# Movement / Animation Wire-Parity Slice — Design Date: 2026-06-30 Phase: **L.2b** (movement wire/contact authority) + **L.1b** (command router + motion-state cleanup) Standard: **decomp-verbatim, tests-first. No approximations, no "feels like retail."** ## Source documents (read first) - `docs/research/2026-06-26-movement-animation-retail-parity-audit.md` — the 12 confirmed divergences (D1–D12) and the Phase 0–5 plan. - `docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md` — the ACE-vs-2013 command-catalog divergence (130 common names with different values; the `+3` low-word shift beginning at `SnowAngelState`). - Oracle: `docs/research/named-retail/acclient_2013_pseudo_c.txt` (Sept 2013 EoR build) + `docs/research/named-retail/acclient.h`. Live confirmation via the Ghidra HTTP bridge at `http://127.0.0.1:8081` (decompile-by-address). - Plans of record this slice serves: `docs/plans/animation-system-audit.md` (L.1) and `docs/plans/2026-04-29-movement-collision-conformance.md` (L.2). ## Goal Make the **outbound movement wire bytes** (`MoveToState 0xF61C`, `Jump 0xF61B`, `AutonomousPosition 0xF753`) and the **inbound→animation command catalog** byte-for-byte / value-for-value faithful to retail, proven by tests whose golden values are derived directly from the 2013 decomp packers and cross-checked against holtburger. This slice fixes the *packing* and the *catalog*. It does **not** port the motion-interpreter input-state construction (`adjust_motion` / `apply_raw_movement`) — that is the next slice (D6 / audit Phase 2), explicitly deferred below. ## Scope ### In scope - **D1** — `RawMotionState::Pack` default-difference flag packing (replaces presence-based flags). - **D3** — `MoveToStatePack` trailing byte = `contact | standingLongjump`. - **D4** — `JumpPack` layout (extent, velocity, full Position, four timestamps; drop the spurious objectGuid/spellId). - **Catalog gap** — dual command catalog (`AceModernCommandCatalog` runtime default + `Retail2013CommandCatalog` conformance), built behind an `IMotionCommandCatalog` seam; full 2013 `command_ids[0x198]` extraction; DAT-availability tests. - **Phase 0 oracle tests** — written first and failing, encoding the four retail `Pack` functions and the catalog matrices. ### Out of scope (later L.1/L.2 slices — see "Deferred / unresolved") D2 (runtime actions-list/current_style emission), D5 (heartbeat-clock stamping — *audit only* this slice), D6 (`adjust_motion`/`apply_raw_movement` input-state), D7 (animation/motion application reorder), D8 (MoveToManager/force-walk), D9 (inbound types 8/9), D10 (spawn-time MoveTo), D11 (sequence/autonomy propagation), D12 (jump/contact gates). ## Decisions (locked with the user 2026-06-30) 1. **First slice = catalog + outbound wire** (not catalog-only, not + motion core). 2. **Golden-byte oracle = decomp-derived + holtburger cross-check**, confirmed via the Ghidra bridge. No live retail capture for this slice (captures are reserved for Phase 2, where retail's *input state* is the genuine unknown). 3. **Catalog mechanism = Option A** — `IMotionCommandCatalog` interface; static `MotionCommandResolver.ReconstructFullCommand(ushort)` is retained, delegating to an `AceModernCommandCatalog` singleton so all ~10 runtime call sites are unchanged. Tests instantiate `Retail2013CommandCatalog` explicitly. 4. **2013 table depth = full extraction** (~408 `command_ids[0x198]` entries with provenance), not a test-matrix stub. ## Component design ### 1. Command catalog (L.1b) **Seam.** New interface in `AcDream.Core.Physics`: ``` public interface IMotionCommandCatalog { /// Reconstruct the full 32-bit MotionCommand from a 16-bit wire value. /// Returns 0 if no entry matches. uint ReconstructFullCommand(ushort wireCommand); } ``` **`AceModernCommandCatalog : IMotionCommandCatalog`** — the runtime default. Built from the DatReaderWriter / ACE `MotionCommand` enum (these share values; ACE's enum is the authoritative ACE-modern catalog and matches the local DATs). Reconstruction = wire-low → full lookup, with collisions resolved by the documented retail class priority (lower class byte wins: Action 0x10 < SubState 0x41 < Style 0x80 …) applied **at build time**, producing a flat `IReadOnlyDictionary`. - **Verify and (likely) delete the magic override.** The current `MotionCommandResolver.ApplyNamedRetailOverrides` force-maps `0x016E–0x0197` to `0x10000000 | lo`. Once `AceModernCommandCatalog` is built cleanly from the ACE enum, assert the ACE test matrix passes (`0x0153→0x10000153`, `0x0166→0x10000166`, `0x0171→0x10000171`, `0x0173→0x10000173`). If it passes **without** the override loop, delete the loop (unexplained magic range; see the magic-number-audit memory). If a specific command still resolves to the wrong class, add a **per-command, cited** override — never a blind range. - **Fix the wrong comment.** The shift starts at `SnowAngelState` (`0x43000115` → `0x43000118`), not `AllegianceHometownRecall`. **`Retail2013CommandCatalog : IMotionCommandCatalog`** — conformance/reference. Built from the **full** 2013 `command_ids[0x198]` table at `0x007c73e8` paired with the command-name table at `0x008041ec..0x0080444c`. Deterministic extraction from `acclient_2013_pseudo_c.txt` (and/or the Ghidra bridge), emitted as a generated/static name→value table in the source with a provenance header citing both addresses. ~408 entries. **`MotionCommandResolver`** keeps `public static uint ReconstructFullCommand(ushort)` delegating to a private `static readonly AceModernCommandCatalog s_aceModern`. All current callers (`AnimationCommandRouter`, `CombatAnimationPlanner`, 8× `GameWindow`) are untouched. **DAT-availability tests.** A command animates only if the entity's `MotionTable` has a `Links` or `Modifiers` entry for the full 32-bit value. Tests (`MotionCommandCatalogTests`, real-DAT-backed via `Chorizite.DatReaderWriter`): - ACE mode: `0x0153→0x10000153 LifestoneRecall`, `0x0166→0x10000166`, `0x0171→0x10000171`, `0x0173→0x10000173`. - 2013 mode: `0x0150→0x10000150 LifestoneRecall`, `0x0163→0x10000163`, `0x016E→0x1000016E`, `0x0170→0x10000170`. - Availability: `LifestoneRecall (ACE 0x10000153)` and `HouseRecall` exist in local DAT MotionTables; `MarketplaceRecall / AllegianceHometownRecall / PKArenaRecall / OffhandSlashHigh` exist **only** under the ACE-shifted IDs (reproduces the gap doc's link-hit scan as a fixture assertion). ### 2. RawMotionState model + default-difference packing (D1) **Data type** `AcDream.Core.Physics.RawMotionState` — a value type mirroring the retail struct (`acclient.h RawMotionState::PackBitfield`, decomp `0x0051ed10`): | field | retail default | bit | |---|---|---:| | current_holdkey | `HoldKey.None` (1) | 0x001 | | current_style | `0x8000003D` | 0x002 | | forward_command | `0x41000003` | 0x004 | | forward_holdkey | `HoldKey.Invalid` (0) | 0x008 | | forward_speed | `1.0f` | 0x010 | | sidestep_command | `0` | 0x020 | | sidestep_holdkey | `HoldKey.Invalid` (0) | 0x040 | | sidestep_speed | `1.0f` | 0x080 | | turn_command | `0` | 0x100 | | turn_holdkey | `HoldKey.Invalid` (0) | 0x200 | | turn_speed | `1.0f` | 0x400 | | actions (list) | empty | `num_actions<<11` (bits 11–15) | Pure data, no GL/Net dependency. Lives in Core.Physics so the Phase-2 motion interpreter (also Core.Physics) can populate it without a Core.Net dependency. A `RawMotionState.Default` exposes the retail defaults. **Packer** in `AcDream.Core.Net` (Core.Net may reference Core.Physics; the reverse is forbidden by Code Structure Rule #2). Ports `RawMotionState::Pack` verbatim: 1. Build flags dword: set bit *only* when the field **differs from its default** (`forward_speed != 1.0f`, `current_holdkey != None`, etc.), OR in `num_actions << 11`. **Note the bitfield is bits 0–15 only** — bits 16–31 are unused (retail `num_actions` is 5 bits, max 31). The current `MoveToState.cs` comment "bits 11–31 = command list length" is wrong; correct it to bits 11–15 = `num_actions`. 2. Write the flags dword. 3. Write each set field in bit order (holdkey, style, fwd_cmd, fwd_holdkey, fwd_speed, ss_cmd, ss_holdkey, ss_speed, turn_cmd, turn_holdkey, turn_speed). 4. Write each action: `u16 command` then `u16 (stamp & 0x7FFF) | (autonomous ? 0x8000 : 0)` (decomp lines 293945–293960). `MoveToState.Build` is refactored to take a `RawMotionState` (plus position, sequences, contact, standingLongjump) instead of the flat nullable param list. **Behavioral effect vs ACE:** the only runtime change is *removing* over-sent defaults (`forwardSpeed=1.0`, `currentHoldKey=None`, default per-axis hold keys). ACE's `UnPackNet` defaults omitted fields, so this is strictly more correct. The slice does **not** change which RawMotionState values the caller constructs (that is D6) — it threads the same values the caller passes today through the new struct. Smoke-test against ACE confirms no regression. ### 3. MoveToState trailing byte (D3) From `MoveToStatePack::Pack` (`0x005168f0`, lines 284717–284722): the trailing byte is `((longjump_mode != 0 ? 0x02 : 0) | (contact != 0 ? 0x01 : 0))`. Then ALIGN to 4. `MoveToState.Build` gains explicit `bool contact` and `bool standingLongjump` params. `standingLongjump` is wired to its true current value (`false` — standing longjump is not implemented yet). The *packing* is faithful; the *input* is honest. When standing longjump lands (later), the param flips. This is not a masking shortcut — it is the correct byte with the correct current input. ### 4. JumpPack (D4) From `JumpPack::Pack` (`0x00516d10`, lines 284934–284963), field order: 1. `f32 extent` 2. `f32 velocity.x, velocity.y, velocity.z` 3. `Position.Pack` (objcell_id + frame) 4. `u16 instance_timestamp, server_control_timestamp, teleport_timestamp, force_position_ts` 5. ALIGN to 4 `JumpAction.Build` is rewritten to this layout. The current spurious `u32 objectGuid` + `u32 spellId` are **removed** (no retail evidence). New params: `cellId`, `position`, `rotation`. Caller at `GameWindow.cs:8343` supplies them (it already has `wireCellId` / `wirePos` / `wireRot` in scope). ### 5. AutonomousPosition (D5 audit + timestamp order) `AutonomousPositionPack::Pack` (`0x00516af0`): Position, then `u16` instance / server_control / teleport / force_position, then a **contact-only** byte (`contact != 0`; no longjump bit), then ALIGN. Current code matches. Add: - a timestamp-**order** golden test (instance, serverControl, teleport, forcePosition); - a contact-byte test. **D5 audit (no behavior change unless decomp proves divergence):** read `CommandInterpreter::SendMovementEvent` (`0x006b4680`) and `SendPositionEvent` (`0x006b4770`) and compare what they stamp (`last_sent_position_time` vs position vs contact_plane) to acdream's `NotePositionSent`. Document the finding; change behavior only if the decomp shows a real divergence. ### 6. Position::Pack verification `Position::Pack` is shared by all three messages and currently writes `cellId, x, y, z, qw, qx, qy, qz`. It works against ACE, but for strict parity: decompile `Position::Pack` / `Frame::Pack` by address, confirm the field order, and lock it with a golden test on the Position block. Fix only if the decomp diverges; otherwise the test pins it. ## Test inventory (written first, failing) Core.Net.Tests: - `RawMotionStatePackTests` — default state (only the flags dword, value `0`); walk-forward speed 1.0 (forward_command + forward_holdkey set, **forward_speed omitted**); run forward (holdkey + fwd_cmd + fwd_holdkey + fwd_speed); backward; sidestep right/left; turn right/left; non-default current_style; a populated actions list (num_actions bits + per-action u16 pair); contact/longjump trailing byte combinations. - `MoveToStateGoldenTests` — full-message golden bytes for walk, run, slow-walk (toggle-run), sidestep, turn, contact, standing-longjump. - `JumpActionTests` — retail `JumpPack` layout, full Position present, no object/spell fields. - `AutonomousPositionTests` — timestamp order + contact byte. - `PositionPackTests` — Position block byte order. Core.Tests: - `MotionCommandCatalogTests` — ACE-mode + 2013-mode matrices; class-priority collisions; the "override deleted" assertion (or per-command cited override). - `MotionCommandCatalogDatTests` — real-DAT availability assertions. Golden bytes are computed by hand from the decomp `Pack` functions (cited by address in each test) and cross-checked against holtburger's Rust packers. ## Layering & placement - `IMotionCommandCatalog`, `AceModernCommandCatalog`, `Retail2013CommandCatalog`, `RawMotionState` → `src/AcDream.Core/Physics/`. - `RawMotionState` packer + the three message builders → `src/AcDream.Core.Net/Messages/`. - Caller wiring → `src/AcDream.App/Rendering/GameWindow.cs` (MoveToState ~8277, Jump ~8343) — minimal: build a `RawMotionState`, pass new contact/longjump and jump position params. No new feature body in `GameWindow` (Code Structure Rule #1). - Tests in the project matching the layer (Rule #6). ## Deferred / unresolved (called out, not guessed) - **D6 (next slice):** the runtime does not yet construct the exactly-retail `RawMotionState` (run-vs-walk `forward_command`, hold-key derivation, backward / sidestep-left speed normalization). This slice makes the *packer* verbatim; state construction is `adjust_motion`/`apply_raw_movement` (audit Phase 2). - **D5 (CONFIRMED 2026-06-30, deferred):** the audit found a real divergence — retail's `SendMovementEvent` (0x006b4680) stamps ONLY `last_sent_position_time` after an MTS, while `SendPositionEvent` (0x006b4770, AP) stamps all three (time + position + contact-plane); acdream's `NotePositionSent` stamps all three after both. Broader: acdream gates APs on a plain interval (`HeartbeatDue`) where retail uses `ShouldSendPositionEvent` (0x006b45e0). Left unchanged this slice (code comments added at both call sites); recorded as register row **TS-33** and deferred to a dedicated cadence-port follow-up slice (port `ShouldSendPositionEvent` + split MTS/AP stamping). - **D2:** actions-list / current_style packing is structurally supported and tested, but the runtime emits 0 actions; populated emission is Phase 2+. - **D9/D8/D10/D11/D12, D7:** later L.1/L.2 slices. ## Bookkeeping (mandatory) - **Divergence register:** delete the rows for D1, D3, D4 in the same commit that ports each. If any new deviation is introduced, add its row in the same commit. - **Roadmap:** update L.2b (wire) and L.1b (catalog) "shipped" notes when landed. - **Memory:** if a durable lesson emerges (e.g., the default-difference packing pattern, the dual-catalog seam), capture it. ## Acceptance criteria - Failing oracle tests written first; then green after implementation. - `dotnet build` + `dotnet test` green at each commit. - Every ported algorithm cites the named retail symbol + address in test/comment. - ACE smoke pass: login, walk/run/sidestep/turn/jump, observe no server rejection; confirm the over-sent defaults are gone on the wire (dump or capture). - Divergence register rows for D1/D3/D4 retired; roadmap updated.