acdream/src/AcDream.App/Interaction/PlayerInteractionMovementSink.cs
Erik 02b735ba4a
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fix(vendor): evidence-based pass — max-first stack ceiling; the local player resolves never-animated MoveTo targets
Both chains pinned by the live [vendor-diag] run (vendor-diag.log)
after three code-reading rounds each failed:

The split bar: ACE serializes descStackSize=1 for EVERY browse row
(live wire, log 343-348) — the R1-era "ACE never populates desc"
claim is retracted with the line quoted. Retail's vendor sites read
pwd._maxStackSize directly (four sites, incl. UpdateItemsList
@0x004c1ea0 stamping min(remaining, _maxStackSize));
ResolveAuthoredStackSize flips to max-first for its vendor-only
consumers. Taper ceiling 1000, scarab 100, seed 1 for exempt.
Pricing still reads the desc (per-1 values on ACE).

Walk-to-use: the local player's getObjectA seam was bound to
TryGetPhysicsHost, which resolves only INSTALLED physics hosts — a
never-animated vendor has none, so TargetManager.SetTarget got null,
the MoveToObject armed with zero nodes, and UseTime never dispatched.
The log's natural=False completions were the user's own movement keys
(retail-correct input-edge cancels); attempt 4 worked because the
greeting animation had installed a host. RuntimePhysicsState gains
the retail CObjectMaint::GetObjectA seam (bound canonical resolver
with installed-host fallback); the graphical host binds the SAME
lazy-minimal-host resolver every remote already uses — whose own doc
comment names this exact never-animated hazard. The reservation
release was already correct (2b premise refuted with evidence); the
production-wiring invariants are now pinned by four new tests
including the pre-fix pathology as a permanent sabotage control.

AP-169 rewritten a second time, honestly. The [vendor-diag] probe
family (ACDREAM_DUMP_VENDOR) lands env-gated for future live triage.

Clean-room complete solution: 11,536 passed / 4 skipped / 0 failed.

Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
2026-08-08 17:17:04 +02:00

86 lines
3.4 KiB
C#

using AcDream.App.Input;
using AcDream.Core.Items;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
namespace AcDream.App.Interaction;
internal interface IPlayerInteractionMovementSink
{
/// <summary>
/// Cancels any preceding MoveTo, invokes <paramref name="armAfterCancel"/>,
/// then installs the new movement. The callback boundary lets the intent
/// owner arm completion state before an already-facing TurnTo can finish
/// synchronously, without letting the preceding cancellation clear it.
/// </summary>
bool BeginApproach(
InteractionApproach approach,
Action<PlayerApproachToken>? armAfterCancel = null);
}
/// <summary>
/// Installs retail's client-side TurnToObject/MoveToObject prediction through
/// the same MovementManager used by authoritative movement packets.
/// </summary>
internal sealed class PlayerInteractionMovementSink(
Func<PlayerMovementController?> player,
IPlayerApproachTokenSource approachTokens)
: IPlayerInteractionMovementSink
{
private readonly Func<PlayerMovementController?> _player = player
?? throw new ArgumentNullException(nameof(player));
private readonly IPlayerApproachTokenSource _approachTokens = approachTokens
?? throw new ArgumentNullException(nameof(approachTokens));
public bool BeginApproach(
InteractionApproach approach,
Action<PlayerApproachToken>? armAfterCancel = null)
{
PlayerMovementController? controller = _player();
if (controller?.MoveTo is null)
return false;
var parameters = new MovementParameters
{
DistanceToObject = approach.UseRadius,
CanCharge = approach.CanCharge,
};
var movement = new MovementStruct
{
ObjectId = approach.Target.ServerGuid,
TopLevelId = approach.Target.ServerGuid,
Pos = new Position(
approach.Player.CellId,
approach.Target.Entity.Position,
System.Numerics.Quaternion.Identity),
Params = parameters,
Type = approach.IsCloseRange
? MovementType.TurnToObject
: MovementType.MoveToObject,
Radius = approach.TargetRadius,
Height = approach.TargetHeight,
};
if (VendorDiagnostics.DumpVendorEnabled)
{
Console.WriteLine(
$"[vendor-diag] BeginApproach guid=0x{approach.Target.ServerGuid:X8} "
+ $"movementType={movement.Type} distanceToObject={parameters.DistanceToObject} "
+ $"canCharge={parameters.CanCharge} target=0x{movement.ObjectId:X8}");
}
// PerformMovement cancels at its head. Do it explicitly before the
// intent is armed so cancellation of the preceding move cannot clear
// the new request; the internal second call is then a retail no-op.
controller.Movement.CancelMoveTo(WeenieError.ActionCancelled);
if (!_approachTokens.TryBeginApproach(out PlayerApproachToken token))
return false;
armAfterCancel?.Invoke(token);
// P1's wire MoveToObject store marks the command non-autonomous.
// The speculative local install must do the same or the next raw-input
// pump overwrites it before ACE's authoritative movement arrives.
controller.SetLastMoveWasAutonomous(false);
return controller.Movement.PerformMovement(movement) == WeenieError.None;
}
}