- r5-wiring-handoff.md: arc close-out banner (V1-V5 trail, relay/anchor inventory, carried follow-ons #167 / R6 TS-42 / TS-43) - roadmap: R5 ledger entry completed through V5 (incl. the #170/#171/V4 gate history that had only lived in memory/handoffs) - milestones: the interleaved parity-track note — R5 arc DONE 2026-07-05 - CLAUDE.md Current state: R5 arc DONE; next work = M1.5 critical path (#137 dungeon collision, #138 teleport-OUT, A7 dungeon lighting) - pickup prompt marked DONE Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
3.6 KiB
Pickup prompt — R5-V5: MovementManager facade (paste into a fresh session)
DONE 2026-07-05. Implemented as specified; suite 4052 green with the protected suites unmodified. Arc close-out lives in
2026-07-03-r5-managers/r5-wiring-handoff.md(top banner).
Read docs/research/2026-07-03-r5-managers/r5-wiring-handoff.md first (the
§V4 status note + the facade paragraph are the SSOT), then
docs/research/2026-07-03-r5-managers/r5-movementmanager-decomp.md (the
retail struct + method inventory is already decompiled — do NOT re-decompile).
Then implement R5-V5.
Context: the R5 arc is one slice from done. Shipped + user-gated
2026-07-04: V3 sticky melee (#171, three slices 5bd2b8bc/7a823176/
69966950 — TS-39 retired, TS-43/TS-44/AP-82 added) and the V4 behavioral
items (f423884b — head style-on-change for all movement types, #164
action-replay Autonomous bit, mt-0 wire flags 0x1 stick_to_object / 0x2
StandingLongJump). Worktree vigorous-joliot-f0c3ad, branch
claude/vigorous-joliot-f0c3ad.
The slice (STRUCTURAL — zero behavior change): retail gives every
entity ONE MovementManager (acclient.h; decomp 0x00524xxx) that owns the
motion_interpreter + moveto_manager the R4/R5 work ported. acdream
carries them as loose per-entity objects (RemoteMotion.Motion/.MoveTo,
PlayerMovementController.Motion/.MoveTo) wired by hand at three sites
(EnsureRemoteMotionBindings, EnterPlayerModeNow, the harness). Build the
owner class in src/AcDream.Core/Physics/Motion/MovementManager.cs:
- Owns MotionInterpreter + MoveToManager (lazy
MakeMoveToManagerper retail 0x005245b3) + the relay methods whose call shapes are already in the decomp doc:UseTime(minterp → moveto order),HitGround(minterp FIRST then moveto — 0x00524300, already wired inline at 3 sites),HandleExitWorld,CancelMoveTo,HandleUpdateTarget(→ moveto). - Repoint the three wiring sites to construct/hold ONE MovementManager per entity; the existing seam bindings (sinks, StickTo/Unstick, UnstickFromObject, PositionManager handoff) move onto/through it unchanged. GameWindow keeps the wire unpack (Core.Net types stay out of Core.Physics).
- Do NOT reshuffle the per-tick order (TS-42's documented inversion is R6 scope, not this slice), do NOT touch the #170/#171 gate-passed machinery, do NOT absorb RouteServerMoveTo/the routing heads into Core.
Acceptance: dotnet build + full dotnet test green with the
183-case/funnel/moveto/chase/sticky suites UNMODIFIED (a structural slice
that needs a test edit is a red flag — stop and reassess). Register: no new
rows expected; update row source columns that name the old wiring shape.
No visual gate needed (zero behavior change) — but launch once and confirm
a creature still chases + a door still opens before calling it done.
After this slice: the R5 arc is DONE — update the roadmap/milestones line, write the arc close-out in the wiring handoff, then return to M1.5's critical path (#137 dungeon collision, #138 teleport-OUT, A7 lighting).
Gotchas: revert-prone area — structural moves only, no "while I'm
here" improvements; the three wiring sites are load-bearing and
comment-dense (keep the retail-anchor comments with the code they
describe); the harness (RemoteChaseEndToEndHarnessTests) mirrors
GameWindow's wiring field-for-field — update its construction to the
facade in the SAME commit or the mirror lies; PowerShell Tee logs are
UTF-16 (tr -d '\000' before grep); the user manages client lifecycle
(graceful close; if a rebuild is locked by a running client, ask).