# M2 Animation Playback Controller ## Metadata | Field | Value | |---|---| | 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 | | Profiles/capabilities | Imported GLB and native experimental animated M2 instances | ## Purpose Apply deterministic playback to one already duplicated M2 instance: copy native animator runtime fields, derive a stable phase, prepare/phase native animators, select an imported animation and configure linear looping/playback/seek. ## Non-goals - Duplicate, name, transform or attach instances/batch roots. - Apply visibility, shadows or Editor ownership. - Load/finalize/cache animated scenes or decide eligibility. - Change animation priorities, phase formula or native animator implementation. ## Context and boundaries ```mermaid flowchart LR Prototype[Animated prototype] --> Loader[StreamingWorldLoader materializer] Loader -->|source and duplicate| Playback[M2AnimationPlaybackController] Finalizer[M2AnimatedSceneFinalizer player inventory] --> Playback Playback --> Native[M2NativeAnimator mutation] Playback --> Imported[AnimationPlayer mutation] ``` Allowed dependencies are supplied Nodes, Script identity, AnimationPlayer and Animation resources. ResourceLoader, files, workers, caches, scheduler, MultiMesh, SceneTree attachment and application layers are forbidden. ## Public API | Symbol | Kind | Purpose | Thread/lifetime | Errors | |---|---|---|---|---| | `copy_native_animator_data(source_root, target_root, script)` | Command | Copy five runtime fields in depth-first pair order | Main thread; borrowed nodes | Null/script mismatch yields no pairs | | `start_instance_playback(root, path, index, script, players, collect_diagnostics)` | Command/query | Start native/imported playback and optionally return native state | Main thread; one instance | Null/empty inventories no-op | | `native_animators_in_subtree(root, script)` | Query | Exact-script depth-first inventory | Main thread; borrowed nodes | Null root/script returns empty | | `phase_for_instance(path, index)` | Pure query | Stable phase in `[0, 1)` | Any thread; scalar | Historical hash behavior retained | | `choose_default_animation(player, path)` | Pure engine query | Apply exact ordinary/fish/bird/fallback priority | Main thread; borrowed player | Null/no animations returns empty | ## Inputs and outputs | Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime | |---|---|---|---|---|---| | Input | Prototype and duplicate subtrees | Loader materializer | Native field copy | Borrowed Nodes | One duplicate | | Input | Exact native animator Script | Loader composition | Native inventory | Borrowed Script | Call-local | | Input | Relative path and instance index | Build batch adapter | Phase/selection | Copied values | One start | | Input | AnimationPlayer inventory | Animated scene finalizer traversal | Imported playback | Borrowed players | One start | | 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 mutation, play and seek. The service retains no inputs. ## Data flow ```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] 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?} Diagnostics -->|yes| Snapshot[Detached runtime state] ``` ## Lifecycle/state ```mermaid stateDiagram-v2 [*] --> Unstarted Unstarted --> Prepared: copy native data and start Prepared --> Playing: native phase and/or AnimationPlayer play Playing --> Playing: repeated deterministic start Playing --> [*]: instance owner releases subtree ``` The controller itself is stateless; lifecycle labels describe borrowed instance state. ## Main sequence ```mermaid sequenceDiagram participant L as StreamingWorldLoader participant F as M2AnimatedSceneFinalizer participant P as M2AnimationPlaybackController participant N as M2NativeAnimator participant A as AnimationPlayer L->>P: copy_native_animator_data(prototype, duplicate, script) L->>F: animation_players_in_subtree(duplicate) F-->>L: ordered players L->>P: start_instance_playback(path, index, players, debug) P->>N: prepare_runtime and set_phase P->>A: choose, loop, play and seek P-->>L: optional detached native diagnostics L->>L: preserve existing log format ``` ## Dependency diagram ```mermaid flowchart TB Loader[StreamingWorldLoader] --> Playback[M2AnimationPlaybackController] Finalizer[M2AnimatedSceneFinalizer] --> Loader Playback --> Engine[Node / Script / AnimationPlayer / Animation] Loader --> Batch[SceneTree batch materialization] Loader --> NativeScript[M2NativeAnimator script] Playback -. no dependency .-> ResourceLoader Playback -. no dependency .-> Cache[M2PrototypeCacheState] Playback -. no dependency .-> Scheduler[RenderBudgetScheduler] ``` ## Ownership, threading and resources - Loader owns prototype duplication, instance/batch roots and SceneTree attachment. - Finalizer traversal supplies borrowed AnimationPlayer references. - Controller borrows Nodes/Script/players only for the synchronous call. - 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. ## Errors, cancellation and recovery | Failure | Detection | Behavior | Diagnostic | Recovery | |---|---|---|---|---| | Missing roots/script | Inventory guard | No native copy/start | Contract fixture | Correct composition | | Fewer target animators | Pair-count minimum | Copy available pairs only | Native copy fixture | Rebuild import/prototype | | No matching name | Ordered fallback | Substring, first name, then empty | Selection fixtures | Add compatible animation | | Empty animation selection | Empty result | Skip loop/play/seek for that player | Selection fixture | Static/native path continues | | Zero-length selected animation | Length guard | Play without seek | Playback contract | Imported timing remains engine-owned | | Cancellation/shutdown | Outside service | No retained state | N/A | Loader owns subtree release | ## Configuration and capabilities | Setting/capability | Default | Profile | Runtime mutable | Effect | |---|---|---|---|---| | Phase buckets | 1000 | All | No | Stable per path/index desynchronization | | Loop mode | `LOOP_LINEAR` | All | No | Every available imported animation loops | | Native diagnostics | `debug_streaming` | Debug | Yes | Samples state only when requested | ## Persistence, cache and migration No state or format is serialized. GLB/native cache formats, prototype lifetime and material versions are unchanged; no rebake is required. ## Diagnostics and observability - Optional native states remain detached and contain existing prepared, processing, mesh, bone, surface and length fields. - Loader retains `M2_NATIVE_ANIMATOR` log formatting and path normalization. - Controller emits no logs or metrics. ## Verification - `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. - 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. - Performance budget: 20,000 phase-and-selection pairs under one second. ## Extension points Server-driven animation state may later replace default selection through a separate presentation contract; this fallback controller must remain available for world doodads and compatibility fixtures. ## Capability status | Capability | Status | Evidence | Gap/next step | |---|---|---|---| | Imported default selection/playback | Implemented extraction | Synthetic priority/play/seek verifier | Asset-backed animation-name corpus pending | | Native data/phase startup | Implemented extraction | Exact-reference/native state verifier | Native visual fidelity remains experimental | | Instance/batch materialization | Existing loader-owned | Adjacent build tests | Safe extraction next | ## Known gaps and risks - 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. ## Source map | Path | Responsibility | |---|---| | `src/render/m2/m2_animation_playback_controller.gd` | Phase, selection, native copy/start and imported playback | | `src/render/m2/m2_animated_scene_finalizer.gd` | Accepted prototype/player inventory | | `src/scenes/streaming/m2_native_animator.gd` | Experimental native deformation runtime | | `src/scenes/streaming/streaming_world_loader.gd` | Instance duplication/attachment and diagnostic formatting | | `src/tools/verify_m2_animation_playback_controller.gd` | Policy/mutation/boundary/timing regression | ## Related decisions and references - [`m2-animated-scene-finalizer.md`](m2-animated-scene-finalizer.md) - [`m2-build-batch-planner.md`](m2-build-batch-planner.md) - [`world-renderer.md`](world-renderer.md) - [`../../RENDER.md`](../../RENDER.md) - [`../../targets/roadmap/02-rendering-and-graphics.md`](../../targets/roadmap/02-rendering-and-graphics.md)