Register: - Verified retired: AD-8/AD-9/AP-8/AP-9 (V4), TS-36/AD-26 (V5) - all gone. - AD-34 widened: MoveToManager.pending_actions joins the managed-LinkedList row, with the MoveToNode rename note (retail MoveToManager::MovementNode, renamed to avoid colliding with R2's MotionNode) - V2 owed this note. - NEW TS-39: MoveToManager.StickTo/Unstick are unbound no-op seams - a sticky MoveTo (wire bit 0x80) completes-and-stops instead of sticking; PositionManager/StickyManager bodies are R5 scope (call shapes only in the R4 extraction). Retires with R5. - Re-anchored after the V5 controller deletion shifted lines: AD-25 (:1212->:874), AP-24 (:170->:176), AP-30 (:1503->:1110), TS-21 (:362->:311, stale-comment clause updated - V5 fixed the comment). - AP-79 (widened in V5's commit) and the PlanFromVelocity row (V4) verified present. Roadmap: Phase R entry - R4 SHIPPED 2026-07-03 (V0-V6 trail), R2+R3+R4 share the ONE pending user visual pass; next code stage R5 (MovementManager facade + Sticky/Constraint/TargetManager). Plan of record: R4 stage entry filled in with the full V0-V6 commit trail + expected-diffs for the visual pass (retail cylinder-distance stop, real turn cycles during corrections, CanCharge walk/run legs). Handoff doc: postscript - R4 complete, V4 smoke log analyzed clean and deleted; memory index updated (animation deep-dive map: MoveToManager gap CLOSED, the "three approximations" pattern retired). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
9.4 KiB
Phase R handoff — fresh-session entry point (2026-07-03)
POSTSCRIPT (2026-07-03, later session): R4 is COMPLETE. V5 (local-player cutover) shipped as
b3decdfa— P1 gate ported verbatim, B.6 auto-walk deleted, TS-36 bound, run-rate re-anchored to PD skills + mt-6/7 my_run_rate with NO AD row (the contingency wasn't needed — see the V0-pins.md P1 postscript), MoveToComplete seam widened to natural completion for AD-27, plus three adversarial-review fixes (remote HitGround relay, mt-8 wire_heading degrade, remote curTime clock). V6 register/roadmap/memory sweep shipped in the follow-up commit. The V4 smoke log was analyzed CLEAN (mt-6/8 events all dispatched, arrival stop transitions, zero exceptions/stalls). Suite: 3,956 green. REMAINING: the ONE combined R2+R3+R4 user visual pass, then R5. The sections below are the historical entry state, kept verbatim.
Read this first, then the plan of record
(docs/plans/2026-07-02-retail-motion-animation-rewrite.md). This session
ran the R2→R4 arc of the Phase R mandate; the fresh session picks up at
R4-V4 smoke verification → R4-V5.
The mandate (user, standing)
Total overhaul of movement + animation as a VERBATIM retail port — all movement, inbound and outbound, all animation, for players/NPCs/monsters. No guessing, no approximations, no bandaids. The user cancelled the /loop self-scheduling near the end of this session — work continues on user prompts, not self-scheduled wakeups, but the drive-autonomously rules in CLAUDE.md still apply within a turn.
State at handoff (worktree vigorous-joliot-f0c3ad, branch claude/vigorous-joliot-f0c3ad)
- Tree: CLEAN at
7016b26c(onlyv4-smoke.loguntracked — session scratch, delete freely). Full suite green: 3,948 tests (385 Net + 425 UI + 713 App + 2,425 Core, +4 pre-existing skips). - R1 ✅ R2 ✅ R3 ✅ shipped (trail + commit SHAs recorded in the plan doc's stage entries). R4: V0–V4 shipped, V5+V6 remain.
- A smoke client was launched with the V4 build (
ACDREAM_DUMP_MOTION=1, logv4-smoke.login the worktree root, UTF-16) — the user had NOT yet reported an NPC-behavior verdict at handoff time. First order of business: get that verdict (or relaunch and ask). Watch items: NPC chase/wander legs, turn-to-face, melee-range stop distance (arrival is now retail cylinder distance — the old max() gate is gone).
What just landed (this session, newest first)
| Commit | What |
|---|---|
7016b26c |
R4-V4 remote cutover: per-remote MoveToManager; RemoteMoveToDriver + PlanMoveToStart DELETED; P4 TargetTracker adapter; retail unpack_movement dispatch (head-interrupt every UM; mt 6–9 never touch the interpreted funnel) |
a144e873 |
R4-V3 wire: mt 8/9 parsing (TurnToPathData), raw bitfield surfaced, mt-0 sticky trailer |
addc8e97 |
R4-V2 the verbatim MoveToManager (33 members, 101 tests; seams listed in its final report — ctor takes the interp + 14 providers; the identity-quaternion TDD catch) |
e0d2492c |
R4-V1 command-selection family (GetCommand + CanCharge fast-path; MoveToMath incl. the Ghidra-confirmed heading_diff mirror) |
386b1ce5 |
R4-V0 pins P1–P7 (see below) |
988304e1 |
R4 research base (docs/research/2026-07-03-r4-moveto/ — decomp, ACE cross-ref, port plan) |
30115d96 |
W6b fix — the "press W and stop instantly" live regression (see gotchas) |
fb7beb70…8eff3978 |
R3 W0–W7 + R2 Q0–Q6 (see the plan doc's stage trails) |
NEXT: R4-V5 — LOCAL PLAYER cutover (the delicate one)
Spec: docs/research/2026-07-03-r4-moveto/r4-port-plan.md §3 V5.
ONE commit, GameWindow + PlayerMovementController, do NOT fan out
(feedback_dont_parallelize_coupled_plan_slices). Shape:
- The player gets a MoveToManager bound like remotes (the
EnsureRemoteMotionBindings block at GameWindow is the reference wiring;
the player's Motion/seams already exist from R3 — DefaultSink is bound,
_playerController.Motionexposed). - B.6 auto-walk DELETED:
DriveServerAutoWalk+BeginServerAutoWalk- the
_autoWalk*fields + the local mt-6 branch in GameWindow (BeginServerAutoWalkcall site) + the two relocated constants (AutoWalkArrivalEpsilon,AutoWalkTurnRateFor— marked V5-scope in the controller).
- the
- P1 pin applies here: port the missing tail of retail's
CPhysics::SetObjectMovementgate — DROP any 0xF74C event whose wireIsAutonomousbyte is set when guid == local player (parsed atUpdateMotion.csisAutonomous, relayed by WorldSession, consumed NOWHERE yet). That's what makes retail's unconditional head-interrupt safe against ACE's mt-0 echo.V0-pins.mdP1 has the full adjudication + the LoseControlToServer note. This RETIRES the informal "don't cancel on non-MoveTo" comment block in the local UM branch. - TS-36 retires (InterruptCurrentMovement bound for the player); AD-26 retires; AD-27/AP-23 re-anchor.
- Movement keys auto-cancel a server MoveTo (retail: the CommandInterpreter DoMotion's cancel bit → interrupt → CancelMoveTo — the edge-driven W6 input already calls DoMotion with ctor-default params whose CancelMoveTo is TRUE, so this may fall out for free — verify, don't assume).
- Tests: the V2 harness pattern for the player-side bind; the W6
edge-driven regression suite (
W6EdgeDrivenMovementTests.cs) is the template for controller-level tests with a real sink. - Then V6: register/roadmap/plan/memory sweep (V6 spec in the plan). After V6, R4 is done → R5 (MovementSystem facade + StickyManager + ConstraintManager + TargetManager full port), R6 (per-tick UpdateObjectInternal order — retires the 300ms stop window, PlanFromVelocity AP-80, ObservedOmega AP-76, AP-75/AP-77 velocity adaptations), R7 (outbound cadence TS-33), R8 (audit + final visual pass).
Pending user verifications (visual passes)
- V4 smoke verdict (see above — NPC movement).
- R2+R3 combined visual pass (task #9): jump instant-Falling engage, walk-off-ledge momentum (NEW behavior), running-in-circles blend, stop settle, strafe pacing (EXPECTED-DIFF: #45's 1.248× factor retired — local now matches remotes), retail-observer view (no rubber-band). Partially confirmed ("works a lot better now") after the W6b fix.
Load-bearing gotchas from this session (do not relearn these)
- BN hoisted-register artifact class (caused the W6b live bug): the
pseudo-C renders pre-call register caches as post-call field reads.
ApplyInterpretedMovementmust ENTRY-CACHE the axis values — the style dispatch'sApplyMotion(style)resets forward to Ready (verbatim, raw 0051ea6c) and retail self-heals via the cached fwd re-apply. The 183-case suite can NOT catch sink-result-dependent bugs: its RecordingSink's bool return doesn't mirror the real MotionTableDispatchSink (style dispatches return TRUE → the resetting state-write runs). Regression suite:W6EdgeDrivenMovementTests.cs. - The dispatch RESULT gates queue+state writes (W5 discovery):
IInterpretedMotionSink.ApplyMotion/StopMotionreturn bool for this reason — documented on the interface. - Retail's echo discriminator is the wire autonomous byte (V0 P1):
not a workaround —
CPhysics::SetObjectMovement0x00509690's final branch. Port it in V5, don't invent gating. - MoveToManager entry points never drain pending_actions — re-issues
MUST route through
PerformMovement(V2 finding, tested). default(Quaternion)is zero, not identity — heading math reads 90° off a zero quat (V2 TDD catch;IdentityPositionconstant).- fail_progress_count is WRITE-ONLY in retail — there is no MoveTo give-up threshold; do not invent one.
- Delegation pattern that works: sonnet implementers against committed pinned specs (research → pins with adversarial verify → implement → orchestrator independently verifies scope + suite + spot-checks against the raw decomp → commit). GameWindow/controller coupled surgery stays with the orchestrator. Workflow tool for research fan-outs (r3/r4 extraction + pin workflows are the templates).
- py (not python) exists on this box; logs from Tee-Object are
UTF-16; heredocs with quotes inside python strings break — write
scripts to the scratchpad with the Write tool and run
py file.py. - Ghidra MCP (port 8080/8081, needs the user to open patchmem.gpr):
used live this session for heading_diff/get_desired_heading
(
ghidra-confirmations.md). Ask the user to open it when a BN garble blocks a pin. - ACE session care: graceful client close (CloseMainWindow) or ACE holds the session ~3 min (exit 29 on relaunch). Don't kill clients the user launched — ask.
Key file map (R4 additions)
src/AcDream.Core/Physics/Motion/MoveToManager.cs+MoveToNode.cs— the V2 port (seams doc'd on the ctor).src/AcDream.Core/Physics/Motion/MoveToMath.cs— heading/cylinder mathOriginToWorld(relocated from the deleted RemoteMoveToDriver).
src/AcDream.Core/Physics/Motion/MovementParameters.cs—GetCommand/FromWire/FromWireTurnTo/GetDesiredHeading/TowardsAndAway.docs/research/2026-07-03-r4-moveto/— decomp + ACE cross-ref + port plan +V0-pins.md+ghidra-confirmations.md.- GameWindow:
EnsureRemoteMotionBindings(the full per-remote wiring reference), the remote UM dispatch (mt 6–9 vs mt-0 funnel), the per-tick tracker+UseTime block.