acdream/docs/plans/2026-07-02-retail-motion-animation-rewrite.md
Erik cae56afc82 docs(R): Phase R plan of record — retail motion+animation ground-up reconstruction
User mandate 2026-07-02: complete new movement + animation system,
verbatim retail equivalent, all entity classes, inbound + outbound, no
frozen code, no bandaids. Executed as a staged verbatim reconstruction
(R1 CSequence -> R8 cutover audit), each stage harness-gated with the
proven cdb-golden technique; legacy paths DELETED at each cutover.
Supersedes L.2g S3-S6; absorbs shipped S1/S2/S5 as components.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 19:21:28 +02:00

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# 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 S3S6 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.** 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.** 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.
- **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).