Commit graph

5 commits

Author SHA1 Message Date
Erik
b54555da62 fix #174: RemoveLinkAnimations seam is HandleEnterWorld (strip + drain)
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>
2026-07-05 16:33:41 +02:00
Erik
dccd700991 feat(physics): R5-V5 — MovementManager facade owns each entity's interp+moveto pair
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>
2026-07-05 11:12:19 +02:00
Erik
f423884bd1 feat(physics): R5-V4 behavioral slice — head stance dispatch (all mt) + #164 autonomy bit + mt-0 wire flags
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>
2026-07-05 10:18:26 +02:00
Erik
5bd2b8bc8b fix(#171): R5-V3 — bind sticky melee (StickyManager live) + real arrival radii
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>
2026-07-04 23:46:17 +02:00
Erik
1051fc83c6 fix(#170): armed moveto always ticks UseTime — the SERVERVEL branch starved the chase
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>
2026-07-04 21:59:59 +02:00