-empty (retail-faithful).
acdream's pending_motions EXPLODED to ~1.3M entries (live: add=1.37M vs
done=5.7K) because the NPC per-tick called rm.Motion.apply_current_movement
EVERY FRAME, which for a remote (has a DefaultSink) re-ran
ApplyInterpretedMovement and re-dispatched the WHOLE interpreted state (stance
0x8000003C + forward=attack + sidestep/turn stops), each appending a
pending_motions node that barely drains. => MotionsPending() permanently true
=> the chase turn never started => BeginMoveForward/RunForward ~never fired =>
the creature slid in an idle+attack pose. Retail dispatches per MOTION EVENT
(per UM), never per frame — cdb drain trace: retail add_to_queue == MotionDone.
FIX: delete the per-frame apply_current_movement call in the grounded remote-NPC
dead-reckon path (GameWindow ~9992). The motion is already dispatched per UM by
the funnel (MoveToInterpretedState) + by the MoveToManager per node; body
velocity is refreshed directly by the existing get_state_velocity line.
RESULT (verified live): pending_motions depth 1.3M -> ~1 (add~=done); "stuck in
attack animation" GONE (user-confirmed); run cycle now installs (BeginMoveForward
1->10, RunForward held 0->7). PARTIAL: still not fully sustained — BeginTurnToHeading
still blocked motionsPending=True 256/272 (94%) because a residual Ready
(0x41000003) stop-node backlog keeps the queue from fully emptying between swings
(retail hits add==done exactly). acdream gets ~10 run-starts vs retail's ~21, so
it now twitches+glides instead of a clean run-then-stop. Residual = the R2/R3
Ready-stop drain (next session; see docs/research/2026-07-04-*-handoff.md).
Also includes the env-gated #170 diagnostic probes used to find this
(ACDREAM_MVTO_DIAG=1: [mvto]/[npc-tick]/[drain]/[drainq]) — TEMPORARY, strip when
#170 closes. No effect on normal runs. Core suite green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Root cause (confirmed by a live ACDREAM_DUMP_MOTION capture of Mite Scamp
0x80000244 + the retail decomp): a chasing+attacking creature's attacks arrive
as the ForwardCommand of frequent mt-0 InterpretedMotionState UMs (66 attack UMs
0x62/63/64 vs 2 mt-6 chase MoveTos in the capture). Retail's get_state_velocity
(0x00527d50) computes the body's translation velocity from the current forward
command: WalkForward→3.12×spd, RunForward→4.0×spd, and 0 for everything else
(an attack) — so the creature plants its feet. acdream ALREADY has a faithful
get_state_velocity (returns 0 for a non-locomotion command; cross-checked vs
holtburger grounded_local_velocity's `_ => zero`), but it was never WIRED to the
remote body for entities with an animation sink: apply_current_movement's sink
path (all remotes have a DefaultSink) dispatches the animation and early-returns
BEFORE the set_local_velocity(get_state_velocity()) write, which lives only in
the no-sink fallback (MotionInterpreter ~1702). So a remote NPC's body.Velocity
was never recomputed from its motion state and kept the STALE run velocity from
the last chase — the body dead-reckoned forward at ~4 m/s while playing an
idle+attack pose ("glides after me").
Fix: after apply_current_movement in the grounded remote-NPC dead-reckon path
(GameWindow ~9992, restricted to remotes by serverGuid != player and to grounded
by OnWalkable), refresh rm.Body via set_local_velocity(get_state_velocity()) —
the exact write retail's apply_current_movement performs, reusing the verbatim
ported get_state_velocity. An attack forward command now resolves to 0, so the
creature stops and swings in place; RunForward still yields the run velocity.
Narrowest safe seam: the local player (which also has a sink) is excluded by the
loop's player guard, so its PlayerMovementController velocity path is untouched.
The earlier suspicion (#159 combat-command numbering) was a red herring — the
scamp's 0x62/63/64 were always in the correct block and the planner is unwired;
the wire even carries full attack variety, so "uniform" was the visual artifact
of rapid attacks over a gliding idle base, not a classification bug.
Tests: MotionVelocityPipelineTests.AttackForwardCommand_ZeroVelocity (4 cases)
pins get_state_velocity → 0 for the attack forward commands the fix depends on.
Core suite 2503 green. Visual gate pending (retail side-by-side: creature should
plant + step, not glide).
Ref: docs/research/named-retail get_state_velocity 0x00527d50; ISSUES #170.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The existing UM dump shows only ForwardCommand; the [CMD_LIST] dump is local-
player only and omits stamps. For a remote creature (the #170 Mite Scamp) nothing
logged the attack action stream, so a capture couldn't answer "do the attack
stamps advance (variety) or repeat (uniform)?". Add one env-gated line in the
remote funnel branch dumping each inbound action (full command + route + stamp +
autonomous + speed). Temporary #170 capture aid — strip once the mechanism is
confirmed.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Root cause (confirmed live via the landblock-load probe): the streaming window
marks every landblock "resident" at bootstrap (MarkResidentFromBootstrap) BEFORE
their async loads land. When a character spawns far from the startup center
(0xA9B4 Holtburg), the login-spawn recenter runs RecenterTo against that stale,
half-loaded window — and RecenterTo trusts _tierResidence, so it never
re-enqueues the old/new window overlap. The overlap band is marked resident but
its loads never completed, leaving a permanent HOLE of landblocks that are never
requested (zero BUILD-NULL — they're simply skipped). The player spawns in the
hole: its landblock never loads, so terrain/NPCs/player never draw — the
"world not loading / invisible / scenery behind" symptom.
Probe evidence (spawn at 0xADAF): the player's column 0xAD loads Y=0xA3-0xAA and
0xB0-0xC0 but is MISSING Y=0xAB-0xAF — and the player is at 0xADAF (Y=0xAF), dead
in the gap. 0xADAFFFFF: never [lb] ADD'd, never BUILD-NULL'd.
Fix: a far login-spawn moves the render origin exactly like an outdoor teleport
(which already calls StreamingController.ForceReloadWindow to drop the stale
window + re-bootstrap fresh around the new origin — GameWindow.cs ~5725). The
login-spawn recenter now flags the same rebuild; because the spawn handler runs
on the network thread and ForceReloadWindow is render-thread-only, the flag is
set there and consumed in OnUpdateFrame's streaming block before the Tick.
Verified live: 0xADAFFFFF now `[lb] ADD entities=216`, full world draws
(flatCount=12807), and the player transitions PENDING(hidden) -> DRAWSET PRESENT
(composes with the RelocateEntity pending-recovery fix, 315af02f). No-op for a
normal Holtburg login (spawn == startup center → guard false). Full suite 4007
green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Replace the AP-79 P4 TargetTracker poll adapter with the ported retail
TargetManager voyeur subscription system, wired per entity. Behaviorally a
faithful no-op refactor for the common cases (server-directed creature chase
+ auto-walk-to-object), now driven by the retail mechanism instead of the
GameWindow poll.
New: EntityPhysicsHost (App) — the per-entity IPhysicsObjHost (retail
CPhysicsObj stand-in), owning a TargetManager. Delegate-injected accessors so
it stays free of GameWindow internals (code-structure rule #1).
Wiring (GameWindow):
- _physicsHosts registry (guid → host) = retail CObjectMaint::GetObjectA,
backing the voyeur round-trip's cross-entity delivery.
- ResolvePhysicsHost lazily creates a minimal position-only host for ANY known
entity — retail lets every CPhysicsObj host a target_manager, so a STATIC
object (chest/corpse) still answers add_voyeur; without this, auto-walk to a
never-animated object would arm the moveto but never receive the immediate
target snapshot and never start.
- MoveToManager set_target/clear_target/quantum seams repointed at the host's
TargetManager (remote + player).
- HandleTargetting ticked unconditionally per entity BEFORE UseTime (retail
UpdateObjectInternal order): per-remote loop for remotes, pre-Update block for
the player. The player's tick is load-bearing for creature-chase — the player
as a watched target pushes its position to the chasing NPCs' HandleUpdateTarget
each frame, ahead of their UseTime.
- Despawn (RemoveLiveEntityByServerGuid): NotifyVoyeurOfEvent(ExitWorld) to the
entity's watchers before pruning the host — the only cleanup for a watcher
whose target already sent an Ok (past Undefined, the 10s staleness never fires).
Deleted: RemoteMotion.TrackedTarget* fields + _playerMoveToTarget* GameWindow
fields + the two manual poll blocks. AP-79 register row retired same commit
(AP section 73→72).
Delivery is now synchronous-on-set_target (retail: set_target is last in
MoveToObject, so the immediate snapshot lands with all moveto state in place)
vs AP-79's next-frame poll — more faithful. Full suite 4006 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The retail movement-manager family the R4 MoveToManager port left as
do-not-invent seams (decomp §9f/§9g). Faithful C# ports of retail's
PositionManager facade + StickyManager + ConstraintManager + the
TargetManager voyeur system, with full conformance tests. NO wiring yet
— purely additive, no behavior change. Wiring (retiring TS-39 sticky +
AP-79 target adapter) is R5-V2/V3.
New Core classes (src/AcDream.Core/Physics/Motion/):
- StickyManager (0x00555400): follow-a-target steering. adjust_offset's
dense x87 mush decoded via ACE (StickyRadius 0.3, StickyTime 1.0,
follow speed ×5 / fallback 15) — speed-clamped signed-distance steer +
bounded turn-to-face; 1 s watchdog; Ok→initialized / non-Ok→teardown.
- ConstraintManager (0x00556090): the server-position rubber-band leash.
90% IsFullyConstrained jump gate + grounded linear brake taper.
Structural only — acdream never ARMS it (retail arms from
SmartBox::HandleReceivedPosition, which acdream lacks, with two x87
constants BN elided). IsFullyConstrained stays false = TS-35 behavior;
leash-arming + the unknown constants are a deferred issue.
- PositionManager facade (0x00555160): lazy Sticky/Constraint + fan-out.
- TargetManager (0x0051a370) + TargettedVoyeurInfo: the peer-to-peer
voyeur subscription system (0.5 s throttle, 10 s staleness,
send-on-drift-past-radius, dead-reckon GetInterpolatedPosition). A
faithful superset of the AP-79 adapter — SetTarget subscribes ON the
target; the target's HandleTargetting pushes updates back.
- IPhysicsObjHost: the CPhysicsObj back-pointer seam (position/velocity/
radius/contact/GetObjectA + target-tracking fan-out) the App wires per
entity in V2/V3. MotionDeltaFrame: mutable retail-Frame delta accumulator.
Supporting:
- TargetInfo extended to the full retail 10-field struct (additive
defaults keep the R4 4-arg call sites compiling).
- MoveToMath: signed CylinderDistanceNoZ, NormalizeCheckSmall,
GlobalToLocalVec.
- Rename: the misnamed AcDream.Core.Physics.PositionManager (a remote
anim+interp per-frame combiner, NOT the retail facade) → RemoteMotion
Combiner, freeing the name and removing the ambiguity that breaks every
file importing both Physics + Physics.Motion (GameWindow will in V2/V3).
Tests: 42 new conformance cases (Sticky/Constraint/Position facade +
TargetManager incl. the full cross-entity voyeur round-trip). Full suite
4006 green (+2 skipped), no regressions.
Decomp + ACE cross-ref + port plan: docs/research/2026-07-03-r5-managers/.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
#163: remove [autowalk-gate] (+ _lastAutowalkGateLogTime throttle clock,
PlayerMovementController), [autowalk-feed] (GameWindow player tracker
feed), and the short-lived [MOVETO-CANCEL] #162 capture probe. The
durable ProbeAutoWalk family (PhysicsDiagnostics owner + DebugPanel
toggle + the permanent [autowalk] probe sites) stays.
#162 closed WITHOUT adaptation: user A/B says retail does not glide, and
post-#161 acdream matches (user-verified walk/run-by-distance movetos +
clean mid-chain key takeover). Head-interrupt + CancelMoveTo re-audited
retail-verbatim against the raw (unpack_movement 0x00524440,
interrupt_current_movement 0x005101f0, MoveToManager::CancelMoveTo
0x00529930 armed-gate); the launch-162 capture shows ACE's mt-0
reflections carry the mover's real locomotion, so cancels never strand
the legs. The old glide was killed by the R4-V5 stack + #161's
apply-pass params fix. Evidence trail in ISSUES Recently-closed #162.
Suite 3,964 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>
User observation (acdream observing a retail player's server MoveTo):
walk-distance approaches correct; run-distance plays the run cycle AND
moves toward the target in slow motion.
Root cause, raw-verified (apply_run_to_command 0x00527be0, raw
305062-305076): retail's rate chain is
weenie ? (InqRunRate() ?: my_run_rate) : 1.0
Every placed retail object HAS a weenie; a REMOTE's weenie fails
InqRunRate (no local skill data) and the chain lands on my_run_rate -
the exact field retail's mt-6/7 unpack writes with the wire's
MoveToRunRate (M13; observed 4.50). Our port had the branch verbatim
but remote interps carried NO weenie at all, taking the else-1.0
branch retail reserves for weenie-less detached objects: observer-side
run dispatches went out at speed 1.0, so the run cycle's pace AND
get_state_velocity's chase speed both crawled. Walk was unaffected -
walk speed is never rate-scaled (the discriminating symptom).
Fix: RemoteWeenie (Core) - the minimal stand-in for retail's
per-object ACCWeenieObject: InqRunRate fails (-> my_run_rate),
InqJumpVelocity fails, IsThePlayer default false (also ends the
fragile "null weenie counts as the player" reading of the A3 dual
dispatch for remotes), IsCreature default true (doors carry it too;
their force-asserted Contact keeps the creature ground-gate moot -
documented on the class). RemoteMotion's interp now constructs with
it.
Tests: RemoteWeenieRunRateTests pins both branches against the raw -
RemoteWeenie + MyRunRate=4.5 promotes WalkForward->RunForward @ 4.5;
weenie-less keeps the verbatim degenerate 1.0. Full suite green: 3,963.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Root cause (pinned by the worktree investigation + verified against
source): CMotionInterp's dispatch tails strip link animations for
DETACHED objects only (retail `if (physics_obj->cell == 0)
RemoveLinkAnimations`, raw @305627, three ported sites:
DoInterpretedMotion / StopInterpretedMotion / StopCompletely). The R3
port proxied retail's cell pointer with CellPosition.ObjCellId == 0 -
but that #145 field is seeded ONLY by SnapToCell, whose single
production caller is the LOCAL PLAYER's SetPosition. Every REMOTE body
therefore read "detached" forever, and every dispatch stripped the
transition link the motion table had just appended: a used door's
swing link died the same tick (pose snapped closed<->open - the live
symptom), and remote walk<->run link poses have been silently eaten
since the guard landed (masked: locomotion cycles resemble each other;
a door's two poses don't). The dispatcher itself (GetObjectSequence
link path) was verified retail-verbatim end-to-end - not the bug.
Fix: PhysicsBody.InWorld - an explicit "placed in the world" flag
carrying exactly the guard's retail meaning (register row TS-40,
replacing the previously UNREGISTERED ObjCellId proxy). Set by
SnapToCell (retail: enter_world/set_cell assigns the cell) and by
RemoteMotion construction (a RemoteMotion exists only for a world
entity). All three guard sites now test !InWorld. Default false =
retail's pre-enter_world detached state, preserving the guard for
genuinely unplaced bodies (bare-harness interps unchanged).
Tests: InWorldLinkGuardTests pins the polarity at all guard classes
(in-world dispatch keeps links; detached strips; StopCompletely same).
Full suite green: 3,961.
If the door still snaps after this, the open question is DATA (does
the door's table author an On<->Off link at all) - next step per the
investigation: dump the real table's Links/StyleDefaults via a
DoorSetupGfxObjInspectionTests extension.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two more live findings from the user's verify pass (the walk-up itself
works since 24569fd2):
GLIDE (a retail player using an object slides to it with no legs):
remote PLAYERS' MoveToManagers were armed by mt-6 but never TICKED -
the V4 UseTime slot lived only in the NPC/legacy per-tick branch,
gated !IsPlayerGuid (inherited from the deleted RemoteMoveToDriver's
NPC-only scope). Retail's UpdateObjectInternal has no entity-class
fork. The P4 tracker feed + UseTime is extracted into a shared
TickRemoteMoveTo(rm) and now also runs in the grounded player-remote
pipeline (L.3 M2): the manager's dispatches produce the locomotion
cycle through the funnel sink (the legs) while position stays
queue-chased per the M2 spec - the same composition an NPC gets.
DOORS (used doors flip ETHEREAL but never animate; a door opened by a
retail client does not animate either): static animated objects never
receive an UpdatePosition, so they never got a RemoteMotion (created
only in the UP handler) - and since the L.2g S2b funnel cutover the
UM motion apply is rm-only (the old direct SetCycle became the
funnel), so their On/Off forward-commands were parsed and dropped.
Confirmed live: door UMs arriving with cmd=0x000B/0x000C while the
door sequencer stayed frozen. Fix: create the rm on first UM (the
retail one-pipeline-for-every-entity-class shape), with a
LastServerPosTime>0 gate keeping UP-less entities OUT of the
dead-reckoning tick block (it force-asserts ground contact and
ground-resolves the body - position machinery for entities the server
moves; a wall-mounted door must not be terrain-snapped). Their cycles
play via the sequencer's own TickAnimations advance.
Remote jump-landing pose (third user report) not addressed here -
instrumentation next if it survives this build's retest.
Full suite green: 3,958.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The c2dc1a88 wedge fix paired every StopCompletely A9 node with a
completable motion-table type-5 entry via DefaultSink?.StopCompletely()
- but EnterPlayerModeNow called the initial SetPosition (whose teleport
idle is StopCompletely, R3-W6) BEFORE the sequencer/DefaultSink bind
block, so the login A9 node dispatched against a NULL sink and stayed
an orphan. Head-pop-any semantics mean a queue with one orphan never
reaches empty again (later completions just relabel the backlog), so
MotionsPending stayed true at every UseTime and the MoveToManager's
retail wait-for-anims gate (BeginTurnToHeading) never opened: every
server MoveTo armed (movingTo=True, Initialized=True, tracker fed,
node plan built) and the body never moved.
Pinned live by the [autowalk-gate] probe: type=MoveToObject init=True
contact=True motionsPending=True pm=[0x41000003] nodes=[TurnToHeading,
MoveToPosition] curCmd=0 - identical every half-second, forever.
Fix: the sequencer/sink bind block in EnterPlayerModeNow moves ABOVE
the initial physics Resolve + SetPosition (no data dependency - the
block only needs playerEntity/_animatedEntities). Teleport-arrival
SetPositions were already safe (sink long bound). Test rigs
(PlayerMoveToCutoverTests.MakeRig, W6EdgeDrivenMovementTests) mirror
the fixed order, and a new LoginQueue_DrainsToEmpty_UnderProductionFeed
test pins the invariant the probe caught: after login, pending_motions
must reach EMPTY under the production completion feed.
The [autowalk-gate]/[autowalk-feed] diagnostics stay in for the live
verify pass (TEMPORARY-tagged; strip when #5 closes). Full suite
green: 3,958.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live bug (2026-07-03, user door test): a server MoveTo armed
(movingTo=True) but the local body never moved; the retail observer saw
ACE walk the server-side player to the door; the next local input
reasserted the stale position (rubber-band). Log evidence: the player's
pending_motions queue was non-empty on 92/94 MotionDone pops (remotes:
0/40) - MoveToManager's retail wait-for-anims gate
(BeginTurnToHeading's MotionsPending check) never opened.
ROOT CAUSE (found via a production-faithful repro test - the original
suite force-drained the queue, masking it): the R3 port MISIDENTIFIED
retail's StopCompletely_Internal body. It is NOT a physics velocity
zero - CPhysicsObj::StopCompletely_Internal (0x0050ead0) tailcalls
CPartArray::StopCompletelyInternal (0x00518890) which is
MotionTableManager::PerformMovement(type 5): an ANIMATION-side full
stop whose UNCONDITIONALLY-queued pending_animations entry is the
completable partner of the A9 pending_motions node
CMotionInterp::StopCompletely enqueues (raw @00527e90 between the
state writes and add_to_queue). Without the dispatch, every
StopCompletely (login/teleport SetPosition + every MoveToManager
PerformMovement head) left an orphan node with no completion - the
queue never drained at idle. (The R3 code comment claimed a register
row for the stand-in; none was ever added - porting the real mechanism
closes that violation without a row.)
Fix set (all retail-anchored):
- IInterpretedMotionSink gains StopCompletely() (default true = the
null-sink posture); MotionTableDispatchSink routes it to the R2
manager's already-ported type-5 op (StopObjectCompletely +
Ready-sentinel entry) + TurnStopped for the ObservedOmega seam.
- MotionInterpreter.StopCompletely calls DefaultSink?.StopCompletely()
at the exact retail slot (after the state writes, before
add_to_queue); the immediate set_velocity(Zero) is kept as the
documented physics-effect stand-in.
- PlayerMovementController ticks CheckForCompletedMotions after
UseTime - retail's per-tick CPartArray::HandleMovement slot
(0x00517d60 = MotionTableManager::UseTime = CheckForCompletedMotions
tailcall, called every tick from UpdateObjectInternal @005159a4).
NOTE: a first-cut per-tick apply_current_movement pump was tried and
REVERTED - retail's apply callers are all event-driven (hold-key,
HitGround/LeaveGround, ReportExhaustion), not per-tick; the remote
block's per-tick apply is a pre-existing adaptation outside this
fix's scope.
- The P1 autonomous-store family, completing the pin's port shape
(the gate landed in V5; the STORE side was missing):
(a) the unpack store (00509730: last_move_was_autonomous = wire
byte) in the GameWindow player branch - local player only for now
(remote interps have no WeenieObj, which A3 reads as IsThePlayer;
storing a remote's autonomous byte would mis-route their per-tick
apply onto the raw branch);
(b) input edges store =1 at the controller edge block - retail's
CPhysicsObj::DoMotion @00510030 / StopMotion @005100e0 /
TakeControlFromServer @006b32f4 input-boundary stores;
(c) section 2's per-frame velocity write now PRESERVES the flag
(V5's first cut stamped it per frame, the wrong altitude - retail
stores it at event boundaries only);
(d) InstallSpeculativeTurnToTarget stores false (models the wire
mt-6's unpack store; part of the AP-23 adaptation) so the
event-driven applies (e.g. HitGround mid-moveto) route interpreted
and cannot clobber the manager's dispatched motions with idle raw
state.
Tests: new ServerMoveToPosition_ProductionCompletionFeed_WalksToArrival
drives the controller under the PRODUCTION completion feed
(sequencer.Advance -> MotionDoneTarget) instead of force-draining -
this is the test that reproduced the live wedge (queue stuck at the
two A9 Ready orphans) and now proves the drain. Existing cutover tests
mirror the wire-path autonomous store before PerformMovement. Full
suite green: 3,957.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The local player now runs server MoveTos through the same verbatim
MoveToManager remotes got in V4. One commit, GameWindow + controller,
per the no-fan-out rule for coupled slices.
P1 gate (V0-pins.md P1, ported verbatim): CPhysics::SetObjectMovement
(0x00509690 @0050972e) drops any movement event whose wire autonomous
byte is set when the addressed object IsThePlayer - ACE's self-addressed
MoveToState reflection (MovementData.cs:162 IsAutonomous=1) never
reaches unpack_movement, which is what makes the retail unconditional
unpack-head interrupt safe. Gate placed AFTER the sequence gates
(retail order). The stale "ACE follows every mt=0x06 with an mt=0x00"
comment block dies with the code it excused (its causal story was
pre-#75; refuted in V0-pins P1).
Run-rate re-anchor (P1 contingency NOT needed - no AD row): the echo
tap ApplyServerRunRate is deleted outright. Both retail feeds already
exist: PlayerDescription skills via SetCharacterSkills (K-fix7) into
InqRunRate (preferred by apply_run_to_command/get_state_velocity), and
the mt-6/7 my_run_rate wire write (M13) now performed for the player by
the shared RouteServerMoveTo. The tap's InterpretedState.ForwardSpeed
overwrite was a pre-R3 mechanism that fought the ported machinery.
B.6 auto-walk deleted wholesale (~330 lines): fields, Begin/End/
DriveServerAutoWalk, IsServerAutoWalking, AutoWalkArrived, the
autoWalkConsumedMotion gates, the #69 turn-dir edge synthesizer, and
the relocated AutoWalkArrivalEpsilon/AutoWalkTurnRateFor constants
(AD-26 retired - the invented 5/30-degree bands are gone; arrival is
retail's distance predicate; turn-first is the TurnToHeading node).
TS-36 retired: Motion.InterruptCurrentMovement binds to
MoveTo.CancelMoveTo(ActionCancelled). Movement-key edges (ctor-default
params carry the 0x8000 CancelMoveTo bit), Shift (set_hold_run
interrupt:true), jump(), StopCompletely, and teleport all cancel a
running moveto through the retail chain - verified by controller-level
tests, not assumed.
MoveToComplete seam WIDENED to natural completion (Core): retail's
BeginNextNode empty-queue completion is inline CleanUp+StopCompletely
(raw @00529d47) and notifies nothing - the client-addition seam had to
fire there (both sticky and non-sticky exits) or AD-27's deferred
close-range Use/PickUp re-send never fires. Never fires on CancelMoveTo.
AD-27 re-anchored from the deleted AutoWalkArrived event.
InstallSpeculativeTurnToTarget rewired through the player's manager
(retail 9a/9b client-initiated shape): close-range -> TurnToObject,
far -> MoveToObject; AP-23 radius buckets + the #77 CanCharge
prediction survive as the params source (row re-anchored).
Per-tick: MoveTo.UseTime() at the old DriveServerAutoWalk slot
(provisional until R6, per the plan's placement decision); the P4
player-side TargetTracker twin (fields + pre-Update feed) mirrors the
remote adapter (AP-79 row widened). HitGround dual-call added on the
player landing edge AND the remote landing site - the latter closes a
V4 wiring-contract gap the adversarial review caught (retail 2d order:
minterp then moveto; without it a landing NPC's moveto never re-arms).
Also from the adversarial review: the mt-8 unresolvable-target degrade
now performs retail's params.desired_heading = wire_heading
substitution (decomp 2f case 8; invisible against ACE per P6, required
for the verbatim degrade); the V4 remote MoveToManager binding gets a
real curTime clock (the ctor stub advanced 1/30s per READ, skewing the
progress/fail-distance windows - note: the pending V4 NPC smoke ran on
the skewed clock); TS-33 row extended with the orientation-diff gap
(ApproxPositionEqual vs retail Frame::is_equal full-frame compare - a
stationary heading snap does not reach the wire; masked against ACE,
R7 outbound scope owns the fix).
MoveToMath gains HeadingFromYaw/YawFromHeading (the P5 scalar bridge
for yaw-authoritative bodies - the player's heading snap must write
Yaw, not the quaternion the controller re-derives every frame).
Tests: 3,956 green (+8). New: MoveToManagerCompletionSeamTests (arrival
fires once with None, no refire, cancel never fires, sticky handoff
order) + PlayerMoveToCutoverTests (EnterPlayerModeNow-shape rig: walks
to arrival with zero user input and zero MotionStateChanged frames -
the #75 invariant by construction; TurnToHeading rotates Yaw and snaps
exact; W-edge and jump cancel without firing complete). W6 edge suite
retargeted from the deleted echo tap to a direct apply pass (the
regression lives in ApplyInterpretedMovement, not the wire trigger).
Spec: docs/research/2026-07-03-r4-moveto/r4-port-plan.md section 3 V5.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Every remote's server-directed movement now runs the verbatim retail
MoveToManager. EnsureRemoteMotionBindings constructs it per remote with
the full V2 seam set (position/heading/velocity providers, the P4
TargetTracker adapter via setTarget/clearTarget storing the tracked
guid on RemoteMotion) and binds InterruptCurrentMovement ->
CancelMoveTo(0x36) - the retail interrupt chain (TS-36 remote side).
UM routing is retail's unpack_movement dispatch (0x00524440): the
head-interrupt + unstick fire for EVERY movement type, then mt 6/7
build MovementParameters.FromWire(raw bitfield - now surfaced by the
parser) + a MovementStruct (mt 6 resolves the target guid against the
entity table, degrading to MoveToPosition at the wire origin per the
plan's 2f; my_run_rate written from MoveToRunRate per @300603) ->
MoveTo.PerformMovement; mt 8/9 likewise via FromWireTurnTo; ONLY mt 0
flows through the interpreted funnel (the PlanMoveToStart seed is
DELETED - retail never routes MoveTo types through the interpreted
state copy).
Per tick: the P4 tracker feeds HandleUpdateTarget(Ok/ExitWorld) from
the live entity table, then UseTime runs the manager's steering/
arrival/fail handlers, then apply_current_movement recomputes velocity
- the same shape ordinary locomotion uses. The legacy driver branches,
the stale-destination timer, and the ClampApproachVelocity band-aid
are gone; arrival now uses retail cylinder distance (watch melee-range
stop distance in the visual pass).
DELETED: RemoteMoveToDriver.cs + its tests (OriginToWorld relocated
verbatim to MoveToMath; the B.6 auto-walk's two surviving constants
inlined into PlayerMovementController, dying with it in V5);
ServerControlledLocomotion.PlanMoveToStart + tests (PlanFromVelocity
survives - new AP-80 row); the RemoteMotion MoveTo capture fields.
Registers: AD-8/AD-9/AP-8/AP-9 retired; AP-79 (TargetTracker adapter,
retire R5) + AP-80 added.
Full suite green: 3,948 passed. Live smoke launched - NPC
chase/wander behavior pending user verification (recorded in the
session handoff).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The local player now drives the SAME pipeline remotes use. The
controller's per-frame RawMotionState rebuild (level-triggered D6.2) is
replaced by retail's CommandInterpreter altitude: key EDGES fire
DoMotion/StopMotion (0x00528d20/0x00528530) and the Shift edge fires
set_hold_run (0x00528b70, caller-0x006b33ca shape) — the interpreter's
own RawState mutates via ApplyMotion/RemoveMotion and every dispatch
routes the funnel + DefaultSink into the sequencer. GameWindow's
UpdatePlayerAnimation (169 lines) is DELETED with both
LocalAnimationCommand/LocalAnimationSpeed MovementResult fields and all
three synthesis sites (K-fix5 pacing, Walk→Run cycle selection, the
auto-walk overrides): run pacing now comes from apply_run_to_command's
my_run_rate promotion — the same source remotes use; airborne-Falling
falls out of contact_allows_move (the funnel's second dispatch).
Auto-walk's #69 turn-phase legs re-expressed as DoMotion(Turn*) edges;
teleport idle = StopCompletely (retail's full stop) + an edge-tracker
reset so held keys walk straight out of a portal.
Map discovery R1 fixed: ChargeJump() now fires at charge START (the
0x0056afac input-boundary site) — StandingLongJump had NEVER armed in
production despite the W3 port.
TWO root-cause fixes the cutover surfaced (each would have been
invisible under the old synthesis layer):
- CurrentHoldKey was a shadow FIELD synced only on the raw dispatch
branch; set_hold_run writes RawState.CurrentHoldKey, so an edge-driven
Shift toggle followed by DoMotion read a stale None and lost the run
promotion. Now an alias of RawState.CurrentHoldKey (retail's
adjust_motion reads raw_state.current_holdkey directly).
- The controller's grounded velocity + jump-launch writes used
set_local_velocity's default autonomous:false, silently clearing
LastMoveWasAutonomous and flipping the A3 dual dispatch to the
interpreted branch for the local player. Both marked autonomous.
EXPECTED-DIFFS (map §6, for the R3 visual pass): #45's 1.248x sidestep
factor + ACDREAM_ANIM_SPEED_SCALE died with UpdatePlayerAnimation —
local sidestep pacing now matches how remotes have always played;
auto-walk-at-run plays walk-pace legs until R4; ApplyServerRunRate's
apply_current_movement goes live (Branch-2 fast re-speed absorbs the
echo — retail's own mid-run speed-change mechanism).
Wire: outbound values stay input-derived (the L.2b-verified byte
stream untouched; RawState-sourcing needs the map §2b cdb TODO and R7
owns outbound). MotionStateChanged = the old comparison minus the dead
localAnimCmd leg, OR any edge fired.
Full suite green: 3,731 passed. Live smoke: in-world, user-driven
input through the new path (walk/turn/strafe), 12k entities, zero
exceptions.
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>
Core (dedicated agent, independently reviewed): HitGround 0x00528ac0 /
LeaveGround 0x00528b00 verbatim (creature+gravity gates, the
RemoveLinkAnimations seam — K-fix18's retail mechanism — velocity via
GetLeaveGroundVelocity with the autonomous flag, jump-state resets,
apply_current_movement re-sync); enter_default_state 0x00528c80 per A8
(fresh states, InitializeMotionTables seam, sentinel APPENDED without
draining pending_motions — pinned, Initted=1, LeaveGround tail);
Initted gates; the A3 IsThePlayer dual dispatch in
apply_current_movement / ReportExhaustion / SetWeenieObject /
SetPhysicsObject (a remote player routes INTERPRETED — the
ACE-divergence pin); set_hold_run 0x00528b70 + SetHoldKey 0x00528bb0
(XOR guard, None-only-from-Run); adjust_motion creature guard wired
(TS-34 retired); PhysicsBody.LastMoveWasAutonomous +
set_local_velocity(autonomous). Port discovery: retail's
apply_raw_movement 0x005287e0 / apply_interpreted_movement 0x00528600
ARE the already-shipped D6.2a/funnel functions — the dual dispatch
composes them instead of duplicating.
App cutover (orchestrator): the skipTransitionLink flag + both K-fix18
call sites DELETED (AP-74 retired). MotionInterpreter.DefaultSink routes
apply_current_movement's interpreted branch through the REAL funnel
dispatch when a sink is bound — so a remote's LeaveGround engages
Falling via the contact-gated funnel, replacing the forced SetCycle
(J19); the per-remote MotionTableDispatchSink is now PERSISTENT
(EnsureRemoteMotionBindings: DefaultSink + RemoveLinkAnimations +
InitializeMotionTables seams, idempotent from both the UM and
VectorUpdate paths; wire velocity re-applied after LeaveGround so it
stays authoritative). Player: seams bound to the player sequencer; the
controller's grounded→airborne EDGE now fires LeaveGround (jump()
clears OnWalkable and the same frame's transition detection fires it —
retail's order; walk-off-a-ledge gets the momentum fallback + link
strip it never had); the manual jump-block LeaveGround deleted;
LastMoveWasAutonomous set at the controller chokepoint (W6 refines).
Trace S8 re-expressed as the retail mechanism (Falling dispatch +
RemoveAllLinkAnimations = same final state the flag produced). 43 new
lifecycle tests. Registers: TS-34 + AP-74 retired; TS-38, AP-77, AP-78
added. Full suite: 3,665 passed. Live smoke: in-world clean.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
MotionInterpreter implements IMotionDoneSink: pending_motions
(LinkedList<MotionNode>, AD-34 wording) + add_to_queue 0x00527b80 +
motions_pending 0x00527fe0 + MotionDone 0x00527ec0 verbatim (action-class
head → UnstickFromObject no-op seam (→R5 StickyManager) + BOTH states'
action-FIFO pops; head popped UNCONDITIONALLY — A7: never match-by-id,
params unread in this build) + HandleExitWorld 0x00527f30 (the raw
decompile's null-physics-obj branch would infinite-loop if translated
literally — adjudicated as retail dead code, documented on the method) +
is_standing_still 0x00527fa0 + MotionAllowsJump 0x005279e0 with the
A1-pinned literal blocklist (28-case boundary table test: Fallen blocks,
Falling passes — ACE's transposition NOT copied).
Queue producers wired into the funnel per the decomp anchors
(re-verified from the raw text): DispatchInterpretedMotion's success
path computes jump_error_code via retail's double-check shape
(motion_allows_jump(motion), then forward_command when non-action;
the DisableJumpDuringLink params leg is TODO(W5) — no MovementParameters
threaded yet) + add_to_queue; apply_interpreted_movement's turn-stop
re-queues the Ready node (@305766-305785 — the plan's producer #2 and #3
are the SAME site; StopInterpretedMotion's internal add_to_queue @305657
is W5 scope). ContextId=0 with TODO(W5): retail's own compiled code
reads an UNINITIALIZED local for it at this call site.
GameWindow: MotionDoneTarget now binds the entity's REAL consumer —
player via PlayerMovementController.Motion (new internal property),
remotes via RemoteMotion.Motion — resolved AT FIRE TIME (a remote's
RemoteMotion can be created after its first anim tick; an eager capture
would drop completions forever). Despawn runs BOTH layers' exit-world
drains (manager then interp) per §4. AD-36 narrowed (consumed for
creature-class; doors/statics recorder-only until R5).
51 new conformance cases incl. the end-to-end chain test:
MotionTableManager.AnimationDone → sink → interp pending head pops in
step. 183-case observer-trace + funnel suites green unchanged (queue
side effects additive). Full suite: 3,582 passed.
Implemented by a dedicated agent (MotionInterpreter side) against the
W0-pinned spec; producer placements + MotionAllowsJump branch algebra
independently reviewed against the raw decomp; GameWindow wiring by the
orchestrator.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The funnel's retail-ordered dispatches now go directly into the entity's
motion-table stack via Motion/MotionTableDispatchSink (Core):
ApplyMotion → PerformMovement(InterpretedCommand), StopMotion →
PerformMovement(StopInterpretedCommand). No axis collection, no
single-cycle priority pick, no Commit pass, no HasCycle probe, no
Run→Walk→Ready fallback chain — GetObjectSequence 0x00522860 +
is_allowed decide (closes H4, H5-callers, H11-callers, H15, H17-carry).
Run-while-turning now blends for real: the turn is a Branch-4 modifier
combined over the untouched run substate (AP-73 DELETED from the
register).
AnimationSequencer gains the public PerformMovement passthrough (lazy
initialize_state + locomotion velocity synthesis on success — AP-75;
remote body translation via PositionManager.ComputeOffset depends on
CurrentVelocity) and InitializeState(); HasCycle DELETED (the miss
hazard is structurally gone — GetObjectSequence checks the cycle before
any surgery; new conformance test pins sequence+state untouched on a
miss).
GameWindow: sink swap with the TurnApplied/TurnStopped ObservedOmega
callbacks (H17 carried verbatim — register AP-76, retire R6); spawn +
door sites run retail's enter-world order (initialize_state installs
the table default, the wire's initial motion dispatches unguarded — the
L.1c fallback chains deleted); despawn drains the pending queue via
HandleExitWorld (MotionDone success:false per entry, 0x0051bda0).
5 new MotionTableDispatchSink conformance tests (lazy init, Branch-4
turn blend + callback, Case-B stop unwind, Case-A stop re-drive,
miss no-op). Full suite green: 3,462 passed.
Live smoke vs ACE: in-world, NPC emote/Ready UMs dispatching through
the new path, [MOTIONDONE] completions firing across entities — first
live proof of the Q3→Q4→Q5 chain. Zero exceptions.
Registers: AP-73 deleted; AP-76 added.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
AnimationSequencer becomes a thin shim over the verbatim R2 stack:
SetCycle dispatches the style change (Branch 1) then the motion (Branch
2/3/4) through MotionTableManager.PerformMovement; PlayAction is the
same dispatch (actions rebuild via Branch 3; modifiers are Branch 4
physics-only combine_motion — the AP-73 turn-blend mechanism now runs
for real). CurrentStyle/CurrentMotion/CurrentSpeedMod are read-only
mirrors of MotionState (post-adjust_motion, signed mod). Lazy
initialize_state on first drive (retail lazy-create analog) keeps
undriven sequencers do-nothing.
DELETED legacy inventions (net -648 lines): the adapter fast-path
(replaced by Branch-2 fast re-speed: change_cycle_speed +
subtract/combine_motion), Fix B + IsLocomotionCycleLowByte (replaced by
remove_redundant_links on the pending queue — the retail mechanism the
2026-05-03 cdb trace pointed at), the stop-anim low-byte fallback
(replaced by get_link's reversed-key double-hop — retail's actual
backward-walk settle plays the windup link REVERSED), GetLink/BuildNode/
EnqueueMotionData + the G17 HasVelocity/HasOmega gate (add_motion sets
unconditionally), MultiplyCyclicFramerate + the G13 composite,
PlayAction's insert-before-tail machinery, SCFAST/SCFULL diagnostics.
KEPT at the adapter (register rows): the boundary adjust_motion remap +
locomotion velocity/omega synthesis (AP-75, retire R3-W6/R6), K-fix18
skip-link as post-dispatch RemoveAllLinkAnimations (AP-74, retire
R3-W4 when LeaveGround fires it).
GameWindow queue-drain wiring (the §4 G6 seam): each drained AnimDone
hook → manager.AnimationDone(true) (retail AnimDoneHook::Execute
0x00526c20 → Hook_AnimDone 0x0050fda0 chain), UseTime once per tick
(0x00517d57/0x00517d67); IMotionDoneSink bound to an
ACDREAM_DUMP_MOTION recorder (AD-36 — R3 rebinds to
MotionInterpreter.MotionDone).
Conformance: the 11-scenario pre-cutover trace suite (a6235a36) replays
green with six EXPECTED-DIFF annotations (double-hop walk-run routing,
reversed settle links, Branch-4 physics-only modifiers, Branch-1
style-change links, post-adjust mirrors) — everything unannotated is
byte-identical. Legacy suites repaired by a dedicated agent (fixtures
gain the retail-mandatory StyleDefaults + class-bit-tagged ids;
reflection state-poking replaced with real dispatch; zero category-D
regressions — the suspected cursor bug was a fixture class-bit gap),
plus two vacuously-passing tests fixed. Register: stale IA-4 deleted
(R1-P1 ported the negative-factor swap).
Full suite green: 3,458 passed (374+425+713+1946).
Closes H6, H7, H8, H9, H10-adapter, H16-wiring (r2-port-plan.md §3 Q4).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>