acdream/src/AcDream.Core/Physics
Erik dccd700991 feat(physics): R5-V5 — MovementManager facade owns each entity's interp+moveto pair
Structural capstone of the R5 movement-manager arc; zero behavior change.

Retail MovementManager (acclient.h /* 3463 */, 16 bytes / four pointers)
gives every CPhysicsObj ONE owner for its motion_interpreter +
moveto_manager. acdream carried them as loose per-entity objects wired by
hand at three sites. This slice:

- New src/AcDream.Core/Physics/Motion/MovementManager.cs — owns
  MotionInterpreter + lazy MoveToManager (MakeMoveToManager 0x00524000 via
  a MoveToFactory closure, the acdream stand-in for the physics_obj/
  weenie_obj backpointers) + the relays with retail call shapes:
  PerformMovement 0x005240d0 (types 1-5 -> minterp, 6-9 ->
  MakeMoveToManager + moveto, (type-1)>8 -> 0x47), UseTime 0x005242f0
  (moveto only), HitGround 0x00524300 (minterp FIRST then moveto),
  HandleExitWorld 0x00524350 (minterp only), CancelMoveTo 0x005241b0,
  HandleUpdateTarget 0x00524790, IsMovingTo 0x00524260.
- RemoteMotion.Movement + PlayerMovementController.Movement hold the ONE
  facade; Motion/MoveTo become child views so the comment-dense call sites
  read unchanged. The three wiring sites (EnsureRemoteMotionBindings,
  EnterPlayerModeNow, the chase harness — same commit per the mirror rule)
  construct through MoveToFactory + MakeMoveToManager(), preserving the
  pre-facade eager timing (side-effect-free ctor = unobservable either way).
- Relay call sites repointed: both remote landing HitGround pairs + the
  player landing pair, despawn HandleExitWorld, TickRemoteMoveTo + the
  player Update UseTime, RouteServerMoveTo (takes the facade; routes via
  the retail PerformMovement dispatch), InstallSpeculativeTurnToTarget,
  host HandleUpdateTarget/InterruptCurrentMovement closures (retail
  CPhysicsObj::HandleUpdateTarget @0x00512bf0 fan head + the TS-36
  interrupt chain, now the literal facade relays).
- NOT absorbed per the slice spec: unpack_movement stays App
  (RouteServerMoveTo + UM heads; Core.Net types stay out of Core.Physics);
  TS-42 per-tick order untouched (R6); #170/#171 gate-passed machinery
  untouched. PerformMovement's set_active(1) head not re-asserted (spawn
  asserts Active; status quo — no new register row).
- Register: TS-41/TS-42 source wording freshened to the facade shape;
  AD-36 retire note corrected (facade half closed; residue = entities
  that never get a RemoteMotion). No new rows.
- Conformance: 15 new MovementManagerTests pin the dispatch table, lazy
  create, relay targets/order, null tolerance. Suite 4052 green; the
  183-case/funnel/moveto/chase/sticky suites UNMODIFIED (harness
  construction mirrors production, test bodies untouched).

Decomp: docs/research/2026-07-03-r5-managers/r5-movementmanager-decomp.md

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 11:12:19 +02:00
..
Motion feat(physics): R5-V5 — MovementManager facade owns each entity's interp+moveto pair 2026-07-05 11:12:19 +02:00
AceModernCommandCatalog.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
AnimationCommandRouter.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
AnimationHookRouter.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
AnimationSequencer.cs feat(physics): R5-V1 — port PositionManager/Sticky/Constraint + TargetManager (Core, unwired) 2026-07-03 19:34:49 +02:00
BSPQuery.cs fix(physics): #137 Task 3 — port obstruction_ethereal verbatim; retire AD-7 shim 2026-06-24 19:20:02 +02:00
BuildingPhysics.cs T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99) 2026-06-11 14:37:50 +02:00
CellArray.cs feat(physics): Stage 1 — CellArray ordered/deduped cell collection (retail CELLARRAY) 2026-06-03 08:54:45 +02:00
CellDump.cs feat(phys): A6.P3 #98 Step 2 — cell-dump probe + roundtrip test 2026-05-23 15:16:56 +02:00
CellSurface.cs fix(phys): #111 - ground the validated claim via PHYSICS walkable polygons, not the CellSurface triangle soup 2026-06-10 14:21:59 +02:00
CellTransit.cs chore: strip world-load deep-dive diagnostic probes 2026-06-23 00:23:15 +02:00
CollisionExemption.cs fix(physics): #137 Task 3 — port obstruction_ethereal verbatim; retire AD-7 shim 2026-06-24 19:20:02 +02:00
CollisionPrimitives.cs feat(physics): Task 2 — true sphere collision primitive (CSphere::intersects_sphere) 2026-06-24 19:08:53 +02:00
EntityCollisionFlags.cs feat(physics): live-entity collision plumbing (Commit A) 2026-04-29 13:12:56 +02:00
GfxObjDump.cs feat(phys): A6.P3 #98 — GfxObj dump infrastructure (ACDREAM_DUMP_GFXOBJS) 2026-05-23 20:24:26 +02:00
IAnimationHookSink.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
IMotionCommandCatalog.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
InterpolationManager.cs feat(motion): L.3 M1 — fresh InterpolationManager port + retail spec 2026-05-05 14:56:42 +02:00
InterpretedMotionFunnel.cs fix(R4-V5): moveto wedge - StopCompletely's missing animation dispatch orphaned pending_motions; + the P1 autonomous store family 2026-07-03 14:15:36 +02:00
LandDefs.cs feat(physics #145): Slice 1 — Position/Frame types + LandDefs.GetBlockOffset (0x0043e630) 2026-06-21 10:30:20 +02:00
MotionCommandResolver.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
MotionInterpreter.cs feat(physics): R5-V4 behavioral slice — head stance dispatch (all mt) + #164 autonomy bit + mt-0 wire flags 2026-07-05 10:18:26 +02:00
MotionSequenceGate.cs feat(L.2g-S1): retail movement-event staleness gate (DEV-6) 2026-07-02 15:44:06 +02:00
PhysicsBody.cs fix(R4-V5): remote transition links stripped by the detached-object guard - door swings snapped (adds register TS-40) 2026-07-03 15:10:16 +02:00
PhysicsDataCache.cs fix(physics): D8 — RemoveCellsForLandblock; cell transforms rebase per apply 2026-06-24 19:34:16 +02:00
PhysicsDiagnostics.cs fix(#171): gate NPC UP hard-snaps while stuck — the sticky/snap tug-of-war (gate-1 residuals) 2026-07-05 09:34:25 +02:00
PhysicsEngine.cs fix(physics): D8 — RemoveCellsForLandblock; cell transforms rebase per apply 2026-06-24 19:34:16 +02:00
PhysicsResolveCapture.cs test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00
PlayerWeenie.cs feat(R3-W3): verbatim jump family — charge gates, jump_is_allowed chain, epsilon fixes; StandingLongJump misattribution retired (closes J5, J6, J7-interp-side, J16-epsilons) 2026-07-02 22:37:07 +02:00
PortalInfo.cs feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics 2026-05-19 16:52:20 +02:00
PortalPlane.cs fix(core): Phase B.3 — add centroid + radius bounds to PortalPlane crossing test 2026-04-12 19:08:46 +02:00
Position.cs refactor(physics #145): Slice 1 — rename Frame->CellFrame to avoid DatReaderWriter.Types.Frame collision 2026-06-21 10:34:36 +02:00
RawMotionState.cs feat(R3-W1): retail state completion — action FIFOs, MovementParameters, MotionNode, WeenieError renumber (closes J2, J16-codes) 2026-07-02 22:12:33 +02:00
RemoteMotionCombiner.cs feat(physics): R5-V1 — port PositionManager/Sticky/Constraint + TargetManager (Core, unwired) 2026-07-03 19:34:49 +02:00
RemoteWeenie.cs fix(R4-V5): #160 remote run movetos in slow motion - remote interps had no weenie, so retail's run-rate chain never reached my_run_rate 2026-07-03 16:18:40 +02:00
ResolveResult.cs feat(A): wire SweepEye to the verbatim update_viewer (start-cell + fallbacks) 2026-06-05 11:10:32 +02:00
Retail2013CommandCatalog.cs feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
ServerControlledLocomotion.cs feat(R4-V4): REMOTE cutover - per-remote MoveToManager; RemoteMoveToDriver + PlanMoveToStart DELETED (closes M1-remote, M4/M5/M6/M8-remote; retires AD-8, AD-9, AP-8, AP-9) 2026-07-03 12:18:05 +02:00
ShadowObjectRegistry.cs feat(physics): Task 2 — true sphere collision primitive (CSphere::intersects_sphere) 2026-06-24 19:08:53 +02:00
ShadowShape.cs feat(phys): add ShadowShape record (no callers yet) 2026-05-24 15:07:40 +02:00
ShadowShapeBuilder.cs feat(physics): Task 2 — true sphere collision primitive (CSphere::intersects_sphere) 2026-06-24 19:08:53 +02:00
TerrainSurface.cs fix(scenery): #49 9×9 loop, per-spawn building check, triangle slope 2026-05-07 21:15:11 +02:00
TransitionTypes.cs fix(physics): #150 — skip ethereal targets in the step-down pass (open doors fully passable) 2026-06-25 12:20:54 +02:00
WalkMissDiagnostic.cs feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike 2026-05-20 10:31:39 +02:00