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>