Cutover slice C0 (docs/plans/2026-08-02-placement-cutover.md): the seam
work that lets C3 flip hosts onto a complete receipt stream instead of
growing one mid-cutover. The executor's Released exit now publishes an
acknowledge-only ExecutorCompleted receipt through the one placement
projection stream — registered before observer dispatch, correlated to
the full execution receipt, reaped exactly once on acknowledgement/
discard/session-clear, and counted in the convergence ledger. All three
production placement sinks acknowledge-and-ignore the new kind via early
returns proven behavior-preserving for every existing kind; without them
the first such receipt at cutover would permanently wedge the exact-head
FIFO behind sinks that return false. Provably inert today: the publisher
has no production caller.
Execute's live inputs now derive from Runtime's own owners bound at
GameRuntime construction: UsePositionFromServer is retail's exact
autonomy_level != 2 (CommandInterpreter::UsePositionFromServer
0x006B3B40, startup-only knob), and PlayerDistance uses the live movement
controller's position with a null-safe fallback to the caller struct —
never a fabricated origin. TryPrepareAndSubmitAuthoredPlacement chains
the prepared-collision Setup read through PrepareMover to submission with
zero validation-semantics changes. TryCommitParent and CommitWithdrawal
gain the sibling cancellation flow (residence + ordinary placement
family); TryCommitParent deliberately omits LeaveWorld — retail's
set_parent performs its single gated leave_world (0x00515A90) and a
second would have no counterpart.
Not fully dormant: the two cancellation fixes change Runtime paths
production already calls (today as no-op-adjacent hardening, since
nothing upstream begins a residence yet); everything else is reachable
only by tests. Reviewed: retail-conformance PASS + architecture/
adversarial PASS after one fix round (sink wedge, completion-receipt
lifecycle, null-controller distance). Runtime 921/921; complete Release
solution 10,716 passed / 4 intentional skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Retail jump landings BOUNCE: the floor touch records both a contact plane
(grounding) AND a collision normal (collided_with_environment), and
handle_all_collisions reflects the unmodified impact velocity off it at
5% elasticity (v += -(v.n)(elasticity+1).n, DEFAULT_ELASTICITY 0.05
@0x007c6a7c). Our transition already recorded both facts; the bounce was
suppressed by the AD-25 adaptation stack in the per-tick commit: a
Velocity.Z<=0 landing gate (needed because the resolver glued ascending
movers to the ground) plus a landing Velocity.Z=0 hand-zero whose stated
purpose was making the reflect a no-op. Downhill glided instead of
bouncing, flat-ground landings had no pop, and uphill jumps flapped
between grounded/airborne against the animation machine.
Three retail mechanisms replace the stack:
- check_contact (0x0050f5b0) seeding in ResolveWithTransition: a body in
CONTACT seeds the transition's contact only while v.contactPlane.N <=
0.0002; moving away seeds the last-known plane alone (get_object_info
0x00511cc0). Ascending jumps therefore run contact-free (ballistic, no
glue) - the gate's reason-for-being is gone. The plane requirement is
strict: Contact-without-plane is unrepresentable in retail.
- SetPositionInternal-shaped commit (0x00515330, byte-read end-to-end,
velocity-sign-FREE): contact purely from the transition's contact
plane, HitGround on the airborne->walkable edge, HandleAllCollisions
with unmodified impact velocity. Whole commit gated on Ok &&
candidateMoved (retail pc:283657 skips SetPositionInternal entirely
when the candidate did not move) - a standing body's contact state is
never re-derived, which is what keeps rest bit-stable (AD-41 updated).
- Byte decodes: gate override state&0x800000=Sledding, zero branch
state&0x20000=Inelastic, reflect strictly dot<0 - our port already had
all three correct.
Settle: real landings (>=0.25 m/s) bounce and decay geometrically;
smaller impacts are consumed by retail's unconditional small-velocity
zero, so standing never micro-bounces. Re-baselines documented in place:
landing-survival pin measures decay post-settle; LiveCompare_Tick0/376
pin the new IsOnGround=false on zero-move ticks (captured true was the
retired seed echo; tick 376's captured body carries an 11.8 m/s grounded
velocity from the deleted get_state_velocity-overwrite era); de-overlap
fixture now carries the plane real grounded bodies always have. New
pins: LandingBounceSeedingTests (ascent no-seed, rest keeps contact,
strict plane, slope 5% reversal + tangential preservation, Sledding
override).
Investigation + implementation record:
docs/research/2026-07-30-landing-bounce-family.md. Complete Release
suite: 10,031 passed / 5 skips / 0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two new PlayerMovementController-level tests, exercising the real
production controller (not just the Core-level composed model in the
prior commit):
- Update_AnimationRootMotion_WalkSpeedUnaffectedByResidualVelocityFix:
ordinary root-motion walking (no fall/collision in flight) advances by
exactly the authored per-tick delta for 30 ticks with BodyVelocity
staying exactly zero throughout - the fix is a complete no-op for the
common case, pinning the L.3c hazard
(claude-memory/project_physics_collision_digest.md's DO-NOT-RETRY
table) at the Runtime level alongside the existing Core-level
GroundedRootMotion_FrictionThreshold_DoesNotHammerLocomotionTests pin
(unmodified, still green).
- Update_RunningJumpLandsOnFlatGround_ResidualVelocitySurvivesAndDecays_NotFrozen:
a real charged running jump lands on flat ground and its residual
horizontal speed survives the first post-landing tick, then measurably
decays (dot(velocity, (0,0,1)) ~ 0 < 0.25, so friction engages here,
unlike the sloped roof capture where it doesn't).
Building the second test surfaced two genuinely separate, already-
correctly-scoped mechanisms unrelated to #265/#166, requiring no
production change: MotionInterpreter.LeaveGround (CMotionInterp::
LeaveGround 0x00528b00, R3-W4/J7/J8) recomputes velocity from the
CURRENT interpreted command on the grounded->airborne edge tick, so the
test holds Forward for one extra tick before releasing it; and
MotionInterpreter.ApplyCurrentMovementInterpreted's AP-77 "animation-less
/headless movement fallback" (already correctly scoped in the
divergence register) independently rewrites grounded velocity when no
DefaultSink is wired, so the test wires a minimal
FakeAnimationDispatchSink to match production's always-wired sink.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Wire ConstraintManager.ConstrainTo at every current acdream inbound-position
acceptance seam, matching retail SmartBox::HandleReceivedPosition
(0x00453fd0):
- Remote (player + NPC): LiveEntityNetworkUpdateController arms right after
the hard-teleport branch (remotePlacementRequired) returns - reaching that
point already means MoveOrTeleport did NOT hard-place - anchored to the
object's own live IPhysicsObjHost.Position.
- Local player teleport: PlayerMovementController.SetPositionCore now runs
UnConstrain (retail teleport_hook 0x00514ed0, previously a no-op because
nothing armed the leash) then re-arms anchored to the just-snapped
position, composing with the existing StopCompletelyAtPhysicsObjectBoundary
velocity zero rather than duplicating it. CommitPreparedPosition mirrors
the same pair for the deferred player-mode-entry commit path.
- Local player ForcePosition: PlayerMovementController.BlipPosition arms
with NO preceding UnConstrain (retail BlipPlayer/SetPositionSimple
survives motion/velocity/stick, and the leash is no different).
Push PhysicsBody.IsFullyConstrained from PositionManager.IsFullyConstrained
at the SAME per-tick chokepoint each pump already runs AdjustOffset
(PlayerMovementController.Update, RuntimeRemotePhysicsUpdater.Tick/TickHidden)
so TS-35's read gate in jump_is_allowed sees live state instead of a stub
that is never written.
Tests: local-player arm/teardown/rearm/taper/jump-refusal (Runtime.Tests,
PlayerMovementControllerTests), remote-tick IsFullyConstrained push
(Runtime.Tests, RuntimePhysicsStateTests). Full Core/Runtime/App suites
green with no regressions.
The render-alpha clamp test compared physics vs render position with
xunit precision:4 (Math.Round semantics); the AP-7 friction port shifts
the velocity-fallback trajectory by 7.6 um, landing two essentially
equal values on opposite sides of a 5e-5 rounding boundary. Assert with
a 1 mm tolerance instead. Merged-tree full Release suite: 9,887 passed /
0 failed / 5 skips including Headless (the exposed velocity-fallback
path holds).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Ports the retail CACQualities/EncumbranceSystem/MovementSystem chain
(named-retail decomp pc 256393/412901-414050/416169-416320/695958+) so
PlayerWeenie's run rate, jump height, jump permission, and jump stamina
cost are real functions of burden, current stamina, and vitae/skill
enchantments instead of stubs.
Core:
- New EncumbranceSystem.cs (delegates to the already-verified
BurdenMath formulas — one source of truth for the burden HUD and
movement physics) and MovementSystem.cs (GetRunRate/GetJumpHeight/
JumpStaminaCost/GetJumpPower, decomp-cited; ACE cross-referenced
where BN dropped the general-case arithmetic entirely).
- PlayerWeenie rewritten as the CACQualities-shaped composition:
CanJump gates on burden (<2.0 load, UN-8 — x87 polarity resolved by
plausibility, Ghidra MCP unavailable this slice), JumpStaminaCost
returns the real ceil((load+0.5)*power*8+2) cost and always affords
it (matches decomp — retail's own function never refuses; "weak"
jump comes entirely from the stamina==0 skill-zeroing gate inside
InqRunRate/InqJumpVelocity, not a hard refusal), SetStamina wires a
null="unknown, don't gate" sentinel preserving every pre-P1 test.
- EnchantmentMath.GetMod gained an optional StatModType flag filter
(GetSkillMod convenience wrapper) so the SAME vitae/family-stacking
machinery already used for vital-max buffs now also answers "what's
the vitae+skill-enchantment-adjusted Run/Jump skill" — reusing the
M3 active-enchantment state, not a new engine.
Runtime:
- RuntimeCharacterState now stores the pre-EnchantSkill base run/jump
skill and recomputes the adjusted value (vitae first, then matching
Skill-flagged buffs, floor 0.5, truncate) on every base push AND on
every Spellbook.EnchantmentsChanged notification — a vitae change
alone moves the produced rate without a fresh PlayerDescription.
- RuntimeMovementSkillState extended with Burden/CurrentStamina
(RuntimeMovementSkillProjection.ApplyTo pushes both through the
existing seam); LiveSessionEventRouter recomputes burden from the
same Strength+aug-property+EncumbranceVal inputs the burden HUD
already assembles (reacting to the same ClientObjectTable events)
and pushes current stamina from LocalPlayerState vital updates.
- Wires the previously dead-lettered ReportExhaustion() R3-W4 seam:
LiveSessionRuntimeFactory's OnMovementStatsUpdated callback re-
applies the current snapshot to the live controller and forces an
immediate movement re-evaluation on any skill/burden/stamina change.
Register: retires TS-5 (CanJump/JumpStaminaCost stubs) and AP-25 (no
vitae in pushed skill). Adds AP-127 (two minor unmodeled retail bonus
properties + the stamina-buff-adjusts-local-copy nuance, deliberately
out of the bounded "run/jump query path only" scope) and UN-8 (the
CanJump x87 polarity call, flagged for a future Ghidra MCP
confirmation pass). Extends TS-23 (PlayerKillerStatus not parsed) to
cover JumpStaminaCost's new pk parameter, hardcoded false pending P3.
Full pseudocode + retail citations + the vitae/skill-level finding in
docs/research/2026-07-30-stat-coupled-movement-pseudocode.md.
Release suite: Core.Tests 3977/2 skips, Runtime.Tests 425/0 skips,
App.Tests 3968/3 skips — all green. (One pre-existing, unrelated Debug-
only flake in LandblockBuildOriginTests reproduces on the pre-P1
baseline and passes in Release; not touched here.)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Move remote-motion construction, CreateObject vector initialization, final simulation-component retirement, and the combined J5 ownership ledger into Runtime. Delete App compatibility views and moved-state reconstruction while preserving the existing graphical projection and retail update order.
Move the canonical local movement controller, body/motion managers, object clock, movement wire data, and MTS/jump/AP sender into AcDream.Runtime. Replace process skill defaults with typed Runtime character options, make graphical and direct commands borrow one autorun owner, retain the construction-time PartArray seam, and include movement in terminal ownership convergence.
Preserve the accepted pre-inbound movement/jump and post-inbound autonomous-position order while moving the exact packet/cadence fixtures into Runtime tests. Add graphical/direct parity, two-instance isolation, teardown, allocation, architecture, and divergence-path coverage.
Co-authored-by: Codex <noreply@openai.com>
Move use throttling, appraisal identity, queued interactions, and exact post-arrival pickup state beneath RuntimeActionState. Keep App as the picker, movement, transport, and retained-presentation adapter while preserving retail send and UseDone ordering. Add reset, disposal, GUID-reuse, callback-reentrancy, and transport-failure coverage.
Co-authored-by: Codex <noreply@openai.com>
Move selection, combat, and interaction target mode under one Runtime owner; make plugins, retained UI, session routing, and typed runtime views borrow its exact children; and add failure-safe reset, instance isolation, source ownership, and normalized checkpoint coverage without changing retail ordering.
Co-authored-by: Codex <codex@openai.com>
Unify the toolbar shortcut manager with Runtime inventory state, route retail-ordered shortcut and spellbook command effects through the canonical owners, and make retained controllers borrow those exact instances. Remove the item-interaction transaction fallback and add graphical/no-window parity plus failure-safe terminal ownership-ledger coverage.
Co-authored-by: Codex <codex@openai.com>
Move character options and movement skills into the Runtime-owned character graph, expose borrowed inventory, character, and social views, and route retained UI state commands through generation-gated typed Runtime contracts. Preserve the existing synchronous wire path while deleting the App-owned option and skill mirrors and extending normalized parity checkpoints.
Co-authored-by: Codex <codex@openai.com>
Move the coupled Spellbook and LocalPlayerState into one Runtime-owned character graph, route content, live-session, retained UI, reset, and shutdown through that exact owner, and delete the duplicate desired-component snapshot from inventory state. Preserve synchronous retail update and reset ordering while adding independent-instance and retryable-failure coverage.
Co-authored-by: Codex <codex@openai.com>
Move the retail one-request-at-a-time gate, shared use busy references, external-container state, item mana, shortcuts, and desired-component snapshots into one Runtime-owned graph over J3's exact ClientObjectTable. Retained UI and session routing now borrow that owner; reset and shutdown preserve the existing order while failure/reentrancy tests protect the transaction boundary.
Co-authored-by: Codex <codex@openai.com>