acdream/tests/AcDream.Core.Tests
Erik d82f07d4e5 feat(R2-Q5): RemoteMotionSink DELETED — funnel dispatches straight into PerformMovement; AP-73 retired
The funnel's retail-ordered dispatches now go directly into the entity's
motion-table stack via Motion/MotionTableDispatchSink (Core):
ApplyMotion → PerformMovement(InterpretedCommand), StopMotion →
PerformMovement(StopInterpretedCommand). No axis collection, no
single-cycle priority pick, no Commit pass, no HasCycle probe, no
Run→Walk→Ready fallback chain — GetObjectSequence 0x00522860 +
is_allowed decide (closes H4, H5-callers, H11-callers, H15, H17-carry).
Run-while-turning now blends for real: the turn is a Branch-4 modifier
combined over the untouched run substate (AP-73 DELETED from the
register).

AnimationSequencer gains the public PerformMovement passthrough (lazy
initialize_state + locomotion velocity synthesis on success — AP-75;
remote body translation via PositionManager.ComputeOffset depends on
CurrentVelocity) and InitializeState(); HasCycle DELETED (the miss
hazard is structurally gone — GetObjectSequence checks the cycle before
any surgery; new conformance test pins sequence+state untouched on a
miss).

GameWindow: sink swap with the TurnApplied/TurnStopped ObservedOmega
callbacks (H17 carried verbatim — register AP-76, retire R6); spawn +
door sites run retail's enter-world order (initialize_state installs
the table default, the wire's initial motion dispatches unguarded — the
L.1c fallback chains deleted); despawn drains the pending queue via
HandleExitWorld (MotionDone success:false per entry, 0x0051bda0).

5 new MotionTableDispatchSink conformance tests (lazy init, Branch-4
turn blend + callback, Case-B stop unwind, Case-A stop re-drive,
miss no-op). Full suite green: 3,462 passed.

Live smoke vs ACE: in-world, NPC emote/Ready UMs dispatching through
the new path, [MOTIONDONE] completions firing across entities — first
live proof of the Q3→Q4→Q5 chain. Zero exceptions.

Registers: AP-73 deleted; AP-76 added.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 21:55:13 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Chat fix(chat): /help client-side handler + System dedup + ThatIsNotAValidCommand template 2026-04-25 21:22:07 +02:00
Combat feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance 2026-06-30 22:13:36 +02:00
Conformance chore: strip throwaway dense-town FPS profiling apparatus (plan Task 5) 2026-06-24 00:10:00 +02:00
Fixtures feat(L.2g-S2a): CMotionInterp inbound funnel in Core + live-retail conformance harness (DEV-1 core) 2026-07-02 18:50:09 +02:00
Input fix(phys): #106 gate-2 — bogus-indoor-claim recovery + spawn-ground entry hold 2026-06-09 23:47:11 +02:00
Items fix(D.2b): wield is ContainerId-based — drop the WielderId write (code review) 2026-06-22 22:15:18 +02:00
Lighting test(lighting): lock the bake contract on golden torches (A7 Fix D oracle) 2026-06-18 17:26:52 +02:00
Meshing fix(render): hide editor-only placement markers in dungeons — port retail's degrade-to-nothing (#136) 2026-06-14 19:03:08 +02:00
Physics feat(R2-Q5): RemoteMotionSink DELETED — funnel dispatches straight into PerformMovement; AP-73 retired 2026-07-02 21:55:13 +02:00
Player feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block 2026-04-25 16:42:24 +02:00
Plugins feat(D.2b): IUiRegistry plugin UI surface + buffered drain into UiHost 2026-06-14 17:46:37 +02:00
Rendering refactor(physics #145): Slice 1 — rename Frame->CellFrame to avoid DatReaderWriter.Types.Frame collision 2026-06-21 10:34:36 +02:00
Selection test(picker): Cluster A #86 — screen-rect cell-occlusion tests 2026-05-19 14:56:51 +02:00
Spells fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay 2026-04-25 18:15:20 +02:00
Streaming refactor(teleport A): O(N) deferred drain + never-arrives test (review fixes) 2026-06-22 13:03:20 +02:00
Terrain fix #108-residual (root cause): terrain drew DOUBLE-SIDED - port retail landPolysDraw eye-side gate as terrain backface cull 2026-06-12 22:05:31 +02:00
Textures fix(textures): DecodeSolidColor null-safe against null ColorValue 2026-06-14 14:36:07 +02:00
Ui fix(retail): rotation rate, useability gate, retail toast strings 2026-05-16 12:17:54 +02:00
Vfx fix(vfx #56): ParticleHookSink applies CreateParticleHook.PartIndex transform 2026-05-11 23:57:20 +02:00
World feat(streaming): PhysicsDatBundle on LoadedLandblock (datLock fix scaffold) 2026-06-23 09:31:26 +02:00
AcDream.Core.Tests.csproj test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00
xunit.runner.json test: fix PhysicsResolveCapture/PhysicsDiagnostics static-leak isolation 2026-06-02 15:20:24 +02:00