- r5-wiring-handoff.md: arc close-out banner (V1-V5 trail, relay/anchor inventory, carried follow-ons #167 / R6 TS-42 / TS-43) - roadmap: R5 ledger entry completed through V5 (incl. the #170/#171/V4 gate history that had only lived in memory/handoffs) - milestones: the interleaved parity-track note — R5 arc DONE 2026-07-05 - CLAUDE.md Current state: R5 arc DONE; next work = M1.5 critical path (#137 dungeon collision, #138 teleport-OUT, A7 dungeon lighting) - pickup prompt marked DONE Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
191 lines
12 KiB
Markdown
191 lines
12 KiB
Markdown
# R5 wiring handoff — ARC DONE 2026-07-05 (V1-V5 all shipped)
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> **ARC CLOSE-OUT 2026-07-05.** All five slices landed: V1 (Core classes,
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> `3d89446d`), V2 (TargetManager voyeur wiring, AP-79 retired, `fffe90b3`),
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> V3 (sticky melee #171, three slices, TS-39 retired, gate PASSED), V4
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> behavioral items (head stance dispatch + #164 + mt-0 flags, `f423884b`,
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> gate PASSED), **V5 (MovementManager facade — structural, zero behavior
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> change)**: `src/AcDream.Core/Physics/Motion/MovementManager.cs` (retail
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> acclient.h `/* 3463 */`; MakeMoveToManager 0x00524000, PerformMovement
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> 0x005240d0, UseTime 0x005242f0, HitGround 0x00524300, HandleExitWorld
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> 0x00524350, CancelMoveTo 0x005241b0, HandleUpdateTarget 0x00524790,
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> IsMovingTo 0x00524260) owns each entity's interp+moveto pair. The three
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> wiring sites (`EnsureRemoteMotionBindings`, `EnterPlayerModeNow`, the
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> chase harness) construct through `MoveToFactory` + `MakeMoveToManager()`
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> — the factory closure is the acdream stand-in for retail's
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> physics_obj/weenie_obj backpointers; `RemoteMotion.Motion/.MoveTo` and
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> `PlayerMovementController.MoveTo` are now child VIEWS of the facade
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> (`RemoteMotion.Movement` / `PlayerMovementController.Movement`), so the
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> comment-dense call sites read unchanged. Relay call sites repointed:
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> both landing HitGround pairs + the player landing pair, despawn
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> HandleExitWorld, TickRemoteMoveTo + the player Update UseTime,
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> RouteServerMoveTo (now takes the facade; routes through the retail
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> PerformMovement dispatch), InstallSpeculativeTurnToTarget, both host
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> HandleUpdateTarget/InterruptCurrentMovement closures, TS-36 interrupt
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> chains. NOT absorbed (per slice spec): unpack_movement stays App
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> (RouteServerMoveTo + the UM heads), TS-42 per-tick order untouched (R6),
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> #170/#171 gate-passed machinery untouched. 15 facade conformance tests
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> (`MovementManagerTests.cs`); suite 4052 green, protected suites
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> unmodified. Register: TS-41/TS-42 wording freshened, AD-36 retire note
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> corrected (facade half closed; no new rows). **Open follow-ons: #167
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> ConstraintManager arming (TS-35), R6 per-tick order (TS-42), TS-43
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> remote teleport hook.** Next work per the milestones doc: M1.5 critical
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> path — #137 dungeon collision, #138 teleport-OUT, A7 dungeon lighting.
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(Original handoff below, kept for the trail.)
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Successor to `2026-07-03-r5-entry-handoff.md`. **R5-V1 shipped** (`3d89446d`):
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the retail movement-manager family is ported to Core as faithful, fully-tested,
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UNWIRED classes. The remaining slices (V2/V3/V4) are GameWindow integration
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whose acceptance is **visual verification against the running client** — the one
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thing the CLAUDE.md says requires the user. Do them one at a time, visual-gate
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each, do NOT stack.
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## What V1 landed (`3d89446d`, full suite 4006 green)
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New Core (`src/AcDream.Core/Physics/Motion/`), all with conformance tests:
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- `StickyManager`, `ConstraintManager`, `PositionManager` (facade),
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`TargetManager` + `TargettedVoyeurInfo`, `IPhysicsObjHost` (the CPhysicsObj
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back-pointer seam the App implements per entity), `MotionDeltaFrame`.
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- `TargetInfo` extended to the full retail 10-field struct (additive defaults).
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- `MoveToMath`: `CylinderDistanceNoZ` (signed), `NormalizeCheckSmall`,
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`GlobalToLocalVec`.
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- **Rename**: `AcDream.Core.Physics.PositionManager` (the misnamed remote
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anim+interp combiner) → `RemoteMotionCombiner`. This freed the name for the
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faithful facade and removed the ambiguity that breaks any file importing both
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`AcDream.Core.Physics` + `.Motion` — **GameWindow imports both**, so the
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wiring below could not compile without this rename.
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Decomp + ACE cross-ref + decoded math: this directory (`r5-*-decomp.md`,
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`r5-ace-crossref.md`, `r5-port-plan.md`). The port plan §2 has the decoded x87
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mush (sticky steer, constraint taper, voyeur gates) — trust it over the raw BN.
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## The wiring model (all slices)
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acdream has no per-entity `CPhysicsObj`. Introduce one `IPhysicsObjHost` per
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entity — **in a dedicated App class `EntityPhysicsHost`, NOT inline in
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GameWindow** (code-structure rule #1). GameWindow keeps a
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`Dictionary<uint, EntityPhysicsHost> _physicsHosts`; each host's `GetObjectA`
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is `id => _physicsHosts.GetValueOrDefault(id)` (cross-entity resolve for the
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voyeur round-trip). Construct a host in `EnsureRemoteMotionBindings` (remotes)
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and `EnterPlayerModeNow` (player); remove it + `NotifyVoyeurOfEvent(ExitWorld)`
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on despawn/exit-world.
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Host accessor mapping (behavioral-equivalence anchor — match AP-79 exactly):
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- `Position` = the entity's **`WorldEntity.Position`** (world-space) via
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`_entitiesByServerGuid[id].Position`. This is EXACTLY the source the AP-79
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poll used for a target (`trackedEnt.Position`), so for the moveto case
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(quantum 0, `GetInterpolatedPosition` = Position) the voyeur system delivers
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the identical position the adapter did.
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- `Velocity` = body velocity (only used for quantum>0, i.e. sticky).
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- `Radius` = setup cylsphere radius (today MoveToManager passes 0 — the P4 note;
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wiring the real radius here is the "finally needed" bit).
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- `InContact` = transient Contact bit (constraint gate; V3).
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- `MinterpMaxSpeed` = `interp.GetMaxSpeed()` or null (sticky speed; V3).
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- `CurTime`/`PhysicsTimerTime` = the real clocks (R4-V5 fixed the remote clock;
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reuse the same epoch-seconds source; the player uses `SimTimeSeconds`).
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- `HandleUpdateTarget` = fan to the entity's `MoveToManager.HandleUpdateTarget`
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(+ `PositionManager.HandleUpdateTarget` once V3 adds it).
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### V2 — wire TargetManager, retire AP-79 (behaviorally a no-op refactor)
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Repoint MoveToManager's `setTarget`/`clearTarget`/`getTargetQuantum`/
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`setTargetQuantum` seams at `host.TargetManager`. Per tick, call
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`host.TargetManager.HandleTargetting()` BEFORE `mtm.UseTime()` (retail
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`UpdateObjectInternal` order) — in `TickRemoteMoveTo` (remotes, GameWindow.cs
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~4469, both call sites ~9688/9911) and the player pre-Update block
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(GameWindow.cs ~7994). **Every entity that can be a target must tick
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HandleTargetting** — the creature-chase target is the player, so the player's
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host MUST tick it (that's what pushes updates to the chasing creatures).
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Delete the AP-79 fields (`RemoteMotion.TrackedTarget*`, the `_playerMoveToTarget*`
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GameWindow fields) and the two manual poll blocks. **Delete the AP-79 register
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row same commit.** Keep the 183-case/funnel/moveto suites green (unmodified).
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Behavioral-equivalence: the voyeur radius = MoveToManager's `set_target` radius
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(0.5) = AP-79's `TrackedTargetRadius`; both deliver `HandleUpdateTarget(Ok)`
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when the target drifts >radius; both deliver ExitWorld on despawn. Identical for
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the moveto case. **VISUAL GATE**: a server-directed creature still chases the
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player, and player auto-walk-to-object still tracks — no visible change, confirm
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nothing broke.
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Lifecycle watchouts: (1) when a watcher despawns, its host removal must let the
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target drop the dead voyeur (RemoveVoyeur on ClearTarget, or prune on send
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failure). (2) The immediate-snapshot-on-subscribe (retail AddVoyeur) means the
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watcher gets one `HandleUpdateTarget(Ok)` the instant it sets a target — matches
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AP-79's `!FedOnce` first delivery. (3) HandleTargetting self-throttles to 0.5s;
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the AP-79 poll ran every frame but only DELIVERED on drift — same effective
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cadence for delivery, but a target moving fast between 0.5s ticks sends less
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often. If chase feels choppier than AP-79, that's the throttle — retail-faithful,
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but note it.
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### V3 — wire PositionManager (sticky), retire TS-39, apply mt-0 flags
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> **STATUS 2026-07-04: SHIPPED + visual gate PASSED** ("Looks good, ship it";
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> three slices: `5bd2b8bc` binding+radii, `7a823176` UP-snap suppression while
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> stuck TS-44, `69966950` deep-overlap sign pin AP-82)
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> — sticky seams bound (StickTo/Unstick/UnstickFromObject, remote + player),
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> AdjustOffset at the UpdatePositionInternal slot (combiner chained as the
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> interp stage in the remote-player branch; pre-sweep compose in the NPC
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> branch + player physics tick), UseTime at the UpdateObjectInternal tail,
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> real setup cylsphere radii threaded, exit-world/teleport teardown (remote
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> teleport gap = TS-43), SERVERVEL yields to a stuck entity (TS-41). TS-39
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> retired. **The mt-0 wire flags (0x1 StickToObject / 0x2 StandingLongJump)
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> were NOT part of the user-approved #171 scope — they move to V4.**
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Add a `PositionManager` to each host. Bind `MoveToManager.StickTo →
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host.PositionManager.StickTo`, `MoveToManager.Unstick → host.PositionManager.UnStick`.
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The load-bearing part: integrate `host.PositionManager.AdjustOffset(deltaFrame,
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quantum)` into the per-frame body integration at the composed-delta chokepoint
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(retail `UpdatePositionInternal` — in acdream that's where `RemoteMotionCombiner.
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ComputeOffset` runs, GameWindow ~9716; sticky steer must ADD to the body's
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per-tick motion). Per tick `host.PositionManager.UseTime()` AFTER
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`mtm.UseTime()`. Apply the mt-0 wire flags (`UpdateMotion.cs` parses both,
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unconsumed): `0x1 StickToObject` → `host.stick_to_object(guid)` →
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`PositionManager.StickTo`; `0x2 StandingLongJump` →
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`MotionInterpreter.StandingLongJump`. **Delete the TS-39 register row same
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commit.** **VISUAL GATE**: a sticky scenario (server /follow-style sticky moveto
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or a moving-platform stick) HOLDS the target instead of stopping-and-drifting.
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### V4 (capstone) — MovementManager facade + #164 + head-stance dispatch + docs
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> **STATUS 2026-07-04: the three BEHAVIORAL items SHIPPED + visual gate
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> PASSED** ("looks good", `f423884b`): head style-on-change at both GameWindow routing heads
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> (@00524502-0052452c, all movement types), #164 action-replay Autonomous
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> bit (raw 305982), mt-0 wire flags consumed (0x1 stick_to_object
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> 0x005127e0 → PositionManager.StickTo at both case-0 tails; 0x2 →
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> `Motion.StandingLongJump`, unconditional per @0052458e). Conformance:
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> stance-on-arm harness scenario + the autonomy funnel test; suite 4041
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> green. **The MovementManager facade DEFERRED to its own slice** (the
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> handoff's own "optional if the arc runs long" clause — this arc ran two
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> full gate cycles). **→ SHIPPED 2026-07-05 as R5-V5; see the arc
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> close-out banner at the top of this doc.**
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- Collapse per-entity `Motion`+`MoveTo` into a `MovementManager` owner
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(structural; keep 183-case/funnel/moveto green UNMODIFIED). Optional if the
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arc runs long — the retirements above don't need it.
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- #164: action-replay Autonomous bit (params 0x1000 from per-action autonomy
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flag, raw 305982) in `MotionInterpreter.MoveToInterpretedState` action loop.
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- Head stance-change dispatch for mt 6-9 (the `RetailObserverTraceConformance
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Tests.cs:33` "S3 wires the unpack-level style-on-change" exclusion — retail's
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`unpack_movement` head does `InqStyle != wire-style → DoMotion(style)`
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independent of movement type; acdream applies style only on the mt-0 path).
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- Final register/ISSUES/roadmap/memory + successor handoff.
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## Open items carried
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- **#167**: ConstraintManager leash-arming + the two unknown x87 constants
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(`GetStart/MaxConstraintDistance`) — deferred; needs cdb/Ghidra. TS-35 stays
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open (register corrected: the mechanism is the leash, not doorway-jamming).
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- Verify against named-retail before treating as ground truth: the sticky/target
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constants (StickyRadius 0.3 / StickyTime 1.0 / follow ×5 / fallback 15;
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HandleTargetting 0.5s throttle / 10s staleness) — ACE values, cross-checked
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against the mush but ACE flagged its own `// ref?` uncertainty on the
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TargetInfo copy semantics (ported as copy — retail copy-constructs at every
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fan-out).
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## Load-bearing lessons (from V1)
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- The `Physics.PositionManager` name collision was a REAL compile break for any
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file importing both namespaces, not cosmetic — the recon agent missed the
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existing (misnamed) class entirely (grepped for retail semantics). Renaming it
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was the "do it right" fix. Lesson: grep for the NAME too, not just the concept.
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- ConstraintManager is NOT a general joint/constraint system — it's a narrow
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server-position rubber-band leash (3 call sites total: SmartBox arm, teleport
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disarm, jump-gate read). Don't over-scope it.
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- The voyeur system is peer-to-peer intra-client: it needs EVERY entity to be a
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host + tick HandleTargetting, or cross-entity delivery silently no-ops.
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