acdream/tests/AcDream.Core.Net.Tests
Erik 340dabbc72 feat(anim): full retail remote-entity motion port — walk/run/strafe/turn/stop
Ports the retail client's client-side remote-entity motion pipeline
verbatim per the decompile research. Every remote now runs its own
PhysicsBody + MotionInterpreter + AnimationSequencer stack — retail has
no special "interpolator" for remotes, it runs the full motion state
machine on every entity. Now we do too.

## What changed

### Parser fixes (CreateObject, UpdateMotion)
Wire flag bits for InterpretedMotionState (per ACE MovementStateFlag enum):
  CurrentStyle=0x01, ForwardCommand=0x02, ForwardSpeed=0x04,
  SideStepCommand=0x08, SideStepSpeed=0x10, TurnCommand=0x20, TurnSpeed=0x40

Previously we only extracted CurrentStyle + ForwardCommand + ForwardSpeed
and SKIPPED the side/turn fields entirely. Result: we had zero rotation-
or strafe-intent data from the server — impossible to render turn or
sidestep animations. Now ServerMotionState carries all 7 fields and the
parser reads the bytes in ACE's write order (style, fwd, side, turn, then
fwdSpd, sideSpd, turnSpd).

### RemoteMotion (new per-remote struct in GameWindow)
Each remote gets its own PhysicsBody + MotionInterpreter + observed
angular velocity. Replaces the earlier shortcut RemoteInterpolator
(deleted — retail has no such thing).

On UpdateMotion:
  - ForwardCommand flag absent → stop signal (reset to Ready) per
    retail FUN_0051F260 bulk-copy semantics (absent = Invalid = default).
  - Forward + sidestep + turn each route through DoInterpretedMotion,
    exactly as retail FUN_00528F70 does.
  - Animation cycle selection: forward wins if active, else sidestep,
    else turn, else Ready. Matches the user's observation that retail
    plays turn animation when only turning.
  - Turn command seeds ObservedOmega = π/2 × turnSpeed (from Humanoid
    MotionData.Omega.Z ≈ π/2 per decompile).
  - Turn absent → ObservedOmega = 0 (stops rotation immediately).

On UpdatePosition:
  - Hard-snap Body.Position + Body.Orientation per retail FUN_00514b90
    set_frame (direct assignment, no slerp — retail does not soft-snap).
  - HasVelocity + |v| < 0.2 → StopCompletely + SetCycle(Ready).
  - ForwardSpeed=0 on wire is a VALID stop signal (ACE sends this when
    alt releases W); previously we defaulted to 1.0, causing the "slow
    walk that never stops" symptom.

Per-tick:
  - apply_current_movement → Body.Velocity via get_state_velocity
    (retail FUN_00528960: RunAnimSpeed × ForwardSpeed in body-local,
    rotated by orientation).
  - Manual omega integration: Orientation *= quat(ObservedOmega × dt).
    Bypasses PhysicsBody.update_object's MinQuantum=1/30s gate that
    was eating every-other-tick rotation updates at our 60fps render
    rate — the cause of the persistent "rotation snaps every UP" bug.
  - update_object still called for position integration and the motion
    subsystem it drives.

### AnimationSequencer synthesis extension
Added omega synthesis for TurnRight/TurnLeft cycles (same pattern as
the earlier velocity synthesis): when the Humanoid dat leaves HasOmega
clear, SetCycle synthesizes CurrentOmega = ±π/2 × speedMod on Z so
dead-reckoning and stop detection can read a non-zero omega for turn
cycles.

### Stop-detection heuristic removed
No more 300ms/2000ms/5000ms idle timers. Retail's stop signal is
explicit (UpdateMotion with ForwardCommand flag absent → Ready); we
handle it directly. Client-side timers were a source of flicker during
normal running.

## Confirmed working
- Walking (matches retail speed + leg cadence)
- Running (matches retail speed + leg cadence)
- Strafing (body moves sideways + strafe animation plays)
- Turning while stationary (body rotates smoothly + turn animation plays)
- Turning while running (body rotates + leg anim continues)
- Stopping (instant stop, no slow-walk tail)

All 717 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 21:26:23 +02:00
..
Cryptography feat(net): PacketHeader + PacketHeaderFlags + Hash32 checksum (Phase 4.2) 2026-04-11 14:17:37 +02:00
Messages feat(anim): full retail remote-entity motion port — walk/run/strafe/turn/stop 2026-04-19 21:26:23 +02:00
Packets feat(net): acdream enters the world — CharacterList parsed + CharacterEnterWorld sent + 68 CreateObject received (Phase 4.7) 2026-04-11 15:14:31 +02:00
AcDream.Core.Net.Tests.csproj feat(net): AcDream.Core.Net scaffold + ISAAC keystream (Phase 4.1) 2026-04-11 14:14:28 +02:00
GameEventWiringTests.cs feat(net): GameEventWiring — one-call glue from dispatcher to Core state 2026-04-18 17:12:05 +02:00
LiveHandshakeTests.cs feat(net): CreateObject body parser — GUID + Position + SetupId extracted (Phase 4.7d) 2026-04-11 15:18:54 +02:00
NetClientTests.cs feat(net): live ACE handshake verified — ConnectRequest received and parsed (Phase 4.6a/b/c/d) 2026-04-11 14:46:19 +02:00