Retail CPhysicsObj::RemoveLinkAnimations (0x0050fe20) is a tailcall to CPartArray::HandleEnterWorld (0x00517d70) -> MotionTableManager:: HandleEnterWorld (0x0051bdd0): remove_all_link_animations PLUS a full pending_animations drain (while (head) AnimationDone(0)), each pop relaying MotionDone so CMotionInterp pops its pending_motions node in lockstep. acdream bound the seam to the bare sequence strip, so every jump's LeaveGround removed the animations that queued manager nodes were counting down on — orphaning them (NumAnims>0, anims gone) and permanently damming BOTH queues. MotionsPending() then never drained (probe round: last player pending=False at the first MovementJump press; old jump motions still completing at rest minutes later) and BeginTurnToHeading/BeginMoveForward's verbatim motions_pending gates starved every armed moveto: ACE's mt-6 walk-to-door armed but the body never walked (wire-proven, seqs 98-101); the close-range use turn never completed so the deferred action was silently eaten. Doors only worked on a fresh session (shallow queue). Rebind both production sites (remote EnsureRemoteMotionBindings + the player's EnterPlayerModeNow block) to Manager.HandleEnterWorld(); the sequencer wrapper was a pure passthrough so the manager call is a strict superset. All six interp seam sites (LeaveGround, HitGround, Dead, and the detached-object guards) are the same retail chain. Harness mirrors updated; pins: Issue174LinkStripDrainTests (the seam drains both queues; fresh motions queue and complete after). Suites: Core 2535 / App 713 / UI 425 / Net 385 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
97 lines
4.7 KiB
C#
97 lines
4.7 KiB
C#
using AcDream.Core.Physics;
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using AcDream.Core.Physics.Motion;
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using Xunit;
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using Xunit.Abstractions;
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namespace AcDream.Core.Tests.Physics.Motion;
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// ─────────────────────────────────────────────────────────────────────────────
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// #174 pin (2026-07-05): the RemoveLinkAnimations seam must be retail
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// CPhysicsObj::RemoveLinkAnimations 0x0050fe20 — a TAILCALL to
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// CPartArray::HandleEnterWorld 0x00517d70 → MotionTableManager::
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// HandleEnterWorld 0x0051bdd0: CSequence::remove_all_link_animations PLUS a
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// full pending_animations drain (`while (head) AnimationDone(0)`), each pop
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// relaying MotionDone → CMotionInterp pops its pending_motions node in
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// lockstep.
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//
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// The pre-fix binding was the bare sequence strip: every LeaveGround (jump)
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// removed the link animations that queued MotionTableManager nodes were
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// counting down on, orphaning them (NumAnims > 0, animations gone). Both
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// queues then dammed permanently — MotionsPending() never drained at rest —
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// and BeginTurnToHeading/BeginMoveForward (retail 0x00529b90 motions_pending
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// gate) starved every armed moveto: ACE's walk-to-door mt-6 armed but the
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// body never walked; the close-range Use turn never completed so the
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// deferred action was silently eaten. Live evidence: launch-174-autowalk.log
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// (last player pending=False at the first MovementJump press; old jump
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// motions still completing at rest minutes later).
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// ─────────────────────────────────────────────────────────────────────────────
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public class Issue174LinkStripDrainTests
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{
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private readonly ITestOutputHelper _out;
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public Issue174LinkStripDrainTests(ITestOutputHelper output) => _out = output;
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/// <summary>
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/// The jam repro: queue motions (link + cycle nodes land in BOTH the
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/// interp's pending_motions and the manager's pending_animations), then
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/// fire the LeaveGround-side seam. With the retail HandleEnterWorld
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/// binding both queues drain to empty; the pre-fix bare-strip binding
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/// left both non-empty forever.
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/// </summary>
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[Fact]
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public void RemoveLinkAnimationsSeam_DrainsBothQueues()
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{
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var h = new RemoteChaseHarness(_out);
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// Drive a motion burst — walk, run, stop — the shape a player's
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// pre-jump input produces. Each successful dispatch pairs an interp
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// node with a manager node.
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var p = new MovementParameters();
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h.Interp.DoMotion(MotionCommand.WalkForward, p);
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h.Interp.set_hold_run(true, interrupt: false);
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h.Interp.StopMotion(MotionCommand.WalkForward, p);
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Assert.True(h.Interp.MotionsPending(),
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"precondition: the burst must leave pending interp nodes");
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Assert.NotEmpty(h.Seq.Manager.PendingAnimations);
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// The LeaveGround seam (retail CMotionInterp::LeaveGround 0x00528b00
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// fires CPhysicsObj::RemoveLinkAnimations).
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h.Interp.RemoveLinkAnimations!.Invoke();
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Assert.False(h.Interp.MotionsPending(),
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"HandleEnterWorld's drain must pop every pending interp node " +
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"(retail: each AnimationDone(0) relays MotionDone)");
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Assert.Empty(h.Seq.Manager.PendingAnimations);
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}
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/// <summary>
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/// The post-jump livability pin: after the seam fires mid-activity, a
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/// NEW moveto-style dispatch must be able to queue and complete — the
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/// #174 symptom was that BeginTurnToHeading's motions_pending gate never
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/// re-opened after a jump, permanently starving armed movetos.
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/// </summary>
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[Fact]
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public void AfterSeamDrain_NewMotionsQueueAndComplete()
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{
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var h = new RemoteChaseHarness(_out);
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var p = new MovementParameters();
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// Pre-jump activity, then the jump's LeaveGround strip+drain.
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h.Interp.DoMotion(MotionCommand.WalkForward, p);
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h.Interp.RemoveLinkAnimations!.Invoke();
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Assert.False(h.Interp.MotionsPending());
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// A fresh dispatch (the armed moveto's turn) queues...
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h.Interp.DoMotion(MotionCommand.TurnRight, p);
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Assert.True(h.Interp.MotionsPending());
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// ...and the normal completion path (the manager's queue feeding
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// MotionDone) drains it — the gate re-opens.
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while (h.Seq.Manager.PendingAnimations.GetEnumerator() is var e && e.MoveNext())
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h.Seq.Manager.AnimationDone(success: true);
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h.Seq.Manager.CheckForCompletedMotions();
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Assert.False(h.Interp.MotionsPending(),
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"the normal AnimationDone → MotionDone chain must drain the new node");
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}
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}
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