The MaxGlobalLights 128->1024 fix (4d25e04d) was live-tested and made
the eviction pops stop — but with the full 366-fixture pool active,
three unported retail lighting semantics dominate the Facility Hub:
(a) lights reach THROUGH solid floors/walls: retail registers lights
per-CELL (insert_light 0x0054d1b0) so the under-room portals'
purple light never touches the corridor above; our flat
sphere-overlap selection has no reach/occlusion notion — rooms
washed magenta (user screenshot).
(b) stationary weenie fixtures ride the DYNAMIC 1/d falloff (~9x
retail's static 1/d3 bake curve at 3m) — the #143 isDynamic
assignment is wrong for ACE-served world fixtures.
(c) an unexplained striped z-fight-like artifact on lit floor regions
(user screenshot; no coincident dat geometry — the coplanar-pair
sweep came back empty; not a striped texture — all corridor
surfaces are plain Base1Image stone).
Reverted to 128. The cap is now documented as a LOAD-BEARING STOPGAP:
it accidentally approximates per-cell reach by keeping the pool local
to the camera. The #176/#177 root cause (cap eviction popping per-cell
light sets) stays CONFIRMED and fully documented; the real fix is the
A7 dungeon-lighting arc: per-cell light registration + the static
fixture curve + the stripe hunt, THEN uncap. The desired-end-state pin
is kept as Skip with the full pointer. Register row AP-85 rewritten to
match reality; ISSUES #176/#177 back to OPEN with the complete
mechanism story.
Suites: Core 2591+3skip / App 719 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The probe launch discriminated it: the user reproduced the purple floor
flash while [light] (ambient branch) and [pv-input] (portal flood) read
provably healthy — eliminating the last CPU-side theories and exposing
the one channel the probes could not see: per-cell 8-light set
composition.
BuildPointLightSnapshot kept the MaxGlobalLights=128 point lights
nearest THE CAMERA; the Facility Hub registers 366 fixtures, so 238
were evicted per frame by camera distance. SelectForObject (faithfully
camera-independent, and unit-pinned as such) could only choose from the
surviving 128 — an in-range torch of a visible cell that ranked past
the cap dropped out of that cell's 8-set, so per-cell Gouraud lighting
flipped as the chase boom swung the camera:
- #176: the flipping unit is a CELL -> discontinuity lines at exactly
cell-seam granularity; a torch-losing floor drops to dim blue-grey
stone at 0.2 ambient (the perceived purple), camera-angle dependent.
- #177: a stair room whose torches all ranked past the cap rendered at
bare 0.2 ambient (near-black = 'not visible'); approach re-admitted
them ('pops into existence'); the sweeping boundary dropped the
ramp's lights mid-descent ('disappears on the last step'). The
geometry never vanished - its lights did.
Retail's minimize_object_lighting (0x0054d480) has NO global
camera-nearest pool cap (lights register per cell, insert_light
0x0054d1b0). Fix: MaxGlobalLights 128 -> 1024, a non-biting safety
valve (GlobalLightPacker grows to fit; 64 B/light). Register row AP-85.
TDD pin: PointSnapshot_HubScaleLightCount_ObjectSelectionIsCameraInvariant
(RED at 128 with a Hub-scale 401-light layout, GREEN at 1024). The
pre-existing camera-independence pin covered the SELECTOR but not the
SNAPSHOT it selects from - the pop re-entered one stage upstream.
Suites: Core 2588 / App 719 / UI 425 / Net 385 green. Pending user gate.
Co-Authored-By: Claude Fable 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>
The P2 cellar-lip lesson one loop deeper. CheckOtherCells takes footCenter
by value and used it for every cell in the loop — but a mid-loop query can
MOVE the sphere: at the Facility Hub cell boundaries the neighbor's ramp
floor full-hits, step_sphere_up climbs the foot +0.6mm and returns OK, and
the loop continued querying the REMAINING cells (including the under-room,
portal-ring-3) at the pre-climb height — 0.4mm inside the double-faced
floor slab, grazing its underside (the under-room's ceiling) within the
near-miss window. That dispatched a neg-poly step-up with a DOWNWARD
normal, whose failure funneled into slide_sphere's opposing branch ->
synthetic reversed-movement collision -> Collided -> revert, every frame:
the seam shake (and, pre-mechanism-2-fix, the original absorbing wedge's
entry).
Retail check_other_cells reads the LIVE sphere_path.global_sphere for
every cell (each cell's find_collisions receives the transition itself,
pc:272717+). Fix: re-read footCenter = sp.GlobalSphere[0].Origin at the
top of each loop iteration.
All three Issue137CorridorSeamReplayTests repros un-skipped: the
snapshot-exact west-boundary crossing (capture tick 4101), the east
deep-straddle, and the clean-run lifecycle all GREEN. Full suites: Core
2556 / App 713 / UI 425 / Net 385, 0 failures.
Visual gate pending: corridor run + the purple seam flashing re-check
(expected to be the render exposing the same per-frame oscillation).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The mechanism-1 theory (PortalSide portal polys solid in our physics set)
is REFUTED for the corridor repro, and the remaining half of the phantom
is fixed — no cdb session needed:
- The live hit normal (-1.00,0.03,-0.03) matches NO dat polygon: a
world-space sweep of both seam cells + every portal-adjacent neighbor
(CorridorSeam_FindPolygonMatchingLiveHit) returns zero candidates. The
normal is the negated movement direction — the SYNTHETIC value
slide_sphere's opposing-normals branch records (reversed = -gDelta).
- Cell 0x8A02016E has IDENTITY rotation (the prior session's 'rotation
maps the portal planes into the -X wall' was a misattribution). The
PortalSide polys to 0x011E are +-Y planes 1.4 m beside the player's
track, perpendicular to the +X run — pos_hits_sphere's directional
cull rejects them for that movement. They ARE referenced by the dat's
physics-BSP leaves (CorridorCell_PhysicsBspLeafMembership), so retail
tests them too when approached into their plane; the dat's
keep-PortalSide / strip-ExactMatch asymmetry reads as intentional
(solid window/grate-class portals). No portal-poly filter — exactly
the blanket-skip the pickup warned against.
- Port fix: CSphere::slide_sphere's opposing-normals branch
(0x005375d7-0x0053762c) records the reversed displacement and returns
COLLIDED_TS; our port returned OK ('retail returns OK here' was a
decomp misread), letting the step complete as-is with the synthetic
collision normal that validate's epilogue then persisted as the
sliding normal the wedge absorbed on. TransitionTypes opposing branch
now returns Collided; pinned by
SlideSphere_OpposingNormals_ReturnsCollided_WithReversedDisplacementNormal
(RED->GREEN).
- Dat-backed replay (Issue137CorridorSeamReplayTests) reproduces the
live hit frame verbatim (same in/out to the millimeter, same 016E->017A
transit, same +8mm settle) and runs the corridor CLEAN: hit=no, no
sliding normal persisted, six further forward frames advance freely.
- Inspection tests extended: physics-BSP leaf membership walk +
hit-normal candidate sweep + downward-poly sweep (all report-style,
dat-gated). Pickup prompt banner'd SUPERSEDED; ISSUES #137 updated
(door half stays open); audit doc extended with the resolution.
Suites: Core 2551 / App 713 / UI 425 / Net 385, 0 failures.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The Facility Hub corridor dead-stop's second half: after one seam hit,
every forward resolve returned ok=False hit=no with zero advance. The
body-persisted SlidingNormal (-1,0,0) projected the exactly-anti-parallel
corridor push to zero in AdjustOffset and the step loop aborted at step 0
before any collision test could refresh the state.
Audit (docs/research/2026-07-06-137-sliding-normal-lifecycle-audit.md):
retail's only in-transition sliding-normal writer is validate_transition
(0x0050ac21); the whole sphere/BSP layer writes NONE (grep-verified), and
the body persistence (SetPositionInternal 0x005154c2, SLIDING_TS bit sync
0x005154e1) runs only on transition success. Our BSPQuery Contact-branch
full-hit responses were stubs (SetCollisionNormal + SetSlidingNormal +
return Slid) where retail dispatches the real slide_sphere — so the seam
hit (a SUCCESSFUL full-advance resolve per the live log) persisted the
phantom wall's normal, which retail's lifecycle structurally cannot do.
- BSPQuery Contact foot full-hit fallback + head full-hit now route
through Transition.SlideSphereInternal (CSphere::slide_sphere
0x00537440 — in-frame slide, no sliding-normal write; ACE
BSPTree.cs:202,310-316). The dead stub is rewritten as the faithful
BSPTREE::slide_sphere wrapper.
- PhysicsEngine sliding writeback gated on ok (retail success-only
placement; behaviorally latent, removes the failed-frame leak class).
- Register: TS-4 amended (Path-6 steep-tangent sites still write the
normal — now documented), TS-45 added (SphereCollision's write — same
leak class, left for a follow-up out of #171's blast radius).
- Pins: Issue137SlidingNormalLifecycleTests — both site pins RED->GREEN,
plus the retail persist/absorb/clear wall lifecycle (validate-write
persistence, faithful absorbed anti-parallel frame, oblique escape
clears the bit). BSPQueryTests full-hit pin updated to the real slide.
Mechanism 1 (PortalSide portal polys solid in the physics set) stays
OPEN - #137 not closed; the corridor re-test rides that session.
Suites: Core 2545 / App 713 / UI 425 / Net 385, 0 failures.
Co-Authored-By: Claude Fable 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>
The Holtburg town-network portal platform (stab 0xC0A9B465, Setup
0x020019E3, CylSphere r=2.597m h=0.256m) blocked the player with an
endless rim slide instead of retail's step-up-onto-top — gating the
whole #137 dungeon repro. Surfaced when #149 started registering
BSP-less stab CylSpheres: the collision SHAPE became right while the
RESPONSE was still the hand-rolled AP-6 approximation (step-up gate +
radial wall-slide only).
Root cause: no cylinder-TOP support anywhere. DoStepUp's internal
step-down probe needs retail's step_sphere_down (0x0053a9b0) to land on
the flat top — a cylinder has no polygons for the walkable search — so
every step-up onto a wide cylinder failed into StepUpSlide and the
player orbited the rim (probe-confirmed: [cyl-test] result=Slid with
horizontal rim normals, launch-137-repro.log).
Port the full family verbatim: dispatcher intersects_sphere 0x0053b440
(placement/ethereal detection, step-down cap landing, walkable probe,
grounded step_sphere_up 0x0053b310, PathClipped collide_with_point
0x0053acb0, airborne land_on_cylinder 0x0053b3d0, Collide-flag
exact-TOI cap rest) + collides_with_sphere 0x0053a880 +
normal_of_collision 0x0053ab50 + slide_sphere 0x0053b2a0. Pseudocode +
settled BN x87 ambiguities (via ACE cross-ref) + two ACE bugs found and
NOT copied (head-slide foot-disp; see doc §8):
docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md
Ethereal cylinders now flow through retail's Layer-2 override
(pc:276961) instead of the early-OK consume — same net #150 behavior,
plus retail placement-blocked-by-cylinder semantics. SlideSphere gains
a sphereNum param (retail slides the head sphere by its own
displacement, 0x0053b843).
Register: AP-6 retired; AP-83 added (PerfectClip TOI tail decoded per
ACE, dead code until missiles). Tests: CylSphereFamilyTests (grounded
step-up onto the exact platform shape, tall-cylinder block, airborne
top landing, ethereal guard); the #42 self-shadow control assertion
updated to the retail observable (denied movement — the old ~1m radial
self-push was the approximation's artifact, not retail). Suites: Core
2533 / App 713 / UI 425 / Net 385 green.
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 2: pack behavior good except "sometimes the monster is in the
character / too close vs retail". The ACDREAM_PROBE_STICKY capture
nailed it frame-by-frame: 1661 deep-overlap AdjustOffset ticks, ALL
steering inward (dist -0.65 -> -0.78 -> ... -> -1.9 at +0.13/tick),
monsters converging to centerDist~0 — while the suppressed-snap lines
show ACE's authoritative positions stayed properly OUTSIDE (drift up to
7.7 m). The radii were correct (tgtR=0.68, ownR=0.59-0.98).
Root cause: ACE's literal decode of StickyManager::adjust_offset
(`if (delta >= |dist|) delta = dist;`) leaves delta POSITIVE when the
overlap exceeds one tick's step — steering TOWARD the target center, a
runaway whose equilibrium is centers-coincident. ACE servers virtually
never reach that branch (quantum >=1/30 -> threshold ~1 m); at
render-rate quanta the threshold is ~0.13 m and pack jostle trips it
constantly. The BN mush (0x00555554-0x00555597) is unreadable on
exactly this compare; the retail oracle (side-by-side on the same ACE:
monsters separate) refutes the ACE-literal reading.
Pin: sign-correct clamp — `else if (dist < 0) delta = -delta` (back off
rate-limited). Identical to ACE-literal in every shallow/outside case.
Register row AP-82 (same commit) with the cdb verification note.
Conformance: StickyManagerTests.AdjustOffset_DeepOverlap_BacksOff_
RateLimited. Full suite 4039 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>
CombatAnimationPlanner.CombatAnimationMotionCommands hand-transcribed the
combat MotionCommand constants from the Sept 2013 EoR decomp. The whole
late-combat block (Offhand* / Attack4-6 / Punch*) is numbered +3 lower there
than in ACE/DatReaderWriter — a contiguous low-word shift that begins around
SnowAngelState (0x115). So against a live ACE server every one of those 40
commands misclassified: the resolver returned the correct ACE value (e.g.
wire 0x0173 -> 0x10000173 OffhandSlashHigh) but the planner's constant held
the 2013 value (0x10000170), so no switch case matched. Reload was worse —
hardcoded 0x100000D4, a value absent from DRW entirely; the real ACE/DRW
Reload is the 0x40000016 SubState.
Instead of re-transcribing 40 hex constants (exactly how the drift crept in),
derive each constant directly from DatReaderWriter.Enums.MotionCommand by
name: `= (uint)Drw.Name`. The value IS the oracle by construction, can never
drift from the wire again, and ~80 magic numbers are gone. Ground truth was
taken by reflecting over the same DatReaderWriter 2.1.7 assembly the runtime
binds (409 enum values). Blocks 1-2 (stances + single melee, 0x3C-0x12A) were
already correct and are unchanged in value.
Tests: new PlanFromWireCommand_LateCombatBlock_UsesAceDrwNumbering pins the
full wire -> resolve -> classify pipeline for 14 late-block ACE wire values
(both full value and kind), plus a Reload SubState parity fact. Fixed two rows
in ClassifyMotionCommand_RecognisesRetailCombatCommands whose literal values
change meaning under DRW numbering (0x1000018E is AttackLow6/CreatureAttack,
not PunchFastLow; Reload moves to 0x40000016). Core suite 2499 green.
Note: CombatAnimationPlanner is not yet wired into the runtime dispatch (the
live path is AnimationCommandRouter -> MotionInterpreter/AnimationSequencer),
so this is a latent-correctness fix — it does not by itself change the #170
Mite Scamp symptom (whose attacks 0x62-0x64 live in the already-correct block).
Ref: docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md
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>
Root cause (confirmed live via ACDREAM_PROBE_ENT): a persistent server-spawned
entity that spawns into a not-yet-loaded landblock is parked in
GpuWorldState._pendingByLandblock. RelocateEntity — called every frame to keep
the player homed to its current landblock so it draws — scanned ONLY _loaded, so
it silently no-op'd on a pending entity. The player then fell through ALL of the
recovery paths: the AddLandblock pending-drain had already run (empty) before the
cold-spawn churn re-parked the player; the server-object re-hydrate excludes the
player by design ("persistent-rescue owns it"); and RelocateEntity couldn't reach
a pending entity. Net: the player stayed stranded in pending, hidden forever.
Probe evidence (cold-spawn at 0xADAF): `[ent] APPEND guid=0x5000000A
lb=0xADAFFFFF -> PENDING(hidden)`, no later `DRAWSET PRESENT` — while the sibling
NPCs `re-hydrated 3 server object(s) into landblock 0xADAFFFFF` and drew fine.
This is the mechanism behind BOTH reported symptoms: cold-spawn "everything gone
/ invisible" AND "character disappears running out of Holtburg far enough" — both
are "player parked in pending, never recovered" (run-out crosses into a
still-streaming landblock; cold-spawn spawns into one).
Fix: RelocateEntity now removes the entity from whichever bucket it occupies
(_loaded OR _pendingByLandblock) via RemoveEntityFromAllBuckets, then re-appends
to its current landblock — promoting a stranded pending entity to drawn as soon
as its landblock is loaded. Keeps the fast-path early-return for a settled
entity (no per-frame churn).
NOT R5-V2: verified line-by-line that the voyeur/target wiring is read-only w.r.t.
position/cell/landblock/streaming — this is a pre-existing streaming bug. The
separate cold-spawn `cells=0` (outdoor spawn placed before Near-tier cells load,
no re-snap) is benign for outdoor placement (terrain-Z is used) and filed
separately; it does not block visibility, which this fix restores.
Test: GpuWorldStateTests.RelocateEntity_StrandedInPending_MovesToLoadedTarget
(red before, green after). 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>
UpdateMotion now parses TurnToObject (mt 8: guid, standalone wire
heading, 3-dword UnPackNet) and TurnToHeading (mt 9: 3-dword UnPackNet)
into a new TurnToPathData sibling record (the two wire forms genuinely
diverge - 7-dword move UnPackNet with Origin head vs 3-dword turn
UnPackNet with guid+heading head; every consumer switches on
MovementType first, so no polymorphic shape was invented). mt 6/7
exposure widened additively so ALL UnPackNet fields reach
MovementParameters.FromWire. The mt=0 motionFlags sticky-guid trailer
(bit 0x1) is parsed for cursor honesty and carried unconsumed until R5
- scoped to mt=0 ONLY per both ACE's writer (MovementInvalid.Write) and
the decomp's case-0 read, tighter than the plan sketched; the
StandingLongJump bit (0x2) doc-noted as the R5 unpack_movement item.
MoveToRunRate doc-pointered as the V4/V5 MyRunRate write.
11 new golden-byte tests hand-assembled from ACE's writers
(MovementData/TurnToObject/TurnToParameters/TurnToHeading/
MoveToParameters/MovementInvalid) incl. flag-permutation round-trips
and the trailer cursor-honesty case; the existing 12 mt 6/7 fixtures
pass unchanged. Full suite: 3,972 passed.
Implemented by a dedicated agent against the V0-pinned spec (P6 order
confirmed exactly); scope + suite independently verified.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The retail server-directed-movement brain (0x00529010-0x0052a987),
Core-only with every App dependency as a ctor/property seam for the
V4/V5 cutovers: node-plan builders for all four movement types
(TurnToObject's desired-heading clobber quirk VERBATIM; TurnToHeading's
immediate BeginNextNode - ACE's one-tick-late gap not copied),
PerformMovement (cancel 0x36 + unstick first), BeginNextNode with the
sticky handoff order (radius/height/tlid read BEFORE CleanUp),
BeginMoveForward (GetCommand walk/run cascade + stored-params
write-back + progress-clock seed), HandleMoveToPosition (chase arrival
dist <= distance_to_object per the adjudicated BN inversion; fail
distance -> 0x3D; progress >= 0.25 units/s over >= 1 s, incremental AND
overall; fail_progress_count write-only - retail has NO give-up
threshold and none was invented), HandleTurnToHeading (20/340 aux
deadband; the Ghidra-confirmed heading_diff mirror), HandleUpdateTarget
0x0052a7d0 (deferred-start: object moves wait for the first Ok
callback; retargets reset the progress clock without requeueing),
UseTime's initialized gate, InitializeLocalVariables per retail (flags
word + context_id zeroed, floats stale, FLT_MAX resets - not ACE's
transpositions).
TDD catch: default(Quaternion) is the ZERO quaternion, not identity -
a fresh manager's heading computations would silently read 90 degrees;
explicit IdentityPosition resets match the decomp's identity-Frame
semantics. Also pinned: retail's explicit double adjust_motion in
_DoMotion/_StopMotion; entry points never drain pending_actions (only
PerformMovement's cancel does) - re-issues must route through
PerformMovement, documented + tested.
101 new conformance tests incl. three end-to-end scripted drives
(chase turn->run->walk-demote->arrive; flee; frozen-heading
TurnToObject through retarget). Full suite: 3,961 passed.
Implemented by a dedicated agent against the V0-pinned spec; scope +
suite independently verified.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
MovementParameters gains the verbatim selection family:
GetCommand 0x0052aa00 (the walk-vs-run cascade INCLUDING the CanCharge
0x10 fast-path ACE dropped - retail's default can_charge=false + the
fast-path present, the A13+A15 canceling-pair trap avoided; inclusive
threshold edge per the raw), TowardsAndAway, GetDesiredHeading per the
live Ghidra decompile (fwd-towards 0 / fwd-away 180 / back-towards 180
/ back-away 0), FromWire/FromWireTurnTo (UnPackNet semantics, all 18 A4
masks round-tripped).
New MoveToMath: HeadingDiff per the live Ghidra decompile of 0x00528fb0
(the 360-diff NOT-TurnRight mirror + F_EPSILON 0.000199999995f - the
BN "arg unused" artifact corrected), HeadingGreater (the visible
TurnRight idiom), PositionHeading/Get/SetHeading reusing the codebase's
single yaw-heading convention (P5), CylinderDistance (PDB arg order;
planar-minus-radii shape documented as the interpretation - the raw's
x87 body is garbled; seam noted).
MovementType gains Invalid + retail 6/7/8/9; MovementStruct widened
(ObjectId/TopLevelId/Pos/Radius/Height/Params, additive); WeenieError
+= 0x0B/0x36/0x37/0x38/0x3D with retail-meaning doc comments.
148 new conformance tests. Full suite: 3,860 passed.
Implemented by a dedicated agent against the V0-pinned spec; scope +
suite independently verified.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
P1 (BLOCKER -> RESOLVED, no adaptation needed): retail's
CPhysics::SetObjectMovement (0x00509690) drops any movement event whose
wire AUTONOMOUS byte is set when the addressed object IsThePlayer -
BEFORE unpack_movement's unconditional head-interrupt ever runs. ACE's
mt-0 MoveToState echo is IsAutonomous=1 HARDCODED (MovementData.cs:162)
and only exists when the client itself sends a MoveToState (the
2026-05-14 'echo kills auto-walk' trace was the pre-#75 build whose
overlay leaked outbound packets - post-#75 there is no echo at moveto
start). acdream parses isAutonomous (UpdateMotion.cs:129) and consumes
it NOWHERE; MotionSequenceGate cites 0x00509690 in its own doc but
omitted this final branch. V-commits port the missing gate tail and the
verbatim head-cancel lands cleanly; the informal GameWindow
no-cancel-on-non-MoveTo note retires.
P3 (Ghidra-confirmed live, textual verdict independently identical):
heading_diff 0x00528fb0 HAS the TurnLeft mirror - 360-diff whenever the
turn command != TurnRight; the extraction's 'arg unused' was a BN
x87-setcc artifact (the W6b class). P2 Ghidra-confirmed:
get_desired_heading = fwd-towards 0 / fwd-away 180 / back-towards
180 / back-away 0. ghidra-confirmations.md holds both raw decompiles.
P4-P7 pinned per V0-pins.md. RemoteMoveToDriver's stale chase/flee
class-doc claim corrected (retail and ACE AGREE on the predicates).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User live report (the R3 visual pass): pressing W stopped the local
player instantly (retail observers saw run + rubber-band back — our AP
never moved); S/strafe appeared to work. The edge tracer + a
harness-with-echo repro converged on the funnel:
ApplyInterpretedMovement live-read InterpretedState.ForwardCommand
AFTER the style dispatch. The style dispatch SUCCEEDS against the real
MotionTableDispatchSink (GetObjectSequence Branch 1 style==target →
success — verified in the raw @298636), which gates the
ModifyInterpretedState write → InterpretedMotionState::ApplyMotion's
style branch resets forward_command to Ready UNCONDITIONALLY (raw
0051ea6c — our port is verbatim). Retail SELF-HEALS: its compiled
apply pass reads the axis fields into registers BEFORE the style call,
so the fwd dispatch re-applies the pre-reset command and the field
recovers within the pass — proven by our own 183-case live-retail
observer trace (the fwd dispatch carries the wire's RunForward after
the style dispatch on the same UM). The BN pseudo-C's apparent
post-style field reads at 0x528687 are decompiler rendering of hoisted
registers — the same artifact class as the A1 polarity inversion.
Under the live-field read, every apply pass (the ~10Hz ACE UM echo via
ApplyServerRunRate included) dispatched Ready and left the field
permanently Ready; the controller's per-frame get_state_velocity then
zeroed the body. The 183-case suite could not catch it: its
RecordingSink's return value doesn't mirror the real sink's
style-success, so the resetting state-write never ran under test.
Fix: entry-cache fwd/sidestep/turn commands+speeds (and the my_run_rate
read) before the style dispatch — restoring the S2a funnel's original
semantics through the W5 merge.
3 new regression tests bind the REAL sink over a real sequencer
(the masked condition): a full apply pass self-heals forward; 2 seconds
of held-W with echo cadence covers meters not centimeters; Shift
walk↔run toggling survives mid-transition echoes. Full suite: 3,734
passed. Temp diagnostics removed.
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>
JumpChargeIsAllowed 0x00527a50 (CanJump→0x49 before posture; Fallen +
Crouch..Sleeping→0x48), ChargeJump 0x005281c0 — now the ONLY place
standing_longjump arms (grounded Contact+OnWalkable + forward Ready +
no sidestep/turn, raw @305453-305466); the S2a-flagged side effect
inside contact_allows_move is DELETED (J6) with regression pins that
contact checks never touch the flag (the funnel's StandingLongJump
branch is local-player scope; the controller wires ChargeJump in W4/W6
— remotes never charge client-side, no interim regression).
jump_is_allowed 0x005282b0 full chain replaces the 15-line
approximation: IsFullyConstrained→0x47 (new PhysicsBody stub, TS-35)
BEFORE the pending-head peek (A2 ordering, pinned); head peek fires
whenever the queue is non-empty (no ACE Count>1 gate; nonzero
jump_error_code short-circuits the whole chain — test proves
JumpStaminaCost is never consulted); retail entry shape verbatim
(non-creature-weenie and gravity-off skip the ground gate; null
physics obj → 0x24 NOT 8 per A10); charge → MotionAllowsJump(fwd)
double-check → JumpStaminaCost gate (new IWeenieObject member,
always-affordable PlayerWeenie stub — TS-5 extended).
GetJumpVZ/GetLeaveGroundVelocity: epsilon corrected to retail's
0.000199999995f (was 0.001 — regression-pinned at extent 0.0005);
A5 shape (clamp 1.0, weenie-null 10.0f); A6 momentum fallback fires
only when ALL THREE components are sub-epsilon and overwrites all
three with global→local(m_velocityVector).
Jump 0x00528780: InterruptCurrentMovement no-op seam (TS-36, →R4
cancel_moveto), fires unconditionally; standing_longjump cleared ONLY
on failure (success keeps it — pinned). IWeenieObject.IsThePlayer()
(PlayerWeenie true) lands for W4's A3 dispatch.
51 new tests + 1 re-pin; superseded pre-W3 jump tests removed. Full
suite: 3,623 passed. Registers: TS-5 extended, TS-35/36/37 added.
Implemented by a dedicated agent against the W0-pinned spec; arming
gates + entry shape verified against the quoted raw text.
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>
InterpretedMotionState + the unified RawMotionState (LegacyRawMotionState
folded away) gain retail's action FIFO + ApplyMotion/RemoveMotion, ported
verbatim from the raw named decomp (0x0051e790/0x0051eb60 region, pc
293252-293703) including two genuine retail quirks pinned by tests and
independently re-verified against the raw text before commit:
- RawMotionState::ApplyMotion's RunForward (0x44000007) dead branch — a
cycle-class apply of literal RunForward writes NOTHING (retail encodes
run as WalkForward + HoldKey_Run on the raw state; same family as the
D6 apply_run_to_command early-return).
- InterpretedMotionState::RemoveMotion's exact-match-only TurnRight/
SideStepRight handling (left variants fall through to the style/
forward branches).
MovementParameters verbatim (A4 pin): 18 named flags per the absolute
mask table, ctor = 0x1EE0F expansion + distance_to_object 0.6 /
fail_distance FLT_MAX / speed 1 / walk_run_threshhold 15 / hold_key
Invalid — with the two ACE-divergence traps ported RETAIL-side
(can_charge FALSE where ACE defaults true; threshold 15.0 not 1.0).
MotionNode {ContextId, Motion, JumpErrorCode} (acclient.h:53293) — the
pending_motions node W2 consumes.
WeenieError renumbered to retail's numeric semantics (A10 table):
NotGrounded=0x24, GeneralMovementFailure 0x24→0x47, new 0x3f/0x40/0x41
combat-stance rejects + 0x42 chat-emote + 0x45 action-depth; the
airborne jump/action returns corrected 0x48→0x24 per the A10 sweep
(incl. jump_is_allowed's null-physics-obj 0x24-not-8 divergence from
ACE). Codes are local-only — wire untouched.
Outbound packer proof: RawMotionStatePacker unmodified; all 6
golden-byte RawMotionStatePackTests pass unmodified. TS-24 register row
updated (capability landed; outbound wiring still open).
Implemented by a dedicated agent against the W0-pinned spec; quirks,
scope, and suite independently verified. Full suite green: 3,531
(374+425+713+2015+4 pre-existing skips).
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>
11 scripted scenarios (spawn idle, idle→walk link, walk→run cyclic-to-
cyclic, fast re-speed, backward-walk remap, stop-settle fallback, emote
action, K-fix18 skip-link, turn modifier, style change, link-drain
sentinel count) snapshotting the CSequence core's list state after every
SetCycle/PlayAction against the LEGACY adapter (fast-path + Fix B +
stop-anim fallback + G17 gate). These are the parity bar for the Q4
PerformMovement cutover — intentional post-cutover changes get
EXPECTED-DIFF annotations, everything else must stay byte-identical.
Notable pre-cutover behavior captured: the S6 link-before-link stacking
(old reversed link kept mid-drain while the settle link appends behind).
Adds the internal AnimationSequencer.Core test seam.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports retail's MotionTableManager (0x0051bxxx; r2-motiontable-decomp.md
§11) above the Q2 CMotionTable: add_to_queue 0x0051bfe0 (append +
immediate collapse), remove_redundant_links 0x0051bf20 (TAIL-ANCHORED
single scan, NOT ACE's restructured loop — cycle-tail block mask
0xb0000000 = STYLE|MODIFIER|ACTION, style-tail 0x70000000 =
CYCLE|MODIFIER|ACTION; the decomp's prose gloss of those masks was
imprecise, the literal constants are ported), truncate_animation_list
0x0051bca0 (zero NumAnims IN PLACE from the tail through the matched
node's successor + CSequence.RemoveLinkAnimations), AnimationDone
0x0051bce0 (counter-driven countdown chain: one call can pop MULTIPLE
entries; action-class pops MotionState's action FIFO; drained-list
counter reset), CheckForCompletedMotions 0x0051be00 / UseTime (zero-tick
sweep, success hardcoded true), initialize_state 0x0051c030 (0x41000003
sentinel), HandleEnterWorld/HandleExitWorld drains (MotionDone
success:false; enter also strips link anims), PerformMovement 0x0051c0b0
(error codes 7 / 0x43 / 0; StopCompletely queues the Ready sentinel
UNCONDITIONALLY).
IMotionDoneSink is the R2 seam standing in for CPhysicsObj::MotionDone —
R3 binds MotionInterpreter.MotionDone (r2-port-plan.md §4 contract).
This queue + remove_redundant_links IS the retail mechanism our old
'Fix B' rapid-motion collapse approximated — Q4 deletes Fix B and routes
SetCycle/PlayAction through PerformMovement.
47 conformance tests: countdown-chain tables, truncate blocked/allowed
matrices for both masks, zero-tick vs counter sweep, world drains, the
walk-run-walk-run collapse trace, the 2026-05-03 walk-to-run golden
(both nodes queued, truncate not firing), PerformMovement error matrix.
Register: AD-34 extended (pending_animations managed LinkedList);
AD-35 added (NotHandled sentinel vs retail's dead-code pointer-leak
default case).
Implemented by a dedicated agent against the committed Q3 spec; diff
scope, mask semantics, truncation range, counter reset, and
PerformMovement paths independently verified against the decomp raw
text before commit. Build + full suite green (3,447 passed).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>