Complete M03 renderer closeout validation

This commit is contained in:
2026-08-02 15:28:10 +04:00
parent d9d20cb53f
commit 3bf1c2c657
13 changed files with 588 additions and 36 deletions
@@ -7,7 +7,7 @@
| Status | Implemented extraction |
| Target/work package | M03 / `M03-RND-M2-ANIMATION-PLAYBACK-001` |
| Owners | Per-instance AnimationPlayer/native animator playback mutation |
| Last verified | Worktree `work/sindo-main-codex/m03-m2-animation-playback`, 2026-07-18 |
| Last verified | Worktree `work/sindo-main-codex-m03-integrator/m03-closeout`, 2026-08-02 |
| Profiles/capabilities | Imported GLB and native experimental animated M2 instances |
## Purpose
@@ -59,7 +59,7 @@ MultiMesh, SceneTree attachment and application layers are forbidden.
| Output | Mutated native/imported playback | Controller | Rendered instance | Nodes retain state/resources | Instance lifetime |
| Output | Detached native diagnostic records | Controller | Loader log adapter | Caller-owned Dictionaries | Debug call |
Side effects are native field assignment, prepare/phase calls, animation loop
Side effects are native field assignment, phased preparation calls, animation loop
mutation, play and seek. The service retains no inputs.
## Data flow
@@ -67,13 +67,13 @@ mutation, play and seek. The service retains no inputs.
```mermaid
flowchart TD
Identity[Path and index] --> Phase[Stable hash phase]
NativeInventory[Exact-script native inventory] --> Prepare[prepare runtime if available]
Phase --> NativePhase[set native phase]
NativeInventory[Exact-script native inventory] --> Prepare[prepare local runtime mesh]
Phase --> Prepare
Players[AnimationPlayers] --> Select[Choose path-specific default]
Select --> Loop[Set every animation LOOP_LINEAR]
Loop --> Play[Play selected name]
Phase --> Seek[Seek positive-length selection]
NativePhase --> Diagnostics{Debug requested?}
Prepare --> Diagnostics{Debug requested?}
Diagnostics -->|yes| Snapshot[Detached runtime state]
```
@@ -103,7 +103,7 @@ sequenceDiagram
M->>F: animation_players_in_subtree(duplicate)
F-->>M: ordered players
M->>P: start_instance_playback(path, index, players, debug)
P->>N: prepare_runtime and set_phase
P->>N: prepare_runtime_at_phase
P->>A: choose, loop, play and seek
P-->>M: optional detached native diagnostics
M-->>M: tag states with instance index
@@ -132,6 +132,11 @@ flowchart TB
- Native arrays are assigned by reference exactly as before extraction.
- Diagnostic Dictionaries are deep-duplicated before return.
- Main thread performs all engine-object mutation; pure phase math is thread-safe.
- A duplicated native animator resolves and duplicates its local Mesh, applies
phase and deforms once before attachment. Its later `_ready()` is idempotent.
- Preparation allocates an empty instance-local ArrayMesh because deformation
immediately rebuilds every surface from retained native arrays. Captured
immutable Material resources remain shared and are reapplied.
## Errors, cancellation and recovery
@@ -168,7 +173,8 @@ and material versions are unchanged; no rebake is required.
- `verify_m2_animation_playback_controller.gd` covers exact phase, ordinary/
fish/bird priorities, substring/first fallback, loop/play/seek, native exact-
script order, five-field copy, phase, detached diagnostics and boundaries.
script order, five-field copy, single-rebuild phased preparation, idempotent
ready, detached diagnostics and boundaries.
- Finalizer/build/prototype/material/shutdown regressions protect adjacent behavior.
- Fidelity evidence is exact policy/mutation extraction; no private asset or
original-client animation comparison is claimed.
@@ -192,7 +198,8 @@ for world doodads and compatibility fixtures.
- Hash phase intentionally depends on existing Godot String hashing behavior.
- Default-name heuristics are not a complete WoW animation-state mapping.
- No proprietary traversal, animation timing comparison, p95/p99 or paired-client run exists.
- Native CPU deformation remains proportional to vertex count and is unsuitable
for large numbers of independently animated instances without a future GPU path.
## Source map