gmp(M02): add 3.3.5 input profile

Work-Package: M02-GMP-INPUT-PROFILE-335-001
Agent: sindo-main-codex
Tests: player input/movement/capability/terrain/camera/presentation, coordinate/streaming, docs/coordination and renderer dry-run passed
Fidelity: build-12340 binding hashes and selected defaults pinned; TrinityCore turn rate and WoWee mouse routing are compatibility references with explicit limits
This commit is contained in:
2026-07-15 00:17:34 +04:00
parent c3094c9413
commit 8776a6b362
14 changed files with 468 additions and 59 deletions
+43 -27
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@@ -5,24 +5,25 @@
| Field | Value |
|---|---|
| Status | Partial |
| Target/work package | M02 / input, movement, camera and sandbox-capability consumer updates |
| Target/work package | M02 / M02-GMP-INPUT-001, M02-GMP-SANDBOX-CAPABILITIES-001, M02-GMP-INPUT-PROFILE-335-001 |
| Owners | Gameplay input boundary; `sindo-main-codex` for current package |
| Last verified | `742c415`, 2026-07-14 |
| Profiles/capabilities | Debug requests sampled in all profiles; execution allowed only by `RenderSandbox` movement capabilities |
| Last verified | M02-GMP-INPUT-PROFILE-335-001 worktree, 2026-07-15 |
| Profiles/capabilities | Distinct RenderSandbox and Blizzlike335 action layouts; debug execution remains RenderSandbox-only |
## Purpose
Convert remappable Godot Input Map actions into an immutable, scene-free
`MoveIntent` that can be consumed by the current player controller and a later
independently testable local movement controller.
`MoveIntent` that can be consumed by the independently testable local movement
controller. Select either the preserved renderer-sandbox layout or the verified
build-12340 movement bindings at the scene composition boundary.
## Non-goals
- Define authoritative server movement, prediction or reconciliation.
- Own character transform, terrain queries, camera state or animation state.
- Claim that the current W/S/A/D sandbox mapping exactly matches build 12340.
- Suppress debug action sampling by physical device or UI context; execution is
rejected at the typed movement capability boundary.
- Implement jump, autorun, left-button select/move or persisted binding settings.
- Remove process-wide debug actions; Blizzlike335 sampling ignores them and the
movement capability boundary also rejects directly constructed debug requests.
## Context and boundaries
@@ -30,6 +31,7 @@ independently testable local movement controller.
flowchart LR
Devices[Keyboard and mouse] --> InputMap[Godot Input Map]
InputMap --> Source[PlayerInputSource]
Profile[RenderSandbox or Blizzlike335] --> Source
Source --> Intent[MoveIntent]
Intent --> Movement[LocalPlayerMovementController]
Profile[PlayerMovementCapabilities] --> Movement
@@ -53,11 +55,13 @@ Forbidden dependencies:
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `MoveIntent` | Immutable value | Carries normalized forward, strafe and vertical axes plus the sandbox sprint request | Created and consumed on the main physics tick; caller retains reference | Constructor clamps axes; no I/O failure |
| `MoveIntent` | Immutable value | Carries normalized forward, strafe, vertical and turn axes plus the sandbox sprint request | Created and consumed on the main physics tick; caller retains reference | Constructor clamps axes; no I/O failure |
| `MoveIntent.has_translation()` | Query | Reports whether any translation axis is non-zero | Any thread while value remains immutable | None |
| `PlayerInputActions` | Constants | Provides stable action names shared by configuration and adapters | Process lifetime | Missing project actions are detected by verification |
| `PlayerInputSource.sample_move_intent()` | Adapter method | Samples configured actions for one physics tick | Main thread; returned intent is independent of adapter lifetime | Missing actions resolve to zero strength and are a configuration defect |
| `PlayerInputSource.new(profile_id)` | Constructor | Selects sandbox or compatibility action layout once | Scene lifetime | Unknown IDs fail closed to `Blizzlike335` |
| `PlayerInputSource.sample_move_intent()` | Adapter method | Samples the selected action layout for one physics tick | Main thread; returned intent is independent of adapter lifetime | Missing actions resolve to zero strength and are a configuration defect |
| `PlayerInputSource.compose_move_intent(...)` | Pure factory | Clamps strengths, cancels opposites and normalizes diagonal planar input | Any thread with scalar inputs | None |
| `PlayerInputSource.compose_blizzlike_335_move_intent(...)` | Pure factory | Composes Q/E strafe, A/D turn and right-mouse A/D strafe semantics | Any thread with scalar inputs | None |
## Inputs and outputs
@@ -67,6 +71,7 @@ Forbidden dependencies:
| Input | Mouse action events | Godot `_unhandled_input` dispatch | `ThirdPersonCameraRig` through player dispatch | Engine-owned event | Current input dispatch only |
| Output | `MoveIntent` | `PlayerInputSource` | `LocalPlayerMovementController` through scene composition | Immutable caller-held value | One physics tick |
| Output | Debug sprint request/vertical axes | `PlayerInputSource` | Capability-gated movement controller | Immutable intent fields | One physics tick |
| Output | Signed turn axis | `PlayerInputSource` | `LocalPlayerMovementController` | Immutable scalar | One physics tick |
| Output | Camera action names | `PlayerInputActions` | `ThirdPersonCameraRig` | Static constants | Process lifetime |
Side effects:
@@ -83,6 +88,7 @@ flowchart LR
Project[project.godot action defaults] --> Map[InputMap]
Remap[User or editor remapping] --> Map
Map -->|movement strengths| Source[PlayerInputSource]
Profile[Selected input profile] --> Source
Map -->|camera events| Camera[ThirdPersonCameraRig]
Source -->|clamp cancel normalize| Intent[MoveIntent]
Intent --> Consumer[LocalPlayerMovementController]
@@ -95,9 +101,9 @@ flowchart LR
The adapter is stateless. The scene composition root creates one
`PlayerInputSource` and `LocalPlayerMovementController` in `_ready`; each physics
tick produces a new immutable intent. Flight enabled/disabled state is owned by
the movement controller and is not hidden in the input adapter. Debug requests
remain data in the intent; the immutable movement capability value decides
whether they execute.
the movement controller and is not hidden in the input adapter. RenderSandbox
retains debug requests in its intent; Blizzlike335 does not sample them, and the
immutable movement capability also rejects directly constructed requests.
## Main sequence
@@ -111,7 +117,7 @@ sequenceDiagram
Engine->>Source: movement action strengths
Source->>Intent: compose normalized axes and requests
Source-->>Player: sample_move_intent()
Player->>Move: advance(intent, selected basis, delta)
Player->>Move: calculate yaw delta, then advance(intent, selected basis, delta)
Move-->>Player: displacement and velocity state
```
@@ -132,7 +138,7 @@ sequenceDiagram
| Conflicting opposite actions | Pure composition | Strengths cancel deterministically | Covered by contract test | Release/remap one action |
| Strength outside range | Pure composition | Value clamps to `[0, 1]` before axis calculation | Covered by contract test | Input adapter may be corrected independently |
| Controller disabled/unloaded | Scene lifecycle | Sampling stops with physics processing | Existing scene lifecycle | Re-enable or recreate scene |
| 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 |
| Debug request in `Blizzlike335` | Input profile and movement capability checks | Input adapter omits it; directly constructed request has no effect | Profile/capability regressions | Use `RenderSandbox` only when debug movement is intended |
There is no asynchronous operation to cancel and no persisted state to roll back.
@@ -140,8 +146,11 @@ There is no asynchronous operation to cancel and no persisted state to roll back
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| Forward/backward | Physical W/S | Current render sandbox | Yes, through Input Map | Produces signed forward axis |
| Strafe left/right | Physical A/D | Current render sandbox | Yes | Produces signed right axis |
| Forward/backward | Physical W/S and Up/Down | Both | Yes, through Input Map | Produces signed forward axis |
| Strafe left/right | Physical A/D | `RenderSandbox` | Yes | Preserves renderer baseline |
| Strafe left/right | Physical Q/E | `Blizzlike335` | Yes | Matches selected build-12340 defaults |
| Keyboard turn | Physical A/D and Left/Right | `Blizzlike335` | Yes | Produces signed turn axis |
| Camera-held A/D | Physical A/D while right mouse is held | `Blizzlike335` | Yes | Produces strafe and suppresses keyboard turn |
| Camera rotate | Right mouse button | Current render sandbox | Yes | Captures/releases mouse for orbit |
| Camera zoom | Mouse wheel | Current render sandbox | Yes | Adjusts current camera distance |
| Debug sprint | Shift | Executable only in `RenderSandbox` | Yes | Requests multiplier; `Blizzlike335` ignores it |
@@ -163,15 +172,20 @@ provide a settings migration once user settings are persisted.
## Verification
- Unit/contract tests: `src/tools/verify_player_input.gd` validates all actions,
default bindings, axis cancellation/clamping/normalization and debug request flags.
both profile defaults, axis cancellation/clamping/normalization, turn routing,
safe profile fallback, fixture provenance and debug request flags.
- Integration/E2E: `src/tests/scenes/player_input_regression.tscn` is loaded by
the verifier, which drives forward, camera-zoom and immediate sandbox-flight
actions through the real scene controller and also rejects direct
physical-key polling.
the verifier, which drives sandbox forward/camera/flight plus compatibility
keyboard turn and right-mouse strafe through real scene controllers.
- Profile integration: `verify_player_movement_capabilities.gd` drives sprint
and flight actions through real `RenderSandbox` and `Blizzlike335` scene instances.
- Fidelity evidence: current sandbox defaults retain W/S/A/D, E/Q, Shift, Space,
right mouse and wheel bindings. This is observable-regression coverage only.
- Fidelity evidence: sanitized fixture `player_input_profile_335.json` pins the
private build-12340 `DefaultBindings.wtf`/`Bindings.xml` hashes and selected
movement/camera commands. TrinityCore 3.3.5 revision
`2853a621d6af91a803787a2b8a509f4ce3e0300d` pins the server-contract player
turn rate. WoWee revision `626243e937fb93965fa583a6507ed5a1aa7dda4b`
supports right-mouse A/D strafe routing. Both are compatibility references,
not direct original-client timing/conditional-behavior proof.
- Performance budgets: no I/O, jobs or scene lookup per sample; one immutable
intent allocation per physics tick.
- Manual diagnostics: run the Eastern Kingdoms scene and remap one movement
@@ -192,13 +206,13 @@ provide a settings migration once user settings are persisted.
|---|---|---|---|
| Remappable current sandbox controls | Implemented | `verify_player_input.gd` action/default checks | Add persisted user binding settings later |
| `PlayerInputSource → MoveIntent` seam | Implemented | Pure composition and controller boundary checks | Local movement consumer is now extracted |
| Exact 3.3.5a default semantics | Unknown | No original-client binding fixture in this package | Capture build-12340 defaults and mouse-turn/strafe policy |
| Selected 3.3.5a movement defaults | Implemented | Pinned private-source hashes, sanitized selected bindings and profile regressions | Jump, autorun and left-button behavior remain planned |
| Compatibility-profile exclusion of sprint/flight | Implemented | Typed capability and two real-scene regressions | Application shell selection remains future work |
| Jump/fall/swim/fly gameplay semantics | Planned | M02 target and gameplay roadmap | Implement after terrain/movement state extraction |
## Known gaps and risks
- The defaults preserve the pre-M02 sandbox behavior, not verified original-client semantics.
- Only selected movement/camera binding facts are implemented; the fixture explicitly records unimplemented defaults.
- Input Map still exposes debug bindings process-wide; the movement consumer now
rejects their effects outside `RenderSandbox`.
- Camera state is extracted; active collision remains an explicit planned policy.
@@ -213,10 +227,11 @@ provide a settings migration once user settings are persisted.
| `src/gameplay/input/player_input_actions.gd` | Stable project action names |
| `src/gameplay/input/player_input_source.gd` | Engine Input Map adapter and pure composition |
| `src/gameplay/movement/local_player_movement_controller.gd` | Scene-free movement consumer |
| `src/gameplay/movement/player_movement_capabilities.gd` | Execution gate for sampled debug requests |
| `src/gameplay/movement/player_movement_capabilities.gd` | Defense-in-depth execution gate for debug requests |
| `src/scenes/player/third_person_camera_rig.gd` | Camera-action consumer and orbit/zoom state |
| `src/scenes/player/third_person_wow_controller.gd` | Composition and input-event dispatcher |
| `src/tests/scenes/player_input_regression.tscn` | Asset-free controller movement/camera regression fixture |
| `src/tests/fixtures/player_input_profile_335.json` | Sanitized build-12340 binding and server turn-rate provenance |
| `src/tools/verify_player_input.gd` | Headless contract/integration regression |
| `src/tools/verify_player_movement_capabilities.gd` | Sandbox versus compatibility-profile integration regression |
@@ -224,4 +239,5 @@ provide a settings migration once user settings are persisted.
- ADR: none; this implements the existing architecture and M02 seam.
- Upstream/reference: `targets/02-player-decomposition.md`,
`targets/roadmap/04-gameplay-systems.md`, `docs/ARCHITECTURE.md`.
`targets/roadmap/04-gameplay-systems.md`, `docs/ARCHITECTURE.md`, and the
pinned sources recorded in `player_input_profile_335.json`.