using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics.Motion;
namespace AcDream.Core.Physics;
// ─────────────────────────────────────────────────────────────────────────────
// InterpolationManager — retail CPhysicsObj interpolation queue.
//
// Source spec: docs/research/2026-05-04-l3-port/04-interp-manager.md
// Retail addresses (Sept-2013 EoR PDB):
// InterpolationManager::InterpolateTo acclient @ 0x00555B20
// InterpolationManager::adjust_offset acclient @ 0x00555D30
// InterpolationManager::UseTime acclient @ 0x00555F20
// InterpolationManager::NodeCompleted acclient @ 0x005559A0
// InterpolationManager::StopInterpolating acclient @ 0x00555950
//
// FIFO Position-waypoint queue (cap 20). The compatibility overload returns
// only its world-space origin, while the production overload carries retail's
// complete relative Frame from Position::subtract2, including orientation.
//
// Bug fixes applied vs prior port (audit § 7):
// #1: progress_quantum accumulates dt (not step magnitude).
// #3: far-branch Enqueue sets node_fail_counter = 4 → immediate next-tick
// blip-to-tail. Triggered by distance > AutonomyBlipDistance (100 m).
// #4: secondary stall test ports the retail formula verbatim:
// cumulative_progress / progress_quantum / dt < 0.30.
// #5: tail-prune is a tail-walking loop (collapses multiple stale entries).
// ─────────────────────────────────────────────────────────────────────────────
/// Internal queue node. type=1 = Position waypoint (only kind we use).
internal sealed class InterpolationNode
{
public Vector3 TargetPosition;
public Quaternion TargetOrientation = Quaternion.Identity;
}
///
/// Per-remote-entity position interpolation queue. Caller enqueues server
/// position updates and calls once per physics
/// tick to get the per-frame correction delta.
///
public sealed class InterpolationManager
{
// ── public constants (retail binary values) ───────────────────────────────
/// Maximum waypoints held before oldest (head) is dropped.
public const int QueueCap = 20;
///
/// Catch-up gain: catchUpSpeed = motionMaxSpeed × this modifier.
/// Retail MAX_INTERPOLATED_VELOCITY_MOD (@ 0x00555D30 line 353122).
///
public const float MaxInterpolatedVelocityMod = 2.0f;
///
/// Fallback catch-up speed (m/s) when motion-table max speed is
/// unavailable. Retail MAX_INTERPOLATED_VELOCITY (@ 0x40f00000 line 353137).
///
public const float MaxInterpolatedVelocity = 7.5f;
///
/// Per-5-frame stall progress threshold (meters).
/// Retail MIN_DISTANCE_TO_REACH_POSITION (@ 0x00555E42).
///
public const float MinDistanceToReachPosition = 0.20f;
///
/// Reach + duplicate-prune radius (meters).
/// Retail DESIRED_DISTANCE (@ 0x00555D30).
///
public const float DesiredDistance = 0.05f;
///
/// Number of ticks per stall progress check window.
/// Retail frame_counter threshold (@ 0x00555E14).
///
public const int StallCheckFrameInterval = 5;
///
/// Secondary stall ratio threshold — port verbatim from retail.
/// Audit notes the formula has odd units (1/sec); not our bug to fix.
/// Retail CREATURE_FAILED_INTERPOLATION_PERCENTAGE (@ 0x00555E73).
///
public const float StallProgressMinFraction = 0.30f;
///
/// Stall-fail counter threshold. Blip fires when fail count EXCEEDS this
/// value (4+, not 3). Retail UseTime check (@ 0x00555F39): fail > 3.
///
public const int StallFailCountThreshold = 3;
///
/// Distance threshold (meters) above which an Enqueue is treated as a far
/// jump and pre-arms an immediate blip. Retail outdoor value; indoor is
/// 20 m. Bug #3 fix from audit § 7.
///
public const float AutonomyBlipDistance = 100.0f;
///
/// Sentinel for original_distance before the first window baseline is
/// taken. Retail value (@ 0x00555D30 ctor) is 999999f.
///
public const float OriginalDistanceSentinel = 999999f;
private const float FEpsilon = 0.0002f;
// ── internals (retail field names in comments) ────────────────────────────
private readonly LinkedList _queue = new(); // position_queue
private int _frameCounter = 0; // frame_counter
private float _progressQuantum = 0f; // progress_quantum (sum of dt)
private float _originalDistance = OriginalDistanceSentinel; // original_distance
private int _failCount = 0; // node_fail_counter
private bool _keepHeading; // keep_heading
// ── public API ────────────────────────────────────────────────────────────
/// True when the queue holds at least one waypoint.
public bool IsActive => _queue.Count > 0;
/// Current waypoint count (visible to tests for cap verification).
internal int Count => _queue.Count;
///
/// Stop interpolating: drain queue and reset all stall state to sentinel
/// values. Retail StopInterpolating (@ 0x00555950).
///
public void Clear()
{
_queue.Clear();
_frameCounter = 0;
_progressQuantum = 0f;
_originalDistance = OriginalDistanceSentinel;
_failCount = 0;
}
///
/// Enqueue a new server-authoritative waypoint. Implements retail
/// InterpolateTo branching:
///
/// - Already-close: if distance(body, target) ≤
/// , queue is wiped (StopInterpolating)
/// and no node is enqueued.
/// - Far: if distance(reference, target) >
/// , enqueue and set
/// node_fail_counter = StallFailCountThreshold + 1 — pre-arms an
/// immediate blip on the next AdjustOffset call.
/// - Near: tail-prune loop collapses adjacent stale entries
/// within ; cap at 20 (head eviction);
/// enqueue.
///
///
/// Server-reported world position.
/// Server-reported heading (radians).
/// True when body is currently following an MTP.
///
/// Body's current world position. Used for the already-close check (versus
/// body) and as the fallback distance reference when the queue is empty.
/// Pass null if not available — far/near classification falls back
/// to "near" (no pre-armed blip).
///
public Quaternion? Enqueue(
Vector3 targetPosition,
float heading,
bool isMovingTo,
Vector3? currentBodyPosition = null)
=> Enqueue(
targetPosition,
Quaternion.CreateFromAxisAngle(Vector3.UnitZ, heading),
isMovingTo,
currentBodyPosition,
currentBodyOrientation: null);
///
/// Complete-frame overload of retail InterpolateTo. The node keeps
/// the target quaternion; a near enqueue assigns
/// to retail's manager-wide
/// keep_heading flag. The far branch deliberately retains the
/// manager's prior flag, matching the retail early return.
///
public Quaternion? Enqueue(
Vector3 targetPosition,
Quaternion targetOrientation,
bool isMovingTo,
Vector3? currentBodyPosition = null,
Quaternion? currentBodyOrientation = null)
{
// Retail compares dist against either the tail's stored position
// (if tail exists AND tail->type == 1) or the body's m_position.
Vector3 reference;
bool haveTail = _queue.Last is { } tail;
if (haveTail)
{
reference = _queue.Last!.Value.TargetPosition;
}
else if (currentBodyPosition.HasValue)
{
reference = currentBodyPosition.Value;
}
else
{
reference = targetPosition; // dist = 0 → near branch
}
float dist = Vector3.Distance(reference, targetPosition);
// Far branch (retail line 352918, dist > GetAutonomyBlipDistance):
if (dist > AutonomyBlipDistance)
{
// The far branch does not assign keep_heading from arg3. It uses
// the manager's existing flag when storing this Position.
EnqueueRaw(
targetPosition,
StoreTargetOrientation(
targetOrientation,
currentBodyOrientation,
_keepHeading));
// Pre-arm immediate blip on next AdjustOffset (audit § 7 #3).
_failCount = StallFailCountThreshold + 1;
return null;
}
// Near & already-close branch (retail line 352962):
// distance(body, target) ≤ DesiredDistance → wipe queue, no enqueue.
if (currentBodyPosition.HasValue)
{
float bodyDist = Vector3.Distance(currentBodyPosition.Value, targetPosition);
if (bodyDist <= DesiredDistance)
{
Clear();
// InterpolateTo 0x00555C08 calls CPhysicsObj::set_heading
// with the target Frame's heading. It does not install the
// target's pitch/roll at this already-close seam.
return isMovingTo
? null
: MoveToMath.SetHeading(
targetOrientation,
MoveToMath.GetHeading(targetOrientation));
}
}
// Near & not-close branch:
// 1. Tail-prune loop — collapse all consecutive stale tail entries
// within DesiredDistance of the new target (audit § 7 #5).
while (_queue.Last is { } stale &&
Vector3.Distance(stale.Value.TargetPosition, targetPosition) <= DesiredDistance)
{
_queue.RemoveLast();
}
// 2. Cap at 20 — drop head (audit § 7 #6).
if (_queue.Count >= QueueCap)
_queue.RemoveFirst();
// 3. Append.
_keepHeading = isMovingTo;
EnqueueRaw(
targetPosition,
StoreTargetOrientation(
targetOrientation,
currentBodyOrientation,
_keepHeading));
return null;
}
private void EnqueueRaw(
Vector3 target,
Quaternion targetOrientation)
{
_queue.AddLast(new InterpolationNode
{
TargetPosition = target,
TargetOrientation = targetOrientation,
});
}
private static Quaternion StoreTargetOrientation(
Quaternion targetOrientation,
Quaternion? currentBodyOrientation,
bool keepHeading)
{
if (!keepHeading || currentBodyOrientation is not { } current)
return targetOrientation;
// InterpolateTo stores the object's current heading into the node
// when keep_heading is active. Frame::set_heading intentionally
// discards the target Position's pitch/roll at this seam.
return MoveToMath.SetHeading(
targetOrientation,
MoveToMath.GetHeading(current));
}
///
/// Compute the per-frame world-space correction delta. Combines the retail
/// UseTime blip-check (fail_count > 3 → snap to tail, clear queue)
/// with the per-frame adjust_offset step computation.
///
/// Returns when:
/// • queue is empty,
/// • head reached (distance < ) — head pops,
/// • dt is invalid (≤ 0 or NaN).
///
/// Returns the snap delta (tail − currentBodyPosition) when fail_count
/// exceeds , then clears the queue.
///
/// Frame delta time (seconds).
/// Current world-space body position.
///
/// Max motion-table speed for this entity's current cycle (m/s).
/// Pass 0 to use the fallback.
///
public Vector3 AdjustOffset(
double dt,
Vector3 currentBodyPosition,
float maxSpeedFromMinterp,
bool inContact = true)
{
if (!inContact)
return Vector3.Zero;
InterpolationStep step = ComputeStep(
dt,
currentBodyPosition,
maxSpeedFromMinterp);
return step.Overwrites ? step.WorldOrigin : Vector3.Zero;
}
///
/// Retail InterpolationManager::adjust_offset complete-Frame path
/// (0x00555D30). When interpolation is active it replaces both components
/// of with Position::subtract2's relative
/// target frame, then scales only Origin to the catch-up step. A MoveTo
/// node keeps heading by replacing the relative rotation with identity.
/// When the queue is empty or a node completes, the incoming PartArray
/// frame remains untouched.
///
public bool AdjustOffset(
double dt,
Vector3 currentBodyPosition,
Quaternion currentBodyOrientation,
float maxSpeedFromMinterp,
MotionDeltaFrame offset,
bool inContact = true)
{
ArgumentNullException.ThrowIfNull(offset);
if (!inContact)
return false;
InterpolationStep step = ComputeStep(
dt,
currentBodyPosition,
maxSpeedFromMinterp);
if (!step.Overwrites)
return false;
offset.Origin = MoveToMath.GlobalToLocalVec(
currentBodyOrientation,
step.WorldOrigin);
offset.Orientation = _keepHeading
? Quaternion.Identity
: FrameOps.SetRotate(
offset.Origin,
Quaternion.Identity,
Quaternion.Inverse(currentBodyOrientation)
* step.TargetOrientation);
return true;
}
private InterpolationStep ComputeStep(
double dt,
Vector3 currentBodyPosition,
float maxSpeedFromMinterp)
{
// dt sanity guard — protects PhysicsBody.Position from NaN poisoning.
if (dt <= 0 || double.IsNaN(dt))
return default;
if (_queue.First is null)
return default;
// Distance to head node (retail line 353083).
var head = _queue.First.Value;
float dist = Vector3.Distance(head.TargetPosition, currentBodyPosition);
// Reach test (retail line 353089): dist ≤ DESIRED_DISTANCE → pop and
// re-baseline. NodeCompleted(1) advances to next head, also resets the
// window state.
if (dist <= DesiredDistance)
{
NodeCompleted(popHead: true, currentBodyPosition);
return default;
}
// Catch-up speed (retail line 353122 + 353128 fallback).
float scaled = maxSpeedFromMinterp * MaxInterpolatedVelocityMod;
float catchUp = scaled > FEpsilon ? scaled : MaxInterpolatedVelocity;
// Accumulate progress_quantum (audit § 7 #1: SUM OF DT, not step).
_progressQuantum += (float)dt;
_frameCounter++;
// 5-frame stall window check (retail line 353146).
if (_frameCounter >= StallCheckFrameInterval)
{
float cumulative = _originalDistance - dist;
// Primary check (retail line 353150-353166):
// cumulative >= MIN_DISTANCE_TO_REACH_POSITION (0.20)
bool primaryPass = cumulative >= MinDistanceToReachPosition;
// Secondary check (retail line 353169-353172, audit § 7 #4):
// cumulative > F_EPSILON
// AND (cumulative / progress_quantum / dt) >= 0.30
//
// Port verbatim despite weird units; audit notes this may be a
// Turbine bug or x87-stack misread by Binary Ninja. Mirroring bytes.
bool secondaryPass = false;
if (cumulative > FEpsilon && _progressQuantum > 0f && dt > 0)
{
float ratio = (cumulative / _progressQuantum) / (float)dt;
secondaryPass = ratio >= StallProgressMinFraction;
}
if (!primaryPass && !secondaryPass)
{
_failCount++;
}
else
{
_failCount = 0;
}
// Re-baseline window regardless of pass/fail.
_frameCounter = 0;
_progressQuantum = 0f;
_originalDistance = dist;
}
else if (_originalDistance >= OriginalDistanceSentinel - 0.5f)
{
// First call after Clear / new motion: seed the baseline so the
// first 5-frame window's cumulative is computed against frame-0
// distance, not the 999999f sentinel. Retail handles this via
// the sentinel itself — the sentinel produces a huge cumulative
// that always passes — but we use a baseline-seeded approach so
// the secondary check has sane progress_quantum behavior.
_originalDistance = dist;
}
// Retail UseTime blip check (@ 0x00555F39): fail_count > 3 → snap to
// tail, clear queue. Placed AFTER the stall window logic so it fires
// in the same tick as both:
// (a) the just-incremented fail_count from a stall window pass, AND
// (b) a far-branch Enqueue pre-arm (fail_count = 4 set externally).
// Retail splits this into a separate UseTime call; we collapse it.
if (_failCount > StallFailCountThreshold)
{
InterpolationNode tail = _queue.Last!.Value;
Vector3 tailDelta = tail.TargetPosition - currentBodyPosition;
Clear();
return new InterpolationStep(
true,
tailDelta,
tail.TargetOrientation);
}
// Per-frame step magnitude (retail line 353218).
float step = catchUp * (float)dt;
// No-overshoot scaling (retail line 353231): if step would overshoot
// dist, clamp to dist.
if (step > dist)
step = dist;
// Direction × step.
Vector3 delta = ((head.TargetPosition - currentBodyPosition) / dist) * step;
return new InterpolationStep(
true,
delta,
head.TargetOrientation);
}
private readonly record struct InterpolationStep(
bool Overwrites,
Vector3 WorldOrigin,
Quaternion TargetOrientation);
///
/// Retail NodeCompleted (@ 0x005559A0). popHead=true after head reached;
/// popHead=false during stall fail (re-baseline only). For our collapsed
/// architecture we always re-baseline on pop.
///
private void NodeCompleted(bool popHead, Vector3 currentBodyPosition)
{
_frameCounter = 0;
_progressQuantum = 0f;
if (popHead && _queue.First != null)
{
_queue.RemoveFirst();
}
// Re-baseline on the new head, or reset to sentinel if queue empty.
if (_queue.First is { } newHead)
{
_originalDistance = Vector3.Distance(newHead.Value.TargetPosition, currentBodyPosition);
}
else
{
_originalDistance = OriginalDistanceSentinel;
}
}
}