Three unpack_movement parity items (facade deferred per the handoff's own optional clause — see r5-wiring-handoff §V4 status): 1. HEAD style-on-change (0x00524440 @00524502-0052452c): both GameWindow routing heads (remote + player) now dispatch DoMotion(style, ctor defaults) when the UM's stance differs from the interp's current style, BEFORE the movement-type routing — for EVERY type. Previously style applied only through the mt-0 funnel copy, so a chase/turn UM (mt 6-9) carrying a stance change started the move in the OLD stance (a monster charged in NonCombat posture until the next mt-0). The RetailObserverTraceConformanceTests exclusion note updated — the trace filter stays (head calls can't appear in a MoveToInterpretedState replay) but the production gap it pointed at is closed. 2. #164 (closes): the action-replay loop threads each action's autonomy into the dispatch params (Autonomous = the 0x1000 splice, raw 305982) — replayed actions enter the interpreted actions list with their real autonomy instead of ctor-default false. 3. mt-0 wire flags consumed (UpdateMotion parsed them since R4-V3): 0x1 StickToObject → CPhysicsObj::stick_to_object port (0x005127e0: resolve target, PartArray radii — 0 when shapeless, guid-as-is for acdream's flat entity table — → PositionManager.StickTo; unresolvable target → no stick), at BOTH case-0 tails in retail order (@00524583-0052458e: funnel apply → stick → longjump flag); 0x2 StandingLongJump → Motion.StandingLongJump, UNCONDITIONAL write (absent flag clears — retail @0052458e). ServerMotionState gains the StandingLongJump field. Conformance: ChaseArm_WithStanceChange_AppliesStanceBeforeTheChase (harness mirrors the routing-head dispatch) + Actions_ReplayCarriesAutonomyIntoTheInterpretedList. Suite 4041 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
377 lines
15 KiB
C#
377 lines
15 KiB
C#
using System.Collections.Generic;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// L.2g S2 — the inbound CMotionInterp funnel (deviation DEV-1).
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///
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/// Oracle: docs/research/2026-07-02-s2-inbound-funnel-pseudocode.md
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/// (decomp: move_to_interpreted_state 0x005289c0 @305936,
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/// apply_interpreted_movement 0x00528600 @305713) — validated against the
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/// LIVE retail-observer cdb trace (l2g-observer-trace.log), which showed the
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/// per-UM dispatch order verbatim: style → forward → sidestep(-stop) →
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/// turn(-stop).
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/// </summary>
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public class MotionInterpreterFunnelTests
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{
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private sealed class RecordingSink : IInterpretedMotionSink
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{
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public readonly List<string> Calls = new();
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public bool ApplyMotion(uint motion, float speed)
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{
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Calls.Add($"DIM {motion:x8}@{speed:F2}");
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// R3-W5: a style/stance id (>= 0x80000000, i.e. negative as
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// int32) has no locomotion MotionData entry in the dat — retail's
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// real CMotionTable::DoObjectMotion genuinely fails for it
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// (MotionTableManagerError.MotionFailed). The fake sink mirrors
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// that so InterpretedMotionState.ForwardCommand isn't clobbered
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// by ApplyMotion's negative-motion branch before the very next
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// dispatch reads it — matches the live retail-observer trace.
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return motion < 0x80000000u;
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}
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public bool StopMotion(uint motion)
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{
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Calls.Add($"STOP {motion:x8}");
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return true;
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}
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}
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private static MotionInterpreter GroundedInterp()
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{
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var body = new PhysicsBody();
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body.State |= PhysicsStateFlags.Gravity;
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body.TransientState |= TransientStateFlags.Contact
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| TransientStateFlags.OnWalkable
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| TransientStateFlags.Active;
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return new MotionInterpreter(body);
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}
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private static InboundInterpretedState Ims(
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uint style = 0x8000003Du,
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uint fwd = 0x41000003u, float fwdSpd = 1.0f,
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uint side = 0u, float sideSpd = 1.0f,
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uint turn = 0u, float turnSpd = 1.0f,
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IReadOnlyList<InboundMotionAction>? actions = null)
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=> new()
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{
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CurrentStyle = style,
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ForwardCommand = fwd, ForwardSpeed = fwdSpd,
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SideStepCommand = side, SideStepSpeed = sideSpd,
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TurnCommand = turn, TurnSpeed = turnSpd,
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Actions = actions,
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};
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[Fact]
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public void EmptyUm_DispatchesStyleThenReadyThenStops_RetailOrder()
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{
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// The flags=0 "empty" UM: all defaults → a wholesale stop. Live-trace
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// golden (actor minterp 18e8b0f8): DIM style, DIM Ready, then the
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// sidestep + turn stop notifications.
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var mi = GroundedInterp();
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var sink = new RecordingSink();
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mi.MoveToInterpretedState(Ims(), sink);
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Assert.Equal(new[]
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{
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"DIM 8000003d@1.00",
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"DIM 41000003@1.00",
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"STOP 6500000f",
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"STOP 6500000d",
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}, sink.Calls);
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Assert.Equal(0x41000003u, mi.InterpretedState.ForwardCommand);
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Assert.Equal(1.0f, mi.InterpretedState.ForwardSpeed);
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}
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[Fact]
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public void RunUm_DispatchesRunAtWireSpeed_AndCachesMyRunRate()
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{
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// fwd=RunForward@2.85 — apply_interpreted_movement caches
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// my_run_rate from forward_speed BEFORE dispatching (305718).
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var mi = GroundedInterp();
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var sink = new RecordingSink();
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mi.MoveToInterpretedState(Ims(fwd: 0x44000007u, fwdSpd: 2.85f), sink);
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Assert.Equal(new[]
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{
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"DIM 8000003d@1.00",
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"DIM 44000007@2.85",
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"STOP 6500000f",
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"STOP 6500000d",
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}, sink.Calls);
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Assert.Equal(2.85f, mi.MyRunRate);
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Assert.Equal(0x44000007u, mi.InterpretedState.ForwardCommand);
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Assert.Equal(2.85f, mi.InterpretedState.ForwardSpeed);
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}
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[Fact]
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public void WalkUm_DoesNotTouchMyRunRate()
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{
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var mi = GroundedInterp();
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mi.MyRunRate = 2.5f;
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mi.MoveToInterpretedState(Ims(fwd: 0x45000005u), new RecordingSink());
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Assert.Equal(2.5f, mi.MyRunRate); // only RunForward caches
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}
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[Fact]
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public void RunPlusTurnUm_TurnDispatched_NoTurnStop_NoIdleEnqueue()
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{
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// turn_command != 0 → DIM(turn) then EARLY RETURN — no turn-stop,
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// no idle bookkeeping (305711-305713 early return).
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var mi = GroundedInterp();
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var sink = new RecordingSink();
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mi.MoveToInterpretedState(
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Ims(fwd: 0x44000007u, fwdSpd: 2.85f, turn: 0x6500000Du, turnSpd: 1.5f), sink);
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Assert.Equal(new[]
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{
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"DIM 8000003d@1.00",
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"DIM 44000007@2.85",
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"STOP 6500000f",
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"DIM 6500000d@1.50",
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}, sink.Calls);
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}
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[Fact]
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public void SidestepUm_DispatchedInsteadOfSidestepStop()
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{
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var mi = GroundedInterp();
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var sink = new RecordingSink();
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mi.MoveToInterpretedState(Ims(side: 0x6500000Fu, sideSpd: -1.2f), sink);
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Assert.Equal(new[]
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{
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"DIM 8000003d@1.00",
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"DIM 41000003@1.00",
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"DIM 6500000f@-1.20",
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"STOP 6500000d",
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}, sink.Calls);
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}
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[Fact]
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public void AirborneBody_NoCycleDispatches_OnlyTurnStop()
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{
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// Airborne (gravity on, no Contact): apply_interpreted_movement
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// substitutes DIM(Falling 0x40000015) for the forward block
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// (305723-305727), but DoInterpretedMotion's OWN contact gate
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// (0x00528360) then takes the apply-only path for style + Falling —
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// GetObjectSequence never fires. This is retail's real mechanism
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// behind the K-fix17 "preserve the Falling cycle while airborne"
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// empirical guard: airborne remotes simply don't re-cycle from UMs.
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// Only the unconditional turn-stop notification comes through.
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var body = new PhysicsBody(); // no Contact flag
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body.State |= PhysicsStateFlags.Gravity;
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var mi = new MotionInterpreter(body);
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var sink = new RecordingSink();
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mi.MoveToInterpretedState(Ims(fwd: 0x44000007u, fwdSpd: 2.85f), sink);
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// Falling (0x40000015) is ALWAYS allowed by contact_allows_move
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// (0x00528240 early-accept), so it reaches the sink; the style and
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// forward dispatches are gate-blocked (apply-only path).
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Assert.Equal(new[] { "DIM 40000015@1.00", "STOP 6500000d" }, sink.Calls);
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// #161 correction (2026-07-03): the apply pass runs its dispatches
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// with ModifyInterpretedState = FALSE — retail constructs var_2c
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// then CLEARS bits 11/14/15 (SetHoldKey / ModifyInterpretedState /
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// CancelMoveTo) and re-sets 15/17 from the args; the BN pseudo-C
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// smears that bitfield store into the mush expression at raw
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// 305778 (`(word & 0x37ff) | (arg2&1)<<15 | (arg3&1)<<17`). ACE
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// MotionInterp.cs:444-449 confirms independently. So NEITHER the
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// blocked style dispatch NOR the Falling substitution writes
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// InterpretedState — the wire's forward command survives the
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// airborne pass. This is the retail landing-exit mechanism:
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// HitGround's re-apply dispatches the PRESERVED command, and the
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// motion table plays the Falling→X landing link. (The previous
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// revision of this assertion pinned 0x40000015 — the #161 bug
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// itself: the ctor-default params let the Falling dispatch clobber
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// forward_command, so a stand-still landing re-dispatched Falling
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// forever.)
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Assert.Equal(0x44000007u, mi.InterpretedState.ForwardCommand);
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Assert.Equal(2.85f, mi.InterpretedState.ForwardSpeed);
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}
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[Fact]
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public void HitGround_AfterFall_RedispatchesPreservedForward_ExitsFalling()
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{
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// #161 (remote jump landing stuck in the falling pose): the full
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// remote lifecycle. Wire says RunForward@2.85 while grounded; the
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// body leaves the ground (LeaveGround engages Falling through the
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// sink WITHOUT clobbering the interpreted forward command — the
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// apply pass's ModifyInterpretedState=false, raw 305778 / ACE
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// MotionInterp.cs:447); on touchdown, HitGround (0x00528ac0) —
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// called with GRAVITY STILL SET, its verbatim state&0x400 gate —
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// re-applies the PRESERVED command, which is what makes
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// GetObjectSequence play the Falling→RunForward landing link. No
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// wire input is needed to exit the falling pose.
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var body = new PhysicsBody();
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body.State |= PhysicsStateFlags.Gravity;
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body.TransientState |= TransientStateFlags.Contact
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| TransientStateFlags.OnWalkable
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| TransientStateFlags.Active;
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var mi = new MotionInterpreter(body, new RemoteWeenie());
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var sink = new RecordingSink();
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mi.DefaultSink = sink; // HitGround/LeaveGround re-apply through DefaultSink
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mi.MoveToInterpretedState(Ims(fwd: 0x44000007u, fwdSpd: 2.85f), sink);
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Assert.Equal(0x44000007u, mi.InterpretedState.ForwardCommand);
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// Jump start: ground contact drops FIRST (GameWindow's VectorUpdate
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// handler order), then LeaveGround re-applies → Falling engages.
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body.TransientState &= ~(TransientStateFlags.Contact
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| TransientStateFlags.OnWalkable);
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sink.Calls.Clear();
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mi.LeaveGround();
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Assert.Contains(sink.Calls, c => c.StartsWith("DIM 40000015"));
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Assert.Equal(0x44000007u, mi.InterpretedState.ForwardCommand); // NOT clobbered
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Assert.Equal(2.85f, mi.InterpretedState.ForwardSpeed);
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// Touchdown: contact restored, Gravity still set (the retail
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// contract — CMotionInterp::HitGround no-ops without it).
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body.TransientState |= TransientStateFlags.Contact
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| TransientStateFlags.OnWalkable;
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sink.Calls.Clear();
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mi.HitGround();
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// Retail re-apply order: style (from the copy_movement_from-adopted
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// interpreted current_style, raw 0051e757) → preserved forward →
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// sidestep-stop → turn-stop. The forward dispatch at the wire
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// command IS the falling-pose exit.
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Assert.Equal(new[]
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{
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"DIM 8000003d@1.00",
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"DIM 44000007@2.85",
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"STOP 6500000f",
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"STOP 6500000d",
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}, sink.Calls);
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}
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[Fact]
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public void FlatCopy_OverwritesEveryAxis()
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{
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// copy_movement_from (0x0051e750) is a FLAT overwrite — a fresh UM
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// with defaults clears a previously-set sidestep/turn.
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var mi = GroundedInterp();
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mi.MoveToInterpretedState(
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Ims(fwd: 0x44000007u, fwdSpd: 2.85f, side: 0x6500000Fu, turn: 0x6500000Du),
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new RecordingSink());
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mi.MoveToInterpretedState(Ims(), new RecordingSink());
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Assert.Equal(0x41000003u, mi.InterpretedState.ForwardCommand);
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Assert.Equal(0u, mi.InterpretedState.SideStepCommand);
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Assert.Equal(0u, mi.InterpretedState.TurnCommand);
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}
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[Fact]
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public void RawStateStyle_AdoptedFromIms()
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{
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// move_to_interpreted_state head: raw_state.current_style =
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// ims.current_style (305944).
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var mi = GroundedInterp();
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mi.MoveToInterpretedState(Ims(style: 0x8000003Cu), new RecordingSink());
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Assert.Equal(0x8000003Cu, mi.RawState.CurrentStyle);
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}
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// ── action list: 15-bit server_action_stamp gate (305953-305989) ──────
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[Fact]
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public void Actions_FreshStamp_DispatchedAfterMovement_AndStampAdopted()
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{
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var mi = GroundedInterp();
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var sink = new RecordingSink();
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var actions = new[] { new InboundMotionAction(0x10000062u, Stamp: 5, Autonomous: false, Speed: 1.25f) };
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mi.MoveToInterpretedState(Ims(actions: actions), sink);
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Assert.Equal("DIM 10000062@1.25", sink.Calls[^1]); // after the movement dispatches
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Assert.Equal(5, mi.ServerActionStamp);
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}
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[Fact]
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public void Actions_StaleStamp_Skipped()
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{
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var mi = GroundedInterp();
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mi.ServerActionStamp = 10;
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var sink = new RecordingSink();
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mi.MoveToInterpretedState(
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Ims(actions: new[] { new InboundMotionAction(0x10000062u, 9, false, 1f) }), sink);
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Assert.DoesNotContain(sink.Calls, c => c.StartsWith("DIM 10000062"));
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Assert.Equal(10, mi.ServerActionStamp);
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}
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[Fact]
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public void Actions_StampWrapsAt15Bits()
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{
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// The compare is 15-bit wraparound (mask 0x7fff, threshold 0x3fff).
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var mi = GroundedInterp();
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mi.ServerActionStamp = 0x7FFE;
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var sink = new RecordingSink();
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mi.MoveToInterpretedState(
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Ims(actions: new[] { new InboundMotionAction(0x10000062u, 2, false, 1f) }), sink);
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Assert.Contains(sink.Calls, c => c.StartsWith("DIM 10000062")); // 2 is newer than 0x7ffe
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Assert.Equal(2, mi.ServerActionStamp);
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}
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[Fact]
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public void Actions_AutonomousOnLocalPlayer_Skipped()
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{
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// Retail skips autonomous action replay on the LOCAL player (its own
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// echo); remotes always apply (305977-305987).
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var body = new PhysicsBody();
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body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
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var mi = new MotionInterpreter(body) { IsLocalPlayer = true };
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var sink = new RecordingSink();
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mi.MoveToInterpretedState(
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Ims(actions: new[] { new InboundMotionAction(0x10000062u, 5, Autonomous: true, 1f) }), sink);
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Assert.DoesNotContain(sink.Calls, c => c.StartsWith("DIM 10000062"));
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}
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[Fact]
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public void Actions_ReplayCarriesAutonomyIntoTheInterpretedList()
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{
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// R5-V4 (#164): retail splices the ACTION's autonomy into the
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// dispatch params (bit 0x1000 — raw 305982:
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// `var_28 ^= ((action.autonomous << 0xc) ^ var_28) & 0x1000`), so a
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// replayed action enters the interpreted actions list
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// (InterpretedMotionState::AddAction consumes p.Autonomous) with its
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// REAL autonomy. Pre-V4 the replay params were ctor-default →
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// Autonomous always false.
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var mi = GroundedInterp(); // remote posture: IsLocalPlayer = false
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var sink = new RecordingSink();
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mi.MoveToInterpretedState(
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Ims(actions: new[] { new InboundMotionAction(0x10000062u, 5, Autonomous: true, 1f) }), sink);
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var entry = Assert.Single(mi.InterpretedState.Actions, a => a.Command == 0x0062);
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Assert.True(entry.Autonomous);
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}
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[Fact]
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public void InboundState_Defaults_MatchRetailUnPack()
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{
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// InterpretedMotionState::UnPack absent-field defaults (0x0051f400):
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// style NonCombat, fwd Ready, speeds 1.0, side/turn 0.
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var d = InboundInterpretedState.Default();
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Assert.Equal(0x8000003Du, d.CurrentStyle);
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Assert.Equal(0x41000003u, d.ForwardCommand);
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Assert.Equal(1.0f, d.ForwardSpeed);
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Assert.Equal(0u, d.SideStepCommand);
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Assert.Equal(1.0f, d.SideStepSpeed);
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Assert.Equal(0u, d.TurnCommand);
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Assert.Equal(1.0f, d.TurnSpeed);
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}
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}
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