Q0 pinsdc54a3e4, Q1 MotionState2345da30, Q2 CMotionTable98f58db9. Remaining R2 work: Q3 MotionTableManager, Q4 adapter cutover, Q5 RemoteMotionSink deletion, Q6 register sweep. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Phase R — retail motion & animation stack, ground-up reconstruction
Date: 2026-07-02. Mandate (user, verbatim intent): a complete new movement + animation system, verbatim retail equivalent — all movement, inbound and outbound, all animation, for players, NPCs, and monsters. No frozen code, no bandaids, no guessing, no approximation. Total overhaul.
Execution shape: a staged verbatim RECONSTRUCTION, not a big-bang cutover — each stage builds a retail class 1:1 with a conformance harness, cuts consumers over, and DELETES the legacy path in the same stage. "New system" is the destination; the client keeps running between stages. The cdb-golden technique is proven (183/183 live-retail dispatch conformance in S2a) and is the acceptance mechanism for every stage: the user's eyes are a final sanity pass only.
Supersedes the L.2g S3–S6 slice plan (S1/S2/S5 landed and are absorbed as
components). This doc is the plan of record; the deviation map
(docs/research/2026-07-02-inbound-motion-deviation-map.md), the funnel
pseudocode (…-s2-inbound-funnel-pseudocode.md), and the 2026-06-04
sequencer deep-dive are its research base.
The retail module map to reconstruct (per physics object, ALL classes)
CPhysicsObj (local player, remote player, NPC, monster — ONE pipeline)
├─ MovementManager unpack_movement 0x00524440 (10-way dispatch),
│ │ PerformMovement, MotionDone relay
│ ├─ CMotionInterp raw_state + interpreted_state + pending_motions,
│ │ DoMotion / DoInterpretedMotion / StopInterpretedMotion,
│ │ apply_raw/interpreted/current_movement, my_run_rate,
│ │ HitGround / LeaveGround / ReportExhaustion, jump family
│ └─ MoveToManager movement types 6/7/8/9 (MoveToObject/Position,
│ TurnToObject/Heading), node stepping, arrival radii,
│ fail distance, CanCharge walk/run selection
├─ CPartArray → MotionTableManager pending_animations, add_to_queue 0x0051bfe0,
│ │ remove_redundant_links 0x0051bf20,
│ │ CheckForCompletedMotions 0x0051be00 → AnimationDone
│ └─ CMotionTable::GetObjectSequence 0x00522860
│ │ same-substate fast path (change_cycle_speed +
│ │ subtract/combine_motion), link path (get_link +
│ │ style-default double-hop), re_modify, is_allowed
│ └─ CSequence anim-node DLList, append_animation 0x00525510,
│ remove_cyclic_anims, clear_physics, velocity/omega
│ accumulators, update/update_internal + apply_physics
│ (root motion), placement frames, hook dispatch
├─ PositionManager InterpolationManager [PORTED ✓ L.3] + StickyManager
│ + ConstraintManager
└─ per-tick UpdateObjectInternal 0x005156b0 order:
CPartArray.Update (CSequence root motion) → PositionManager.adjust_offset
(chase REPLACES) → Frame.combine → UpdatePhysicsInternal → FULL transition
sweep (ALL entities — retires the remote no-sweep fork) → MovementManager.UseTime
/ CPartArray.HandleMovement / PositionManager.UseTime → process_hooks
Already-verbatim components (absorbed, not rewritten)
MotionSequenceGate(S1) — is_newer 3-stamp gate, live-validated.- Inbound funnel:
MoveToInterpretedState/ApplyInterpretedMovement/DispatchInterpretedMotion/ verbatimcontact_allows_move(S2a) + 183-case live-trace conformance suite. InterpolationManager(L.3) — chase constants re-verified 2026-07-02.- Outbound:
RawMotionState::Packdefault-difference, MoveToStatePack trailer, JumpPack (L.2b/D6.2b, golden-byte tests); dual command catalogs (L.1b);adjust_motion/apply_run_to_command/apply_raw_movement/get_state_velocity(D6).
Everything else is reconstruction scope — especially: AnimationSequencer
internals (becomes the CSequence port's host or is replaced by it), the
three per-tick drive paths in GameWindow.TickAnimations, RemoteMotionSink
(temporary S2b seam — dissolves into GetObjectSequence), RemoteMoveToDriver,
ServerControlledLocomotion, the motion half of PlayerMovementController,
the 300 ms stop-detection window, NPC UP hard-snaps.
Stage plan (each: pseudocode → harness → port → cutover → DELETE legacy → register sweep)
- R1 — CSequence verbatim. SHIPPED 2026-07-02 (commits
1371c2a1P0/P1,778744bfP2,5138b8fbP3,658b91d8P4,9147344aP5, +P6): the verbatim core (AnimSequenceNode/CSequence/FrameOps, 56 conformance tests) + the AnimationSequencer adapter rehost deleting the legacy epsilon/stale-head/safety-cap/per-node-flag mechanisms; root motion flows through Advance(dt, Frame) = retail update(Frame*). Registers AD-33/AD-34. Node list, framerate/rate math, velocity+ omega accumulators (set/combine/subtract), update/update_internal root motion, apply_physics, placement frames, hook dispatch. Goldens: dat MotionData fixtures + a cdb trace of append_animation/remove_cyclic_anims args (script pattern: tools/cdb/l2g-observer.cdb). Cutover: becomes the sequencer core behind the existing AnimationSequencer API, then the API narrows to retail's. - R2 — GetObjectSequence + MotionTableManager. IN PROGRESS. Fast path,
link path (restores the walk↔run link pose — old S4), re_modify (modifier
blend — retires AP-73), pending_animations + remove_redundant_links +
CheckForCompletedMotions → AnimationDone→MotionDone chain (old S3).
RemoteMotionSink's single-cycle pick DELETED — GetObjectSequence decides.
Progress: Q0 pins (
dc54a3e4) + Q1 MotionState (2345da30), Q2 CMotionTable all-4-branch GetObjectSequence + statics (98f58db9, 44 tests). Remaining: Q3 MotionTableManager+pending_animations, Q4 adapter cutover (SetCycle/ PlayAction → PerformMovement; DELETE Fix B / stop-anim fallback / G17 gate), Q5 RemoteMotionSink deletion, Q6 register/roadmap sweep. - R3 — CMotionInterp completion. pending_motions/MotionDone, DoMotion, jump family (jump_charge_is_allowed/motion_allows_jump verbatim — the misattribution found in S2a), HitGround/LeaveGround/ReportExhaustion, enter_default_state. LOCAL PLAYER unifies onto it (PlayerMovementController keeps input + camera; motion state machine moves here).
- R4 — MoveToManager verbatim. Types 6/7/8/9 (TurnToObject/TurnToHeading — the dropped D9/DEV-5 commands), node stepping, arrival, fail distance, CanCharge. Replaces RemoteMoveToDriver + ServerControlledLocomotion. Retires AD-8/AD-9/AP-8/AP-9.
- R5 — MovementManager + MovementSystem facade. One per-object pipeline for every entity class; StickyManager (stick_to_object — the motionFlags 0x100 bit) + ConstraintManager ports; GameWindow's OnLiveMotionUpdated shrinks to parse→MovementSystem.HandleMovementEvent.
- R6 — per-tick UpdateObjectInternal order. Retail tick order for ALL entities incl. the transition sweep for remotes (retires the L.3-M2 no-sweep fork + the path A/B split + the 300 ms stop window + NPC UP hard-snap special cases). GameWindow.TickAnimations sheds its motion logic entirely (Code Structure Rule 1).
- R7 — outbound autonomy cadence. ShouldSendPositionEvent (0x006b45e0)
- the MTS/AP stamp split — retires TS-33. Outbound becomes 100% verbatim.
- R8 — cutover audit. grep-sweep for legacy motion code, register reconciliation (every AD/AP/TS motion row retired or re-justified), full live protocol (walk/run/toggle/turn/circle/stop/jump/MoveTo/TurnTo, player+NPC+monster), ONE final user visual pass.
Standing rules for every stage
- Decomp is the oracle; ACE the interpretation aid; cdb/TTD the runtime arbiter when they disagree (the S0/S2 pattern).
- No stage ships without its conformance fixtures. Golden sources: dat tables, cdb traces (both observer + actor side), captured wire logs.
- Every commit: build + full suite green; register rows added/retired in the same commit; roadmap stage table updated on stage completion.
- New code lives in
src/AcDream.Core/Physics/Motion/(pure logic; GL-free) with App seams only for rendering handoff (Structure Rule 2). - Delete, don't gate: when a stage cuts over, the legacy path is REMOVED in that stage (mandate: no frozen code, no bandaids).