Melee hit registration — hybrid auth · capsule Demo · socket Full
Status: Locked · 2026-11-02
Scope: How Melee Drive connects register (detection shape + auth).
Out of scope: Bone physics as primary MP auth · client-owned HP · TBD-056 Flow dump-on-hit (closed Health-only elsewhere)
Rewind: TBD-041 locked 200 ms (2026-11-12) — same PvP/PvE (FS-ARCH-013)
Authority: FS-ARCH-013 · FS-CMB-002 · FS-DMG pipeline · Melee Drive tutorial (parked) · GDD Dual Armory / One Flow
1. Decisions locked
Section titled “1. Decisions locked”| Topic | Lock |
|---|---|
| Auth | Hybrid — client FX same frame; server Game Thread rewind + geometry; GE only on pass |
| Magnet | Forbidden — no range auto-connect; Motion Warp only on Attack press toward stick/scored point while grounded |
| Air Melee | Legal on jump / double-jump; same slash montages; no root/warp in air — 2026-11-02-air-melee-drive-design.md |
| Demo detection | Anim Notify active window → reach capsule / box from attacker |
| Full / polish | Optional weapon-socket sweep (prev tip → current tip) for long blades — same auth path |
| Full anim select | Motion Matching (Pose Search) may choose the strike clip — notifies still gate hits (FS-FX-002) |
| Owner | Strike + detect in TFAMelee; damage via Combat ASC / messages |
2. Demo runtime (capsule / box)
Section titled “2. Demo runtime (capsule / box)”- Strike GA; client montage + optional warp if grounded (no ambient magnet). Airborne: same montage table, warp/root off. No Pose Search on Demo.
- Anim Notify State = active frames (per montage family).
- Client may predict trail/hit mark; server runs overlap/sweep of reach capsule/box (family DA: reach, radius, half-height) oriented to attack facing / stick.
- Server rewinds victim to client timestamp (max 200 ms pose history — TBD-041); LOS / window / origin checks; reject impossible.
- Pass → GE + Flow credit messages; Fail → whiff (Flow rules server).
- Default one target per notify pulse; cleave only if DA allows with hard max.
3. Full polish (socket sweep + Motion Matching)
Section titled “3. Full polish (socket sweep + Motion Matching)”- In notify window only: sweep weapon-tip socket segment frame-to-frame.
- Family DA
bUseSocketSweep(glaive / long blade); wrist / fists / short blades stay capsule. - Same RPC, rewind, reject — shape only differs.
- Motion Matching: Full may Pose-Search-choose the strike clip before play; every DB clip shall carry the same hit Anim Notify State. MM does not replace geometry auth.
- Socket sweep + MM not required for Ladder Demo exit.
- Trail/hit mark same frame as strike; HP only after server
- Through wall / outside notify → no HP
- No mid-swing magnet to a new look target
- Demo: capsule connects in reach, whiffs out of reach
- Socket sweep + MM documented Full — not Ladder exit blockers
5. Implementer
Section titled “5. Implementer”- Tutorial: docs/tutorials/melee-drive-guns-singularity.md — ANS box-trace = Demo capsule/box path
- Full Motion Matching: 2026-11-02-motion-matching-full-design.md
- Kanban:
demo-singularity-flowMelee foundation ·demo-melee-drive-guns· Fullmelee+combat(loco MM)