acdream/tests/AcDream.Core.Tests/Input
Erik 24569fd2a1 fix(R4-V5): moveto stall #2 - login SetPosition ran before the sink bind, orphaning one immortal pending_motions node
The c2dc1a88 wedge fix paired every StopCompletely A9 node with a
completable motion-table type-5 entry via DefaultSink?.StopCompletely()
- but EnterPlayerModeNow called the initial SetPosition (whose teleport
idle is StopCompletely, R3-W6) BEFORE the sequencer/DefaultSink bind
block, so the login A9 node dispatched against a NULL sink and stayed
an orphan. Head-pop-any semantics mean a queue with one orphan never
reaches empty again (later completions just relabel the backlog), so
MotionsPending stayed true at every UseTime and the MoveToManager's
retail wait-for-anims gate (BeginTurnToHeading) never opened: every
server MoveTo armed (movingTo=True, Initialized=True, tracker fed,
node plan built) and the body never moved.

Pinned live by the [autowalk-gate] probe: type=MoveToObject init=True
contact=True motionsPending=True pm=[0x41000003] nodes=[TurnToHeading,
MoveToPosition] curCmd=0 - identical every half-second, forever.

Fix: the sequencer/sink bind block in EnterPlayerModeNow moves ABOVE
the initial physics Resolve + SetPosition (no data dependency - the
block only needs playerEntity/_animatedEntities). Teleport-arrival
SetPositions were already safe (sink long bound). Test rigs
(PlayerMoveToCutoverTests.MakeRig, W6EdgeDrivenMovementTests) mirror
the fixed order, and a new LoginQueue_DrainsToEmpty_UnderProductionFeed
test pins the invariant the probe caught: after login, pending_motions
must reach EMPTY under the production completion feed.

The [autowalk-gate]/[autowalk-feed] diagnostics stay in for the live
verify pass (TEMPORARY-tagged; strip when #5 closes). Full suite
green: 3,958.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 14:35:44 +02:00
..
AutoEnterPlayerModeTests.cs fix(phys): #106 gate-2 — bogus-indoor-claim recovery + spawn-ground entry hold 2026-06-09 23:47:11 +02:00
DispatcherToMovementIntegrationTests.cs test(physics): Phase W triage — fix stale Path6/tick-gate/ComputeOffset tests (behavior changed by L.3.2/L.4/L.5) 2026-06-02 16:43:02 +02:00
PlayerMovementControllerTests.cs Revert "fix(camera): rest-snap render position — kills the indoor doorway standing-still flicker" 2026-06-08 15:08:25 +02:00
PlayerMoveToCutoverTests.cs fix(R4-V5): moveto stall #2 - login SetPosition ran before the sink bind, orphaning one immortal pending_motions node 2026-07-03 14:35:44 +02:00
W6EdgeDrivenMovementTests.cs fix(R4-V5): moveto stall #2 - login SetPosition ran before the sink bind, orphaning one immortal pending_motions node 2026-07-03 14:35:44 +02:00