AnimationSequencer becomes a thin shim over the verbatim R2 stack:
SetCycle dispatches the style change (Branch 1) then the motion (Branch
2/3/4) through MotionTableManager.PerformMovement; PlayAction is the
same dispatch (actions rebuild via Branch 3; modifiers are Branch 4
physics-only combine_motion — the AP-73 turn-blend mechanism now runs
for real). CurrentStyle/CurrentMotion/CurrentSpeedMod are read-only
mirrors of MotionState (post-adjust_motion, signed mod). Lazy
initialize_state on first drive (retail lazy-create analog) keeps
undriven sequencers do-nothing.
DELETED legacy inventions (net -648 lines): the adapter fast-path
(replaced by Branch-2 fast re-speed: change_cycle_speed +
subtract/combine_motion), Fix B + IsLocomotionCycleLowByte (replaced by
remove_redundant_links on the pending queue — the retail mechanism the
2026-05-03 cdb trace pointed at), the stop-anim low-byte fallback
(replaced by get_link's reversed-key double-hop — retail's actual
backward-walk settle plays the windup link REVERSED), GetLink/BuildNode/
EnqueueMotionData + the G17 HasVelocity/HasOmega gate (add_motion sets
unconditionally), MultiplyCyclicFramerate + the G13 composite,
PlayAction's insert-before-tail machinery, SCFAST/SCFULL diagnostics.
KEPT at the adapter (register rows): the boundary adjust_motion remap +
locomotion velocity/omega synthesis (AP-75, retire R3-W6/R6), K-fix18
skip-link as post-dispatch RemoveAllLinkAnimations (AP-74, retire
R3-W4 when LeaveGround fires it).
GameWindow queue-drain wiring (the §4 G6 seam): each drained AnimDone
hook → manager.AnimationDone(true) (retail AnimDoneHook::Execute
0x00526c20 → Hook_AnimDone 0x0050fda0 chain), UseTime once per tick
(0x00517d57/0x00517d67); IMotionDoneSink bound to an
ACDREAM_DUMP_MOTION recorder (AD-36 — R3 rebinds to
MotionInterpreter.MotionDone).
Conformance: the 11-scenario pre-cutover trace suite (a6235a36) replays
green with six EXPECTED-DIFF annotations (double-hop walk-run routing,
reversed settle links, Branch-4 physics-only modifiers, Branch-1
style-change links, post-adjust mirrors) — everything unannotated is
byte-identical. Legacy suites repaired by a dedicated agent (fixtures
gain the retail-mandatory StyleDefaults + class-bit-tagged ids;
reflection state-poking replaced with real dispatch; zero category-D
regressions — the suspected cursor bug was a fixture class-bit gap),
plus two vacuously-passing tests fixed. Register: stale IA-4 deleted
(R1-P1 ported the negative-factor swap).
Full suite green: 3,458 passed (374+425+713+1946).
Closes H6, H7, H8, H9, H10-adapter, H16-wiring (r2-port-plan.md §3 Q4).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
380 lines
16 KiB
C#
380 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using System.Text;
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using AcDream.Core.Physics;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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using Xunit;
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using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
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namespace AcDream.Core.Tests.Physics;
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// ─────────────────────────────────────────────────────────────────────────────
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// R2-Q4 adapter-cutover trace conformance (r2-port-plan.md §3 Q4).
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//
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// These scenarios were CAPTURED against the PRE-cutover adapter (the legacy
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// SetCycle/PlayAction with the fast-path, Fix B, stop-anim fallback, and G17
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// gate) at commit aa65990a, then replayed against the PerformMovement-hosted
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// adapter. Golden strings assert the post-Q4 behavior; every place the cutover
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// INTENTIONALLY changed the outcome carries an `EXPECTED-DIFF(Q4)` comment
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// with the pre-cutover value and the retail rationale. Everything without an
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// annotation is byte-identical across the cutover — that is the parity bar.
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//
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// Snapshot format (Describe): comma-joined node list in queue order, each node
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// `<animIdHex>@<framerate:F1>` with suffix `*` = first_cyclic, `^` = curr_anim;
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// then ` | frame=<F1> vel=(x,y,z F2) om=(x,y,z F2) style=<X8> motion=<X8>
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// mod=<F2>`.
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// ─────────────────────────────────────────────────────────────────────────────
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internal sealed class TraceLoader : IAnimationLoader
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{
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private readonly Dictionary<uint, Animation> _anims = new();
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private readonly Dictionary<Animation, uint> _ids = new();
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public void Register(uint id, Animation anim)
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{
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_anims[id] = anim;
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_ids[anim] = id;
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}
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public Animation? LoadAnimation(uint id) =>
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_anims.TryGetValue(id, out var a) ? a : null;
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public uint IdOf(Animation anim) => _ids.TryGetValue(anim, out var id) ? id : 0;
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}
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public sealed class AnimationSequencerCutoverTraceTests
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{
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// Styles (FULL command words, as GameWindow passes them).
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private const uint NC = 0x8000003Du; // NonCombat
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private const uint Style2 = 0x8000004Cu; // synthetic second style
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// Substates / cycles.
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private const uint Ready = 0x41000003u;
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private const uint Walk = 0x45000005u;
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private const uint WalkBack = 0x45000006u;
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private const uint Run = 0x44000007u;
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private const uint Falling = 0x40000015u;
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// Action / modifier class ids.
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private const uint EmoteAction = 0x10000062u;
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private const uint TurnMod = 0x6500000Du;
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// Anim resource ids.
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private const uint ReadyAnim = 0x100u; // 4 frames
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private const uint WalkAnim = 0x101u; // 6 frames
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private const uint RunAnim = 0x102u; // 6 frames
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private const uint ReadyToWalkLink = 0x103u; // 2 frames
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private const uint ReadyToRunLink = 0x104u; // 2 frames
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private const uint WalkToReadyLink = 0x105u; // 3 frames
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private const uint RunToReadyLink = 0x108u; // 3 frames
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private const uint TurnModAnim = 0x109u; // 2 frames
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private const uint ReadyToStyle2Link = 0x10Au; // 2 frames
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private const uint ReadyToEmoteLink = 0x10Bu; // 5 frames
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private const uint FallAnim = 0x10Cu; // 4 frames
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private const uint Style2ReadyAnim = 0x107u; // 4 frames
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private static Animation MakeAnim(int numFrames, int numParts = 1)
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{
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var anim = new Animation();
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for (int f = 0; f < numFrames; f++)
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{
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var pf = new AnimationFrame((uint)numParts);
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for (int p = 0; p < numParts; p++)
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pf.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
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anim.PartFrames.Add(pf);
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}
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return anim;
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}
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private static MotionData MakeMd(uint animId, float framerate = 30f,
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Vector3? velocity = null, Vector3? omega = null)
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{
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var md = new MotionData();
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QualifiedDataId<Animation> qid = animId;
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md.Anims.Add(new AnimData
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{
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AnimId = qid,
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LowFrame = 0,
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HighFrame = -1,
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Framerate = framerate,
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});
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if (velocity is { } v)
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{
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md.Velocity = v;
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md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasVelocity;
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}
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if (omega is { } o)
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{
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md.Omega = o;
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md.Flags |= DatReaderWriter.Enums.MotionDataFlags.HasOmega;
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}
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return md;
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}
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private static void AddLink(MotionTable mt, uint style, uint from, uint to, MotionData md)
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{
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int outer = (int)((style << 16) | (from & 0xFFFFFFu));
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if (!mt.Links.TryGetValue(outer, out var cmd))
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{
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cmd = new MotionCommandData();
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mt.Links[outer] = cmd;
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}
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cmd.MotionData[(int)to] = md;
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}
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private static (Setup, MotionTable, TraceLoader) BuildFixture()
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{
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var setup = new Setup();
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setup.Parts.Add(0x01000000u);
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setup.DefaultScale.Add(Vector3.One);
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var loader = new TraceLoader();
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loader.Register(ReadyAnim, MakeAnim(4));
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loader.Register(WalkAnim, MakeAnim(6));
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loader.Register(RunAnim, MakeAnim(6));
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loader.Register(ReadyToWalkLink, MakeAnim(2));
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loader.Register(ReadyToRunLink, MakeAnim(2));
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loader.Register(WalkToReadyLink, MakeAnim(3));
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loader.Register(RunToReadyLink, MakeAnim(3));
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loader.Register(TurnModAnim, MakeAnim(2));
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loader.Register(ReadyToStyle2Link, MakeAnim(2));
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loader.Register(ReadyToEmoteLink, MakeAnim(5));
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loader.Register(FallAnim, MakeAnim(4));
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loader.Register(Style2ReadyAnim, MakeAnim(4));
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var mt = new MotionTable
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{
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DefaultStyle = (DRWMotionCommand)NC,
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};
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mt.StyleDefaults[(DRWMotionCommand)NC] = (DRWMotionCommand)Ready;
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mt.StyleDefaults[(DRWMotionCommand)Style2] = (DRWMotionCommand)Ready;
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int CycleKey(uint style, uint substate) => (int)((style << 16) | (substate & 0xFFFFFFu));
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mt.Cycles[CycleKey(NC, Ready)] = MakeMd(ReadyAnim);
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mt.Cycles[CycleKey(NC, Walk)] = MakeMd(WalkAnim, velocity: new Vector3(0f, 3.12f, 0f));
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mt.Cycles[CycleKey(NC, Run)] = MakeMd(RunAnim, velocity: new Vector3(0f, 4.0f, 0f));
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mt.Cycles[CycleKey(NC, Falling)] = MakeMd(FallAnim);
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mt.Cycles[CycleKey(Style2, Ready)] = MakeMd(Style2ReadyAnim);
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AddLink(mt, NC, Ready, Walk, MakeMd(ReadyToWalkLink));
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AddLink(mt, NC, Ready, Run, MakeMd(ReadyToRunLink));
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AddLink(mt, NC, Walk, Ready, MakeMd(WalkToReadyLink));
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AddLink(mt, NC, Run, Ready, MakeMd(RunToReadyLink));
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AddLink(mt, NC, Ready, EmoteAction, MakeMd(ReadyToEmoteLink));
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AddLink(mt, NC, Ready, Style2, MakeMd(ReadyToStyle2Link));
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// Modifier: styled key (styleMasked<<16 | low24).
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int modKey = (int)((NC << 16) | (TurnMod & 0xFFFFFFu));
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mt.Modifiers[modKey] = MakeMd(TurnModAnim, omega: new Vector3(0f, 0f, 1.5f));
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return (setup, mt, loader);
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}
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private static string Describe(AnimationSequencer seq, TraceLoader loader)
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{
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var core = seq.Core;
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var sb = new StringBuilder();
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bool first = true;
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for (var n = core.AnimList.First; n is not null; n = n.Next)
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{
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if (!first) sb.Append(',');
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first = false;
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uint id = n.Value.Anim is null ? 0u : loader.IdOf(n.Value.Anim);
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sb.Append($"{id:X}@{n.Value.Framerate:F1}");
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if (ReferenceEquals(n, core.FirstCyclicNode)) sb.Append('*');
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if (ReferenceEquals(n, core.CurrAnimNode)) sb.Append('^');
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}
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var v = core.Velocity;
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var o = core.Omega;
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sb.Append($" | frame={core.FrameNumber:F1}");
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sb.Append($" vel=({v.X:F2},{v.Y:F2},{v.Z:F2})");
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sb.Append($" om=({o.X:F2},{o.Y:F2},{o.Z:F2})");
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sb.Append($" style={seq.CurrentStyle:X8} motion={seq.CurrentMotion:X8} mod={seq.CurrentSpeedMod:F2}");
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return sb.ToString();
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}
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private static AnimationSequencer NewSeq(out TraceLoader loader)
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{
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var (setup, mt, l) = BuildFixture();
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loader = l;
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return new AnimationSequencer(setup, mt, l);
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}
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// ── Scenarios ───────────────────────────────────────────────────────────
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[Fact]
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public void S1_SpawnIdle()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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Assert.Equal(
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"100@30.0*^ | frame=0.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=41000003 mod=1.00",
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Describe(seq, loader));
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}
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[Fact]
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public void S2_IdleToWalk_LinkThenCycle()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.SetCycle(NC, Walk, 1.0f);
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Assert.Equal(
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"103@30.0^,101@30.0* | frame=0.0 vel=(0.00,3.12,0.00) om=(0.00,0.00,0.00) style=8000003D motion=45000005 mod=1.00",
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Describe(seq, loader));
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}
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[Fact]
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public void S2b_LinkDrain_FiresOneAnimDoneSentinel()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.SetCycle(NC, Walk, 1.0f);
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// Drain the 2-frame link at fr=30: 2 frames / 30fps < 0.1s. Advance
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// enough to cross into the cycle.
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int animDone = 0;
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for (int i = 0; i < 10; i++)
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{
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seq.Advance(0.02f);
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foreach (var h in seq.ConsumePendingHooks())
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if (h is DatReaderWriter.Types.AnimationDoneHook)
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animDone++;
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}
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Assert.Equal(1, animDone);
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}
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[Fact]
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public void S3_WalkToRun_CyclicToCyclic()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.SetCycle(NC, Walk, 1.0f);
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seq.SetCycle(NC, Run, 2.0f);
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// EXPECTED-DIFF(Q4): pre-cutover Fix B stripped every link leaving
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// "102@60.0*^". The verbatim GetObjectSequence (Branch 2, no direct
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// Walk->Run link in this fixture) routes the DOUBLE-HOP: Walk->Ready
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// settle (105 at the OLD substate mod) + Ready->Run windup (104 at
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// the new speed) + the Run cycle; the old Ready->Walk link (103)
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// keeps draining first (pending-queue discipline). Rapid same-motion
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// re-issues now collapse via remove_redundant_links (the retail
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// Fix B), not an adapter locomotion special case.
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Assert.Equal(
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"103@30.0^,105@30.0,104@60.0,102@60.0* | frame=0.0 vel=(0.00,8.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=44000007 mod=2.00",
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Describe(seq, loader));
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}
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[Fact]
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public void S4_RunReSpeed_FastPath()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.SetCycle(NC, Walk, 1.0f);
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seq.SetCycle(NC, Run, 2.0f);
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seq.SetCycle(NC, Run, 2.5f);
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// EXPECTED-DIFF(Q4): inherits S3's double-hop list; the re-speed
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// itself is the verbatim Branch-2 fast path (change_cycle_speed
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// scales ONLY first_cyclic..tail: 102 60->75; links untouched;
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// velocity via subtract_motion(2.0)+combine_motion(2.5)).
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Assert.Equal(
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"103@30.0^,105@30.0,104@60.0,102@75.0* | frame=0.0 vel=(0.00,10.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=44000007 mod=2.50",
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Describe(seq, loader));
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}
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[Fact]
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public void S5_WalkBackward_RemapNegativeSpeed()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.SetCycle(NC, WalkBack, 1.0f);
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// Node list BYTE-IDENTICAL to pre-cutover: the reversed-key get_link
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// resolves the Walk->Ready link (0x105) played in reverse (fr=-19.5 =
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// 30 x -0.65 BackwardsFactor); cursor at the reverse starting frame
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// (HighFrame+1 = 3).
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// EXPECTED-DIFF(Q4), mirrors only: CurrentMotion now reads the
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// POST-adjust_motion substate (45000005, was 45000006) and
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// CurrentSpeedMod the signed mod (-0.65, was 1.00) - MotionState owns
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// the state and retail's interpreted state is post-adjustment. The
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// om=(-0.00,...) is IEEE negative zero from add_motion's
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// zero-omega x negative-speed multiply (numerically equal to 0).
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Assert.Equal(
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"105@-19.5^,101@-19.5* | frame=3.0 vel=(0.00,-2.03,0.00) om=(-0.00,-0.00,-0.00) style=8000003D motion=45000005 mod=-0.65",
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Describe(seq, loader));
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}
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[Fact]
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public void S6_WalkBackToReady_StopSettleFallback()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.SetCycle(NC, WalkBack, 1.0f);
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seq.SetCycle(NC, Ready, 1.0f);
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// EXPECTED-DIFF(Q4): pre-cutover the stop-anim low-byte fallback
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// re-keyed the settle as 105@30 (forward). The verbatim get_link
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// (SubstateMod=-0.65 routes the REVERSED-key branch) resolves the
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// Ready->Walk windup (103) played in REVERSE (fr=-30) - retail's
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// actual backward-walk settle. The old reversed link (105@-19.5,
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// mid-drain) still drains first, unchanged from pre-cutover.
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Assert.Equal(
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"105@-19.5^,103@-30.0,100@30.0* | frame=3.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=41000003 mod=1.00",
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Describe(seq, loader));
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}
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[Fact]
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public void S7_EmoteAction_MidReady()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.PlayAction(EmoteAction, 1.0f);
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Assert.Equal(
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"10B@30.0^,100@30.0* | frame=0.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=41000003 mod=1.00",
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Describe(seq, loader));
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}
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[Fact]
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public void S8_KFix18_FallingSkipsLink()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.SetCycle(NC, Walk, 1.0f);
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seq.SetCycle(NC, Falling, 1.0f, skipTransitionLink: true);
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Assert.Equal(
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"10C@30.0*^ | frame=0.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000003D motion=40000015 mod=1.00",
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Describe(seq, loader));
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}
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[Fact]
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public void S9_TurnModifier()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.SetCycle(NC, Walk, 1.0f);
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seq.PlayAction(TurnMod, 1.0f);
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// EXPECTED-DIFF(Q4): pre-cutover PlayAction INSERTED the modifier's
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// anim (109) before the cyclic tail - an acdream invention. Retail
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// Branch 4 is PHYSICS-ONLY combine_motion (the AP-73 mechanism): the
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// walk cycle's frames are untouched, the modifier contributes omega
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// (0,0,1.5) and is tracked on the MotionState modifier stack.
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Assert.Equal(
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"103@30.0^,101@30.0* | frame=0.0 vel=(0.00,3.12,0.00) om=(0.00,0.00,1.50) style=8000003D motion=45000005 mod=1.00",
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Describe(seq, loader));
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}
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[Fact]
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public void S10_StyleChange()
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{
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var seq = NewSeq(out var loader);
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seq.SetCycle(NC, Ready);
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seq.SetCycle(Style2, Ready, 1.0f);
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// EXPECTED-DIFF(Q4): pre-cutover switched cycles bare ("107@30.0*^").
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// GetObjectSequence Branch 1 (style-change) plays the cross-style
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// entry link (10A = Ready->Style2) before the target style's default
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// cycle - retail's stance-transition animation.
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Assert.Equal(
|
|
"10A@30.0^,107@30.0* | frame=0.0 vel=(0.00,0.00,0.00) om=(0.00,0.00,0.00) style=8000004C motion=41000003 mod=1.00",
|
|
Describe(seq, loader));
|
|
}
|
|
}
|