acdream/tests/AcDream.Core.Tests/Input/PlayerMoveToCutoverTests.cs
Erik c2dc1a889c fix(R4-V5): moveto wedge - StopCompletely's missing animation dispatch orphaned pending_motions; + the P1 autonomous store family
Live bug (2026-07-03, user door test): a server MoveTo armed
(movingTo=True) but the local body never moved; the retail observer saw
ACE walk the server-side player to the door; the next local input
reasserted the stale position (rubber-band). Log evidence: the player's
pending_motions queue was non-empty on 92/94 MotionDone pops (remotes:
0/40) - MoveToManager's retail wait-for-anims gate
(BeginTurnToHeading's MotionsPending check) never opened.

ROOT CAUSE (found via a production-faithful repro test - the original
suite force-drained the queue, masking it): the R3 port MISIDENTIFIED
retail's StopCompletely_Internal body. It is NOT a physics velocity
zero - CPhysicsObj::StopCompletely_Internal (0x0050ead0) tailcalls
CPartArray::StopCompletelyInternal (0x00518890) which is
MotionTableManager::PerformMovement(type 5): an ANIMATION-side full
stop whose UNCONDITIONALLY-queued pending_animations entry is the
completable partner of the A9 pending_motions node
CMotionInterp::StopCompletely enqueues (raw @00527e90 between the
state writes and add_to_queue). Without the dispatch, every
StopCompletely (login/teleport SetPosition + every MoveToManager
PerformMovement head) left an orphan node with no completion - the
queue never drained at idle. (The R3 code comment claimed a register
row for the stand-in; none was ever added - porting the real mechanism
closes that violation without a row.)

Fix set (all retail-anchored):
- IInterpretedMotionSink gains StopCompletely() (default true = the
  null-sink posture); MotionTableDispatchSink routes it to the R2
  manager's already-ported type-5 op (StopObjectCompletely +
  Ready-sentinel entry) + TurnStopped for the ObservedOmega seam.
- MotionInterpreter.StopCompletely calls DefaultSink?.StopCompletely()
  at the exact retail slot (after the state writes, before
  add_to_queue); the immediate set_velocity(Zero) is kept as the
  documented physics-effect stand-in.
- PlayerMovementController ticks CheckForCompletedMotions after
  UseTime - retail's per-tick CPartArray::HandleMovement slot
  (0x00517d60 = MotionTableManager::UseTime = CheckForCompletedMotions
  tailcall, called every tick from UpdateObjectInternal @005159a4).
  NOTE: a first-cut per-tick apply_current_movement pump was tried and
  REVERTED - retail's apply callers are all event-driven (hold-key,
  HitGround/LeaveGround, ReportExhaustion), not per-tick; the remote
  block's per-tick apply is a pre-existing adaptation outside this
  fix's scope.
- The P1 autonomous-store family, completing the pin's port shape
  (the gate landed in V5; the STORE side was missing):
  (a) the unpack store (00509730: last_move_was_autonomous = wire
  byte) in the GameWindow player branch - local player only for now
  (remote interps have no WeenieObj, which A3 reads as IsThePlayer;
  storing a remote's autonomous byte would mis-route their per-tick
  apply onto the raw branch);
  (b) input edges store =1 at the controller edge block - retail's
  CPhysicsObj::DoMotion @00510030 / StopMotion @005100e0 /
  TakeControlFromServer @006b32f4 input-boundary stores;
  (c) section 2's per-frame velocity write now PRESERVES the flag
  (V5's first cut stamped it per frame, the wrong altitude - retail
  stores it at event boundaries only);
  (d) InstallSpeculativeTurnToTarget stores false (models the wire
  mt-6's unpack store; part of the AP-23 adaptation) so the
  event-driven applies (e.g. HitGround mid-moveto) route interpreted
  and cannot clobber the manager's dispatched motions with idle raw
  state.

Tests: new ServerMoveToPosition_ProductionCompletionFeed_WalksToArrival
drives the controller under the PRODUCTION completion feed
(sequencer.Advance -> MotionDoneTarget) instead of force-draining -
this is the test that reproduced the live wedge (queue stuck at the
two A9 Ready orphans) and now proves the drain. Existing cutover tests
mirror the wire-path autonomous store before PerformMovement. Full
suite green: 3,957.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 14:15:36 +02:00

354 lines
15 KiB
C#

using System;
using System.Numerics;
using AcDream.App.Input;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
using Position = AcDream.Core.Physics.Position;
namespace AcDream.Core.Tests.Input;
/// <summary>
/// R4-V5 — local-player MoveTo cutover: a <see cref="MoveToManager"/> bound
/// to the controller exactly the way <c>GameWindow.EnterPlayerModeNow</c>
/// binds it (Yaw-authoritative heading seams via the P5 bridge, Contact
/// transient bit, SimTimeSeconds clock) drives the player's body through
/// <see cref="PlayerMovementController.Update"/> with NO user input — the
/// manager's <c>_DoMotion</c> dispatches land in InterpretedState and the
/// controller's per-frame sections turn them into Yaw rotation + body
/// velocity. Also pins the TS-36 retirement: any input edge (movement key,
/// jump) cancels the moveto through the retail
/// InterruptCurrentMovement → CancelMoveTo chain, and a cancel never fires
/// the MoveToComplete completion seam (AD-27's deferred-Use contract).
/// </summary>
public class PlayerMoveToCutoverTests
{
private const uint NC = 0x8000003Du;
private const uint Ready = 0x41000003u;
private const uint Walk = 0x45000005u;
private const uint Run = 0x44000007u;
private const uint TurnRight = 0x6500000Du;
private sealed class Loader : IAnimationLoader
{
private readonly System.Collections.Generic.Dictionary<uint, Animation> _anims = new();
public void Register(uint id, Animation anim) => _anims[id] = anim;
public Animation? LoadAnimation(uint id) => _anims.TryGetValue(id, out var a) ? a : null;
}
private static Animation MakeAnim(int frames)
{
var anim = new Animation();
for (int f = 0; f < frames; f++)
{
var pf = new AnimationFrame(1);
pf.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
anim.PartFrames.Add(pf);
}
return anim;
}
private static MotionData MakeMd(uint animId)
{
var md = new MotionData();
QualifiedDataId<Animation> qid = animId;
md.Anims.Add(new AnimData { AnimId = qid, LowFrame = 0, HighFrame = -1, Framerate = 30f });
return md;
}
private static AnimationSequencer MakeSequencer()
{
var setup = new Setup();
setup.Parts.Add(0x01000000u);
setup.DefaultScale.Add(Vector3.One);
var loader = new Loader();
loader.Register(0x300u, MakeAnim(4));
loader.Register(0x301u, MakeAnim(6));
loader.Register(0x302u, MakeAnim(6));
loader.Register(0x303u, MakeAnim(6));
var mt = new MotionTable { DefaultStyle = (DRWMotionCommand)NC };
mt.StyleDefaults[(DRWMotionCommand)NC] = (DRWMotionCommand)Ready;
mt.Cycles[(int)((NC << 16) | (Ready & 0xFFFFFFu))] = MakeMd(0x300u);
mt.Cycles[(int)((NC << 16) | (Walk & 0xFFFFFFu))] = MakeMd(0x301u);
mt.Cycles[(int)((NC << 16) | (Run & 0xFFFFFFu))] = MakeMd(0x302u);
// The MoveToManager's aux-turn steering / TurnToHeading nodes
// dispatch TurnRight (adjust_motion normalizes TurnLeft into it) —
// without a table cycle the real sink's false return becomes a
// _DoMotion error and the manager cancels the moveto (retail
// dispatch-failure semantics), so the fixture needs one.
mt.Cycles[(int)((NC << 16) | (TurnRight & 0xFFFFFFu))] = MakeMd(0x303u);
return new AnimationSequencer(setup, mt, loader);
}
private static PhysicsEngine MakeFlatEngine()
{
var engine = new PhysicsEngine();
var heights = new byte[81];
Array.Fill(heights, (byte)50);
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
var terrain = new TerrainSurface(heights, heightTable);
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
return engine;
}
private sealed class Rig
{
public required PlayerMovementController Controller;
public required MoveToManager MoveTo;
public int MoveToCompleteCount;
public WeenieError LastCompleteError;
}
/// <summary>The EnterPlayerModeNow bind set, verbatim shape: real sink,
/// Yaw-authoritative heading seams (P5 bridge), Contact bit, false
/// isInterpolating, SimTimeSeconds clock, TS-36 interrupt binding.</summary>
private static Rig MakeRig() => MakeRig(out _);
private static Rig MakeRig(out AnimationSequencer seqOut)
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
controller.Yaw = 0f; // heading 90 = facing +X
var seq = MakeSequencer();
seqOut = seq;
controller.Motion.DefaultSink = new MotionTableDispatchSink(seq);
controller.Motion.RemoveLinkAnimations = seq.RemoveAllLinkAnimations;
controller.Motion.InitializeMotionTables = () => seq.Manager.InitializeState();
controller.Motion.CheckForCompletedMotions = seq.Manager.CheckForCompletedMotions;
var rig = new Rig { Controller = controller, MoveTo = null! };
var moveTo = new MoveToManager(
controller.Motion,
stopCompletely: () => controller.Motion.StopCompletely(),
getPosition: () => new Position(
controller.CellId, controller.Position, controller.BodyOrientation),
getHeading: () => MoveToMath.HeadingFromYaw(controller.Yaw),
setHeading: (h, _) => controller.Yaw = MoveToMath.YawFromHeading(h),
getOwnRadius: () => 0f,
getOwnHeight: () => 0f,
contact: () => controller.BodyInContact,
isInterpolating: () => false,
getVelocity: () => controller.BodyVelocity,
getSelfId: () => 0x5000000Au,
setTarget: (_, _, _, _) => { },
clearTarget: () => { },
getTargetQuantum: () => 0.0,
setTargetQuantum: _ => { },
curTime: () => controller.SimTimeSeconds);
moveTo.MoveToComplete = err =>
{
rig.MoveToCompleteCount++;
rig.LastCompleteError = err;
};
controller.MoveTo = moveTo;
controller.Motion.InterruptCurrentMovement =
() => moveTo.CancelMoveTo(WeenieError.ActionCancelled);
rig.MoveTo = moveTo;
return rig;
}
/// <summary>Stands in for the player sequencer's MotionDone feed (bound
/// in production via the R3-W2 MotionTableManager seam) — without it,
/// pending_motions never drains in this fixture and the manager's
/// wait-for-anims gates wedge.</summary>
private static void Drain(PlayerMovementController c)
{
while (c.Motion.MotionsPending())
c.Motion.MotionDone(0, true);
}
[Fact]
public void ServerMoveToPosition_WalksToArrival_WithNoUserInput()
{
var rig = MakeRig();
var c = rig.Controller;
var dest = new Vector3(104f, 96f, 50f); // 8 m dead ahead (heading 90)
// Mirrors the GameWindow wire path's P1 unpack store (00509730):
// a server moveto arrives with IsAutonomous=false, routing the
// per-tick pump's A3 dual dispatch to the interpreted branch.
rig.Controller.SetLastMoveWasAutonomous(false);
rig.MoveTo.PerformMovement(new MovementStruct
{
Type = MovementType.MoveToPosition,
Pos = new Position(c.CellId, dest, Quaternion.Identity),
Params = new MovementParameters { UseSpheres = false, DistanceToObject = 0.6f },
});
Drain(c);
Assert.True(rig.MoveTo.IsMovingTo());
for (int f = 0; f < 1200 && rig.MoveTo.IsMovingTo(); f++)
{
var result = c.Update(1f / 60f, new MovementInput());
// The #75 invariant, now by construction: manager-driven motion
// never registers as a user motion-state change, so no outbound
// MoveToState is built mid-moveto.
Assert.False(result.MotionStateChanged,
$"manager-driven frame {f} must not flag MotionStateChanged");
Drain(c);
}
Assert.False(rig.MoveTo.IsMovingTo(), "moveto must arrive within the frame budget");
float distLeft = Vector2.Distance(
new Vector2(c.Position.X, c.Position.Y), new Vector2(dest.X, dest.Y));
Assert.True(distLeft <= 1.0f,
$"body must stop at the arrival radius; {distLeft:F2} m left");
Assert.Equal(1, rig.MoveToCompleteCount);
Assert.Equal(WeenieError.None, rig.LastCompleteError);
Assert.Equal(Ready, c.Motion.InterpretedState.ForwardCommand);
}
[Fact]
public void ServerTurnToHeading_RotatesYaw_AndSnapsExact()
{
var rig = MakeRig();
var c = rig.Controller;
// Mirrors the GameWindow wire path's P1 unpack store (00509730):
// a server moveto arrives with IsAutonomous=false, routing the
// per-tick pump's A3 dual dispatch to the interpreted branch.
rig.Controller.SetLastMoveWasAutonomous(false);
rig.MoveTo.PerformMovement(new MovementStruct
{
Type = MovementType.TurnToHeading,
Params = new MovementParameters { DesiredHeading = 180f }, // South = -Y
});
Drain(c);
Assert.True(rig.MoveTo.IsMovingTo());
for (int f = 0; f < 600 && rig.MoveTo.IsMovingTo(); f++)
{
c.Update(1f / 60f, new MovementInput());
Drain(c);
}
Assert.False(rig.MoveTo.IsMovingTo(), "turn-to must complete within the frame budget");
// HandleTurnToHeading's arrival snap (the ONE heading snap in the
// family, 0052a146) writes through the Yaw seam: heading 180 → yaw
// -π/2 per the P5 bridge.
Assert.Equal(MoveToMath.YawFromHeading(180f), c.Yaw, 3);
Assert.Equal(1, rig.MoveToCompleteCount);
}
[Fact]
public void MovementKeyEdge_CancelsMoveTo_WithoutFiringComplete()
{
var rig = MakeRig();
var c = rig.Controller;
// Mirrors the GameWindow wire path's P1 unpack store (00509730):
// a server moveto arrives with IsAutonomous=false, routing the
// per-tick pump's A3 dual dispatch to the interpreted branch.
rig.Controller.SetLastMoveWasAutonomous(false);
rig.MoveTo.PerformMovement(new MovementStruct
{
Type = MovementType.MoveToPosition,
Pos = new Position(c.CellId, new Vector3(150f, 96f, 50f), Quaternion.Identity),
Params = new MovementParameters { UseSpheres = false },
});
Drain(c);
Assert.True(rig.MoveTo.IsMovingTo());
c.Update(1f / 60f, new MovementInput());
Drain(c);
Assert.True(rig.MoveTo.IsMovingTo());
// W press edge → DoMotion(ctor-default params, CancelMoveTo bit set)
// → InterruptCurrentMovement → CancelMoveTo(ActionCancelled).
var result = c.Update(1f / 60f, new MovementInput { Forward = true });
Assert.False(rig.MoveTo.IsMovingTo(), "user input must cancel the moveto (TS-36)");
Assert.Equal(0, rig.MoveToCompleteCount);
// The cancel-frame's state change IS user intent — it must go on
// the wire (the former !IsServerAutoWalking guard is gone).
Assert.True(result.MotionStateChanged);
}
[Fact]
public void ServerMoveToPosition_ProductionCompletionFeed_WalksToArrival()
{
// The 2026-07-03 live wedge repro: same scenario as
// ServerMoveToPosition_WalksToArrival_WithNoUserInput, but the
// pending_motions queue drains the way PRODUCTION drains it — the
// sequencer's Advance() fires MotionDoneTarget → Motion.MotionDone
// (the TickAnimations R3-W2 bind) — instead of this suite's
// force-drain. Live symptom: the moveto armed (movingTo=True) but
// the body never moved; BeginTurnToHeading's wait-for-anims gate
// (MotionsPending) never opened because the player's queue never
// emptied (launch.log: pending=True on 92/94 player MOTIONDONE
// pops; remotes 0/40).
var rig = MakeRig(out var seq);
var c = rig.Controller;
seq.MotionDoneTarget = (m, ok) => c.Motion.MotionDone(m, ok);
var dest = new Vector3(104f, 96f, 50f); // 8 m dead ahead (heading 90)
// A few idle frames first — production always has render ticks
// between login (SetPosition → StopCompletely queues the A9 node
// with NO dispatch) and the first Use.
for (int f = 0; f < 30; f++)
{
c.Update(1f / 60f, new MovementInput());
seq.Advance(1f / 60f);
}
// Mirrors the GameWindow wire path's P1 unpack store (00509730):
// a server moveto arrives with IsAutonomous=false, routing the
// per-tick pump's A3 dual dispatch to the interpreted branch.
rig.Controller.SetLastMoveWasAutonomous(false);
rig.MoveTo.PerformMovement(new MovementStruct
{
Type = MovementType.MoveToPosition,
Pos = new Position(c.CellId, dest, Quaternion.Identity),
Params = new MovementParameters { UseSpheres = false, DistanceToObject = 0.6f },
});
Assert.True(rig.MoveTo.IsMovingTo());
for (int f = 0; f < 1200 && rig.MoveTo.IsMovingTo(); f++)
{
c.Update(1f / 60f, new MovementInput());
seq.Advance(1f / 60f);
}
string queueDump = string.Join(", ",
System.Linq.Enumerable.Select(c.Motion.PendingMotions, n => $"0x{n.Motion:X8}"));
Assert.False(rig.MoveTo.IsMovingTo(),
$"moveto wedged: pending_motions never drained under the production "
+ $"completion feed (queue: [{queueDump}])");
Assert.Equal(1, rig.MoveToCompleteCount);
}
[Fact]
public void JumpRelease_CancelsMoveTo()
{
var rig = MakeRig();
var c = rig.Controller;
// Mirrors the GameWindow wire path's P1 unpack store (00509730):
// a server moveto arrives with IsAutonomous=false, routing the
// per-tick pump's A3 dual dispatch to the interpreted branch.
rig.Controller.SetLastMoveWasAutonomous(false);
rig.MoveTo.PerformMovement(new MovementStruct
{
Type = MovementType.MoveToPosition,
Pos = new Position(c.CellId, new Vector3(150f, 96f, 50f), Quaternion.Identity),
Params = new MovementParameters { UseSpheres = false },
});
Drain(c);
Assert.True(rig.MoveTo.IsMovingTo());
// Charge one frame, release the next — jump() fires on the release
// edge and its interrupt site cancels the moveto (the exact
// silent-double-motion failure the TS-36 register row predicted).
c.Update(1f / 60f, new MovementInput { Jump = true });
c.Update(1f / 60f, new MovementInput());
Assert.False(rig.MoveTo.IsMovingTo(), "jump must cancel the moveto (TS-36)");
Assert.Equal(0, rig.MoveToCompleteCount);
}
}