gmp(M02): gate debug movement capabilities
Work-Package: M02-GMP-SANDBOX-CAPABILITIES-001 Agent: sindo-main-codex Tests: capability/input/movement/terrain/camera/presentation; coordinate/streaming/docs/coordination; renderer dry-run 7/7 Fidelity: proves debug sprint/free-flight exclusion in Blizzlike335; no positive movement parity claim
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@@ -5,10 +5,10 @@
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| Field | Value |
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|---|---|
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| Status | Partial |
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| Target/work package | M02 / M02-GMP-INPUT-001, M02-GMP-MOVEMENT-001 and M02-RND-CAMERA-001 consumer updates |
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| Target/work package | M02 / input, movement, camera and sandbox-capability consumer updates |
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| Owners | Gameplay input boundary; `sindo-main-codex` for current package |
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| Last verified | `8c1cf9b`, 2026-07-14 |
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| Profiles/capabilities | Current render-sandbox defaults; `Blizzlike335` binding semantics not yet verified |
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| Last verified | `working tree`, 2026-07-14 |
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| Profiles/capabilities | Debug requests sampled in all profiles; execution allowed only by `RenderSandbox` movement capabilities |
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## Purpose
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@@ -21,8 +21,8 @@ independently testable local movement controller.
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- Define authoritative server movement, prediction or reconciliation.
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- Own character transform, terrain queries, camera state or animation state.
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- Claim that the current W/S/A/D sandbox mapping exactly matches build 12340.
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- Make sprint or free flight available to the production compatibility profile;
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their profile gate remains a later M02 package.
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- Suppress debug action sampling by physical device or UI context; execution is
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rejected at the typed movement capability boundary.
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## Context and boundaries
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@@ -32,6 +32,7 @@ flowchart LR
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InputMap --> Source[PlayerInputSource]
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Source --> Intent[MoveIntent]
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Intent --> Movement[LocalPlayerMovementController]
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Profile[PlayerMovementCapabilities] --> Movement
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Movement --> Controller[ThirdPersonWowController adapter]
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Controller --> Camera[ThirdPersonCameraRig]
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```
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@@ -65,6 +66,7 @@ Forbidden dependencies:
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| Input | Movement action strengths | Godot `InputMap`/`Input` | `PlayerInputSource` | Engine-owned snapshot | Sampled on main physics tick |
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| Input | Mouse action events | Godot `_unhandled_input` dispatch | `ThirdPersonCameraRig` through player dispatch | Engine-owned event | Current input dispatch only |
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| Output | `MoveIntent` | `PlayerInputSource` | `LocalPlayerMovementController` through scene composition | Immutable caller-held value | One physics tick |
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| Output | Debug sprint request/vertical axes | `PlayerInputSource` | Capability-gated movement controller | Immutable intent fields | One physics tick |
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| Output | Camera action names | `PlayerInputActions` | `ThirdPersonCameraRig` | Static constants | Process lifetime |
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Side effects:
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@@ -84,6 +86,7 @@ flowchart LR
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Map -->|camera events| Camera[ThirdPersonCameraRig]
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Source -->|clamp cancel normalize| Intent[MoveIntent]
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Intent --> Consumer[LocalPlayerMovementController]
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Profile[PlayerMovementCapabilities] --> Consumer
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Consumer --> Adapter[ThirdPersonWowController]
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```
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@@ -92,7 +95,9 @@ flowchart LR
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The adapter is stateless. The scene composition root creates one
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`PlayerInputSource` and `LocalPlayerMovementController` in `_ready`; each physics
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tick produces a new immutable intent. Flight enabled/disabled state is owned by
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the movement controller and is not hidden in the input adapter.
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the movement controller and is not hidden in the input adapter. Debug requests
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remain data in the intent; the immutable movement capability value decides
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whether they execute.
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## Main sequence
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@@ -127,6 +132,7 @@ sequenceDiagram
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| Conflicting opposite actions | Pure composition | Strengths cancel deterministically | Covered by contract test | Release/remap one action |
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| Strength outside range | Pure composition | Value clamps to `[0, 1]` before axis calculation | Covered by contract test | Input adapter may be corrected independently |
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| Controller disabled/unloaded | Scene lifecycle | Sampling stops with physics processing | Existing scene lifecycle | Re-enable or recreate scene |
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| Debug request in `Blizzlike335` | Movement capability check | Request is sampled but has no movement effect | Capability regression | Use `RenderSandbox` only when debug movement is intended |
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There is no asynchronous operation to cancel and no persisted state to roll back.
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@@ -138,8 +144,8 @@ There is no asynchronous operation to cancel and no persisted state to roll back
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| Strafe left/right | Physical A/D | Current render sandbox | Yes | Produces signed right axis |
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| Camera rotate | Right mouse button | Current render sandbox | Yes | Captures/releases mouse for orbit |
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| Camera zoom | Mouse wheel | Current render sandbox | Yes | Adjusts current camera distance |
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| Debug sprint | Shift | Sandbox debug only by intent; profile gate pending | Yes | Requests existing speed multiplier |
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| Debug flight up/down/toggle | E/Q/Space | Sandbox debug only by intent; profile gate pending | Yes | Requests existing free-flight controls |
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| Debug sprint | Shift | Executable only in `RenderSandbox` | Yes | Requests multiplier; `Blizzlike335` ignores it |
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| Debug flight up/down/toggle | E/Q/Space | Executable only in `RenderSandbox` | Yes | Requests free flight; `Blizzlike335` remains grounded |
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## Persistence, cache and migration
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@@ -162,6 +168,8 @@ provide a settings migration once user settings are persisted.
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the verifier, which drives forward, camera-zoom and immediate sandbox-flight
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actions through the real scene controller and also rejects direct
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physical-key polling.
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- Profile integration: `verify_player_movement_capabilities.gd` drives sprint
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and flight actions through real `RenderSandbox` and `Blizzlike335` scene instances.
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- Fidelity evidence: current sandbox defaults retain W/S/A/D, E/Q, Shift, Space,
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right mouse and wheel bindings. This is observable-regression coverage only.
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- Performance budgets: no I/O, jobs or scene lookup per sample; one immutable
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@@ -185,14 +193,14 @@ provide a settings migration once user settings are persisted.
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| Remappable current sandbox controls | Implemented | `verify_player_input.gd` action/default checks | Add persisted user binding settings later |
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| `PlayerInputSource → MoveIntent` seam | Implemented | Pure composition and controller boundary checks | Local movement consumer is now extracted |
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| Exact 3.3.5a default semantics | Unknown | No original-client binding fixture in this package | Capture build-12340 defaults and mouse-turn/strafe policy |
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| Production profile exclusion of sprint/flight | Partial | Debug actions are named explicitly | Add typed profile/capability gate in M02 |
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| Compatibility-profile exclusion of sprint/flight | Implemented | Typed capability and two real-scene regressions | Application shell selection remains future work |
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| Jump/fall/swim/fly gameplay semantics | Planned | M02 target and gameplay roadmap | Implement after terrain/movement state extraction |
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## Known gaps and risks
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- The defaults preserve the pre-M02 sandbox behavior, not verified original-client semantics.
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- Sprint and free flight are still executable by the sandbox controller until a
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typed build-profile gate is introduced.
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- Input Map still exposes debug bindings process-wide; the movement consumer now
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rejects their effects outside `RenderSandbox`.
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- Camera state is extracted; active collision remains an explicit planned policy.
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- There is no persisted user keybinding format or UI yet.
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@@ -205,10 +213,12 @@ provide a settings migration once user settings are persisted.
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| `src/gameplay/input/player_input_actions.gd` | Stable project action names |
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| `src/gameplay/input/player_input_source.gd` | Engine Input Map adapter and pure composition |
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| `src/gameplay/movement/local_player_movement_controller.gd` | Scene-free movement consumer |
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| `src/gameplay/movement/player_movement_capabilities.gd` | Execution gate for sampled debug requests |
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| `src/scenes/player/third_person_camera_rig.gd` | Camera-action consumer and orbit/zoom state |
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| `src/scenes/player/third_person_wow_controller.gd` | Composition and input-event dispatcher |
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| `src/tests/scenes/player_input_regression.tscn` | Asset-free controller movement/camera regression fixture |
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| `src/tools/verify_player_input.gd` | Headless contract/integration regression |
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| `src/tools/verify_player_movement_capabilities.gd` | Sandbox versus compatibility-profile integration regression |
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## Related decisions and references
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