- 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>
12 KiB
R5 wiring handoff — ARC DONE 2026-07-05 (V1-V5 all shipped)
ARC CLOSE-OUT 2026-07-05. All five slices landed: V1 (Core classes,
3d89446d), V2 (TargetManager voyeur wiring, AP-79 retired,fffe90b3), V3 (sticky melee #171, three slices, TS-39 retired, gate PASSED), V4 behavioral items (head stance dispatch + #164 + mt-0 flags,f423884b, gate PASSED), V5 (MovementManager facade — structural, zero behavior change):src/AcDream.Core/Physics/Motion/MovementManager.cs(retail acclient.h/* 3463 */; MakeMoveToManager 0x00524000, PerformMovement 0x005240d0, UseTime 0x005242f0, HitGround 0x00524300, HandleExitWorld 0x00524350, CancelMoveTo 0x005241b0, HandleUpdateTarget 0x00524790, IsMovingTo 0x00524260) owns each entity's interp+moveto pair. The three wiring sites (EnsureRemoteMotionBindings,EnterPlayerModeNow, the chase harness) construct throughMoveToFactory+MakeMoveToManager()— the factory closure is the acdream stand-in for retail's physics_obj/weenie_obj backpointers;RemoteMotion.Motion/.MoveToandPlayerMovementController.MoveToare now child VIEWS of the facade (RemoteMotion.Movement/PlayerMovementController.Movement), so the comment-dense call sites read unchanged. Relay call sites repointed: both landing HitGround pairs + the player landing pair, despawn HandleExitWorld, TickRemoteMoveTo + the player Update UseTime, RouteServerMoveTo (now takes the facade; routes through the retail PerformMovement dispatch), InstallSpeculativeTurnToTarget, both host HandleUpdateTarget/InterruptCurrentMovement closures, TS-36 interrupt chains. NOT absorbed (per slice spec): unpack_movement stays App (RouteServerMoveTo + the UM heads), TS-42 per-tick order untouched (R6), #170/#171 gate-passed machinery untouched. 15 facade conformance tests (MovementManagerTests.cs); suite 4052 green, protected suites unmodified. Register: TS-41/TS-42 wording freshened, AD-36 retire note corrected (facade half closed; no new rows). Open follow-ons: #167 ConstraintManager arming (TS-35), R6 per-tick order (TS-42), TS-43 remote teleport hook. Next work per the milestones doc: M1.5 critical path — #137 dungeon collision, #138 teleport-OUT, A7 dungeon lighting.
(Original handoff below, kept for the trail.)
Successor to 2026-07-03-r5-entry-handoff.md. R5-V1 shipped (3d89446d):
the retail movement-manager family is ported to Core as faithful, fully-tested,
UNWIRED classes. The remaining slices (V2/V3/V4) are GameWindow integration
whose acceptance is visual verification against the running client — the one
thing the CLAUDE.md says requires the user. Do them one at a time, visual-gate
each, do NOT stack.
What V1 landed (3d89446d, full suite 4006 green)
New Core (src/AcDream.Core/Physics/Motion/), all with conformance tests:
StickyManager,ConstraintManager,PositionManager(facade),TargetManager+TargettedVoyeurInfo,IPhysicsObjHost(the CPhysicsObj back-pointer seam the App implements per entity),MotionDeltaFrame.TargetInfoextended to the full retail 10-field struct (additive defaults).MoveToMath:CylinderDistanceNoZ(signed),NormalizeCheckSmall,GlobalToLocalVec.- Rename:
AcDream.Core.Physics.PositionManager(the misnamed remote anim+interp combiner) →RemoteMotionCombiner. This freed the name for the faithful facade and removed the ambiguity that breaks any file importing bothAcDream.Core.Physics+.Motion— GameWindow imports both, so the wiring below could not compile without this rename.
Decomp + ACE cross-ref + decoded math: this directory (r5-*-decomp.md,
r5-ace-crossref.md, r5-port-plan.md). The port plan §2 has the decoded x87
mush (sticky steer, constraint taper, voyeur gates) — trust it over the raw BN.
The wiring model (all slices)
acdream has no per-entity CPhysicsObj. Introduce one IPhysicsObjHost per
entity — in a dedicated App class EntityPhysicsHost, NOT inline in
GameWindow (code-structure rule #1). GameWindow keeps a
Dictionary<uint, EntityPhysicsHost> _physicsHosts; each host's GetObjectA
is id => _physicsHosts.GetValueOrDefault(id) (cross-entity resolve for the
voyeur round-trip). Construct a host in EnsureRemoteMotionBindings (remotes)
and EnterPlayerModeNow (player); remove it + NotifyVoyeurOfEvent(ExitWorld)
on despawn/exit-world.
Host accessor mapping (behavioral-equivalence anchor — match AP-79 exactly):
Position= the entity'sWorldEntity.Position(world-space) via_entitiesByServerGuid[id].Position. This is EXACTLY the source the AP-79 poll used for a target (trackedEnt.Position), so for the moveto case (quantum 0,GetInterpolatedPosition= Position) the voyeur system delivers the identical position the adapter did.Velocity= body velocity (only used for quantum>0, i.e. sticky).Radius= setup cylsphere radius (today MoveToManager passes 0 — the P4 note; wiring the real radius here is the "finally needed" bit).InContact= transient Contact bit (constraint gate; V3).MinterpMaxSpeed=interp.GetMaxSpeed()or null (sticky speed; V3).CurTime/PhysicsTimerTime= the real clocks (R4-V5 fixed the remote clock; reuse the same epoch-seconds source; the player usesSimTimeSeconds).HandleUpdateTarget= fan to the entity'sMoveToManager.HandleUpdateTarget(+PositionManager.HandleUpdateTargetonce V3 adds it).
V2 — wire TargetManager, retire AP-79 (behaviorally a no-op refactor)
Repoint MoveToManager's setTarget/clearTarget/getTargetQuantum/
setTargetQuantum seams at host.TargetManager. Per tick, call
host.TargetManager.HandleTargetting() BEFORE mtm.UseTime() (retail
UpdateObjectInternal order) — in TickRemoteMoveTo (remotes, GameWindow.cs
~4469, both call sites ~9688/9911) and the player pre-Update block
(GameWindow.cs ~7994). Every entity that can be a target must tick
HandleTargetting — the creature-chase target is the player, so the player's
host MUST tick it (that's what pushes updates to the chasing creatures).
Delete the AP-79 fields (RemoteMotion.TrackedTarget*, the _playerMoveToTarget*
GameWindow fields) and the two manual poll blocks. Delete the AP-79 register
row same commit. Keep the 183-case/funnel/moveto suites green (unmodified).
Behavioral-equivalence: the voyeur radius = MoveToManager's set_target radius
(0.5) = AP-79's TrackedTargetRadius; both deliver HandleUpdateTarget(Ok)
when the target drifts >radius; both deliver ExitWorld on despawn. Identical for
the moveto case. VISUAL GATE: a server-directed creature still chases the
player, and player auto-walk-to-object still tracks — no visible change, confirm
nothing broke.
Lifecycle watchouts: (1) when a watcher despawns, its host removal must let the
target drop the dead voyeur (RemoveVoyeur on ClearTarget, or prune on send
failure). (2) The immediate-snapshot-on-subscribe (retail AddVoyeur) means the
watcher gets one HandleUpdateTarget(Ok) the instant it sets a target — matches
AP-79's !FedOnce first delivery. (3) HandleTargetting self-throttles to 0.5s;
the AP-79 poll ran every frame but only DELIVERED on drift — same effective
cadence for delivery, but a target moving fast between 0.5s ticks sends less
often. If chase feels choppier than AP-79, that's the throttle — retail-faithful,
but note it.
V3 — wire PositionManager (sticky), retire TS-39, apply mt-0 flags
STATUS 2026-07-04: SHIPPED + visual gate PASSED ("Looks good, ship it"; three slices:
5bd2b8bcbinding+radii,7a823176UP-snap suppression while stuck TS-44,69966950deep-overlap sign pin AP-82) — sticky seams bound (StickTo/Unstick/UnstickFromObject, remote + player), AdjustOffset at the UpdatePositionInternal slot (combiner chained as the interp stage in the remote-player branch; pre-sweep compose in the NPC branch + player physics tick), UseTime at the UpdateObjectInternal tail, real setup cylsphere radii threaded, exit-world/teleport teardown (remote teleport gap = TS-43), SERVERVEL yields to a stuck entity (TS-41). TS-39 retired. The mt-0 wire flags (0x1 StickToObject / 0x2 StandingLongJump) were NOT part of the user-approved #171 scope — they move to V4. Add aPositionManagerto each host. BindMoveToManager.StickTo → host.PositionManager.StickTo,MoveToManager.Unstick → host.PositionManager.UnStick. The load-bearing part: integratehost.PositionManager.AdjustOffset(deltaFrame, quantum)into the per-frame body integration at the composed-delta chokepoint (retailUpdatePositionInternal— in acdream that's whereRemoteMotionCombiner. ComputeOffsetruns, GameWindow ~9716; sticky steer must ADD to the body's per-tick motion). Per tickhost.PositionManager.UseTime()AFTERmtm.UseTime(). Apply the mt-0 wire flags (UpdateMotion.csparses both, unconsumed):0x1 StickToObject→host.stick_to_object(guid)→PositionManager.StickTo;0x2 StandingLongJump→MotionInterpreter.StandingLongJump. Delete the TS-39 register row same commit. VISUAL GATE: a sticky scenario (server /follow-style sticky moveto or a moving-platform stick) HOLDS the target instead of stopping-and-drifting.
V4 (capstone) — MovementManager facade + #164 + head-stance dispatch + docs
STATUS 2026-07-04: the three BEHAVIORAL items SHIPPED + visual gate PASSED ("looks good",
f423884b): head style-on-change at both GameWindow routing heads (@00524502-0052452c, all movement types), #164 action-replay Autonomous bit (raw 305982), mt-0 wire flags consumed (0x1 stick_to_object 0x005127e0 → PositionManager.StickTo at both case-0 tails; 0x2 →Motion.StandingLongJump, unconditional per @0052458e). Conformance: stance-on-arm harness scenario + the autonomy funnel test; suite 4041 green. The MovementManager facade DEFERRED to its own slice (the handoff's own "optional if the arc runs long" clause — this arc ran two full gate cycles). → SHIPPED 2026-07-05 as R5-V5; see the arc close-out banner at the top of this doc.
- Collapse per-entity
Motion+MoveTointo aMovementManagerowner (structural; keep 183-case/funnel/moveto green UNMODIFIED). Optional if the arc runs long — the retirements above don't need it. - #164: action-replay Autonomous bit (params 0x1000 from per-action autonomy
flag, raw 305982) in
MotionInterpreter.MoveToInterpretedStateaction loop. - Head stance-change dispatch for mt 6-9 (the
RetailObserverTraceConformance Tests.cs:33"S3 wires the unpack-level style-on-change" exclusion — retail'sunpack_movementhead doesInqStyle != wire-style → DoMotion(style)independent of movement type; acdream applies style only on the mt-0 path). - Final register/ISSUES/roadmap/memory + successor handoff.
Open items carried
- #167: ConstraintManager leash-arming + the two unknown x87 constants
(
GetStart/MaxConstraintDistance) — deferred; needs cdb/Ghidra. TS-35 stays open (register corrected: the mechanism is the leash, not doorway-jamming). - Verify against named-retail before treating as ground truth: the sticky/target
constants (StickyRadius 0.3 / StickyTime 1.0 / follow ×5 / fallback 15;
HandleTargetting 0.5s throttle / 10s staleness) — ACE values, cross-checked
against the mush but ACE flagged its own
// ref?uncertainty on the TargetInfo copy semantics (ported as copy — retail copy-constructs at every fan-out).
Load-bearing lessons (from V1)
- The
Physics.PositionManagername collision was a REAL compile break for any file importing both namespaces, not cosmetic — the recon agent missed the existing (misnamed) class entirely (grepped for retail semantics). Renaming it was the "do it right" fix. Lesson: grep for the NAME too, not just the concept. - ConstraintManager is NOT a general joint/constraint system — it's a narrow server-position rubber-band leash (3 call sites total: SmartBox arm, teleport disarm, jump-gate read). Don't over-scope it.
- The voyeur system is peer-to-peer intra-client: it needs EVERY entity to be a host + tick HandleTargetting, or cross-entity delivery silently no-ops.