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>
129 lines
8.5 KiB
Markdown
129 lines
8.5 KiB
Markdown
# 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` / verbatim `contact_allows_move` (S2a) +
|
||
183-case live-trace conformance suite.
|
||
- `InterpolationManager` (L.3) — chase constants re-verified 2026-07-02.
|
||
- Outbound: `RawMotionState::Pack` default-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 1371c2a1 P0/P1, 778744bf P2, 5138b8fb P3, 658b91d8 P4, 9147344a P5, +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
|
||
|
||
1. Decomp is the oracle; ACE the interpretation aid; cdb/TTD the runtime
|
||
arbiter when they disagree (the S0/S2 pattern).
|
||
2. No stage ships without its conformance fixtures. Golden sources: dat
|
||
tables, cdb traces (both observer + actor side), captured wire logs.
|
||
3. Every commit: build + full suite green; register rows added/retired in
|
||
the same commit; roadmap stage table updated on stage completion.
|
||
4. New code lives in `src/AcDream.Core/Physics/Motion/` (pure logic; GL-free)
|
||
with App seams only for rendering handoff (Structure Rule 2).
|
||
5. Delete, don't gate: when a stage cuts over, the legacy path is REMOVED in
|
||
that stage (mandate: no frozen code, no bandaids).
|