# acdream vs retail motion outbound — gap analysis + fixes

Companion to [findings.md](findings.md). Compares acdream's current
outbound motion code to retail's observed behaviour AND to holtburger
(the most authoritative working AC client we have, Rust TUI).

## Summary table

| Behaviour | Retail (live trace) | Holtburger (Rust client) | acdream | Verdict |
|-----------|---------------------|--------------------------|---------|---------|
| MoveToState dispatch trigger | Per-frame in `CommandInterpreter::SendMovementEvent`, gated by `InqRawMotionState != 0` and a `last_sent_position_time` rate-limit (rate unknown) | On motion-intent change (`last_server_motion_intent != current`) | On motion-state change (`MotionStateChanged`) | acdream ≈ holtburger; retail probably more aggressive but rate-limited — **likely OK** |
| AutonomousPosition cadence | ~1 Hz observed in v2 (~380 hits over ~5 min of activity) | **1.0 sec** const (`AUTONOMOUS_POSITION_HEARTBEAT_INTERVAL`) | **0.2 sec** (5 Hz) | **acdream is 5× too aggressive** |
| AutoPos at rest | Likely yes (gated by `transient_state & 1 && transient_state & 2`, not by motion) | Yes (gated by `has_autonomous_position_sync_target`, not motion) | **No** — acdream only ticks heartbeat while `isMoving` | **acdream MISSING at-rest heartbeat** |
| MoveToState content (heading) | float degrees 0–360 | float degrees 0–360 | float degrees 0–360 | ✓ match |
| HoldKey enum | Invalid=0 / None=1 / Run=2 | Same | Same (`HoldKeyNone=1`, `HoldKeyRun=2`) | ✓ match |
| Slash-command motion path | `SendDoMovementEvent` (zero hits in WASD trace — confirmed unused) | n/a | n/a | ✓ both correctly skip |
| Jump dispatch | `Event_Jump` fires per-frame while spacebar held; same `JumpPack` ptr suggests function-internal gating | (not yet checked) | Single `JumpAction` on spacebar release | **Unknown — needs deeper retail trace** |

## Concrete fixes

### Fix #1 — Heartbeat interval 200 ms → 1000 ms

**Confidence:** high. Holtburger's constant is explicit and named; our retail
trace ratio (~380 hits / ~5 min) matches 1 Hz; ACE has no expectation
of a 200 ms cadence anywhere I can find.

**Where:** [PlayerMovementController.cs:172](src/AcDream.App/Input/PlayerMovementController.cs:172)

```csharp
public const float HeartbeatInterval = 0.2f;  // 200ms
```

Change to:

```csharp
// Holtburger constant + retail trace 2026-05-01.
// Ours used to be 0.2s — far too aggressive; observers may have
// interpreted the dense pulse stream as jitter.
public const float HeartbeatInterval = 1.0f;  // 1000ms
```

**Risk:** dropping the heartbeat rate by 5× means observers' dead-reckoning
extrapolates over a longer interval between confirmation pulses. If our
position drift is bounded (no extreme client-side prediction), this is
fine — that's exactly what retail/holtburger do. Expect slightly less
"crisp" remote-observer view of the player's *idle* position, no
practical effect during motion (MoveToState fires on every state change,
which is much more frequent than 1 Hz under WASD activity).

### Fix #2 — Send AutonomousPosition at rest, not just while moving

**Confidence:** medium-high. Holtburger explicitly schedules the heartbeat
as long as a sync target exists, regardless of whether the player is
moving. Our retail trace was inconclusive at rest (cdb's attach
overhead made the "stand still" scenario unreliable) but the named
`SendPositionEvent` gate is on `transient_state` (in-world, alive,
valid pose), not on `is_moving`.

**Where:** [PlayerMovementController.cs:765-779](src/AcDream.App/Input/PlayerMovementController.cs:765)

```csharp
bool isMoving = outForwardCmd is not null
             || outSidestepCmd is not null
             || outTurnCmd is not null;
if (isMoving)
{
    _heartbeatAccum += dt;
    HeartbeatDue = _heartbeatAccum >= HeartbeatInterval;
    if (HeartbeatDue) _heartbeatAccum = 0f;
}
else
{
    _heartbeatAccum = 0f;
    HeartbeatDue = false;
}
```

Change to (drop the `isMoving` gate, replace with a "valid pose" gate
that mirrors retail's `transient_state & 1 && transient_state & 2 &&
Position::IsValid`):

```csharp
// Heartbeat is a SYNC PULSE, not a motion broadcast. It fires whenever
// the player is in a valid in-world pose — at rest OR moving — so the
// server's last-known-position stays fresh. Holtburger uses 1 Hz
// regardless of motion; retail's SendPositionEvent gate is
// transient_state-based, not motion-based.
if (PlayerState == PlayerState.InWorld && Position.HasValidPose())
{
    _heartbeatAccum += dt;
    HeartbeatDue = _heartbeatAccum >= HeartbeatInterval;
    if (HeartbeatDue) _heartbeatAccum = 0f;
}
else
{
    _heartbeatAccum = 0f;
    HeartbeatDue = false;
}
```

(`Position.HasValidPose()` is illustrative — use whatever validity
predicate corresponds to "logged in, not portaling, not dead". The
`PlayerState.PortalSpace` early-return at the top of `Update` already
handles portal travel; the InWorld check above covers the rest.)

**Risk:** the server gets ~1 extra packet per second while the player is
idle. Negligible bandwidth. Aligns with holtburger and (likely) retail.
Possible win: ACE may have been silently dropping the player's session
or marking them stale during long idle periods because we stopped
heart-beating.

### Fix #3 — Jump velocity must be sent in body-LOCAL space, not world space

**Confidence: very high.** This is THE bug behind "acdream jumps in
the wrong direction when observed from retail."

**Evidence chain:**

1. Retail's jump caller at `0x0056b1e7` does
   ```c
   CPhysicsObj::get_local_physics_velocity(player, &var_70);
   JumpPack::JumpPack(&var_64, extent, &var_70 /*velocity*/, ...);
   CM_Movement::Event_Jump(&var_64);
   ```
   It explicitly uses `get_LOCAL_physics_velocity`, not the world-space
   accessor.
2. The retail header (`acclient.h:54020`) defines
   `JumpPack::velocity` as `AC1Legacy::Vector3`, with no
   "this is local space" comment — but the construction site decides
   this. The server reverses on receive: server applies the player's
   heading rotation to transform the body-space velocity back into
   world space for broadcast.
3. `get_local_physics_velocity` body
   (`acclient.exe:0x00512140`) does
   `local = fl2gv * worldVelocity` where `fl2gv` is a 3×3 row-major
   matrix whose rows are the player's local axes expressed in world
   coordinates. That's the inverse of the heading rotation — exactly
   the world→local transform.
4. acdream's
   [JumpAction.cs:64](src/AcDream.App/Input/PlayerMovementController.cs:64)
   declares `JumpVelocity` as
   `// world-space launch velocity (sent in jump packet)`.
   [JumpAction.cs:433](src/AcDream.App/Input/PlayerMovementController.cs:433)
   captures `outJumpVelocity = _body.Velocity;` — `_body.Velocity` is
   in world space (verified by the gravity integration code that
   subtracts world-Z from it each frame).
5. **Result:** observers receive an unrotated world vector, the
   server's broadcast pipeline rotates it AGAIN by the player's
   heading at receive-time. Net effect: jump direction is rotated by
   `yaw` worth of rotation in the wrong direction. Standing facing
   north and jumping forward → observer sees the player jump
   sideways. Standing facing east and jumping forward → observer sees
   the player jump backward. Etc. **Exactly the symptom reported.**

**Where to fix:** [PlayerMovementController.cs:433](src/AcDream.App/Input/PlayerMovementController.cs:433)
right where `outJumpVelocity = _body.Velocity` is captured.

```csharp
// BEFORE:
outJumpVelocity = _body.Velocity; // capture after LeaveGround applies it
```

```csharp
// AFTER:
// Retail sends jump velocity in BODY-LOCAL space (forward / right /
// up relative to the player's facing) — see CPhysicsObj::
// get_local_physics_velocity at 0x00512140 and the call site at
// 0x0056b1e7. The server applies the player's heading on receive to
// rotate body→world; if we send world-space, observers see the
// jump rotated by `yaw`. Convert via inverse-yaw rotation around Z.
var worldVel = _body.Velocity;
float cy = MathF.Cos(Yaw);
float sy = MathF.Sin(Yaw);
outJumpVelocity = new Vector3(
    cy * worldVel.X + sy * worldVel.Y,    // local-axis-0 component
    -sy * worldVel.X + cy * worldVel.Y,   // local-axis-1 component
    worldVel.Z);                          // local-axis-2 (gravity-aligned)
```

**Caveat — verify the sign of `Yaw` and the AC local-axis convention
before merging.** AC's heading convention is 0° = north = +Y, growing
clockwise toward east = +X. The above formula assumes
`world = R(Yaw) * local` so `local = R(-Yaw) * world`. If acdream's
`Yaw` is signed the other way, flip the signs of the `sy` terms. A
two-test verification: jump while facing north (cy=1, sy=0) — the
rotation should be a no-op and `local == world`; jump while facing
east (cy=0, sy=1) — the world `(1, 0, 0)` should map to local
`(0, -1, 0)` (i.e., to the right of facing-north when standing facing
east means body-axis-1 negative).

**Confirm via cdb later (not blocking the fix):** trace a single
retail jump-forward, dump the JumpPack at `Event_Jump` entry via
`dt acclient!JumpPack poi(esp+4)`. The `velocity.x/y/z` fields will be
the canonical local-space values for "jump forward". Compare to
acdream's outbound after the fix — they should match within FP
rounding.

### Fix #4 — Event_Jump send-rate (research-only, low priority)

Retail's `Event_Jump` fires per-frame while the spacebar is held to
charge. Same `JumpPack` ptr (`001af5f8`) on every hit indicates a
stack-allocated local in the caller — function probably has internal
gating that decides send-vs-skip based on a state delta. acdream
sends ONE `JumpAction` per spacebar release. Until we trace inside
`Event_Jump` to count actual sends, leave acdream's behaviour alone.
Filed at low priority because the wrong-direction bug (Fix #3) is
the bigger issue.

## Things that look RIGHT

These don't need changes — written down so we don't second-guess them
later:

- **MoveToState send-on-state-change.** Holtburger does the same. The
  motion-state delta detection in
  [PlayerMovementController.cs:744-756](src/AcDream.App/Input/PlayerMovementController.cs:744)
  (forward-cmd, sidestep, turn, speed, run-hold, local-anim-cmd) is the
  right set of fields to compare.
- **WASD does not invoke `SendDoMovementEvent`.** That's a slash-command
  path retail keeps for `/run`, `/walk`, etc. Our outbound correctly
  skips it.
- **HoldKey encoding** (Invalid=0/None=1/Run=2). Matches retail and
  holtburger.
- **Heading float-degrees encoding.** Matches retail (we decoded 8
  distinct angles cleanly to 0–360°).
- **Per-axis hold-key broadcast.** acdream's
  [GameWindow.cs:4949-4952](src/AcDream.App/Rendering/GameWindow.cs:4949)
  sends `axisHoldKey` for every active axis — matches holtburger's
  `build_motion_state_raw_motion_state`.

## Test plan after fixes

For Fix #1 + Fix #2 together:

1. Build + run acdream, log in as `+Acdream`.
2. Open Wireshark on loopback `127.0.0.1`, filter on UDP port 9000.
3. Walk forward for 5 sec, stop for 5 sec, walk again for 5 sec, stop
   for 5 sec, log out.
4. In Wireshark, count outbound 0xF753 (AutonomousPosition) packets
   over the 20 sec window.
   - **Pre-fix:** expect ~50 (5 Hz × 10 sec moving + 0 at rest).
   - **Post-fix:** expect ~20 (1 Hz × 20 sec, both moving and at rest).
5. Have a retail observer in-world watching `+Acdream`. Stand still
   for 30 sec without moving. Pre-fix: retail might mark us stale or
   show our idle pose desyncing. Post-fix: should stay synced.

## Files to modify

Both fixes touch one file:

- [src/AcDream.App/Input/PlayerMovementController.cs](src/AcDream.App/Input/PlayerMovementController.cs)
  - Line 172: `HeartbeatInterval` constant
  - Lines 765–779: `isMoving` gate around `_heartbeatAccum` update

No changes to message builders ([MoveToState.cs](src/AcDream.Core.Net/Messages/MoveToState.cs),
[AutonomousPosition.cs](src/AcDream.Core.Net/Messages/AutonomousPosition.cs),
[JumpAction.cs](src/AcDream.Core.Net/Messages/JumpAction.cs)) needed.
No changes to wire-level dispatch in
[GameWindow.cs](src/AcDream.App/Rendering/GameWindow.cs) needed.

## Tracking

File these as ISSUES.md entries when implementing:

- **#motion.heartbeat-interval** (Fix #1) — `HeartbeatInterval = 1.0f`. ~10 lines, plus test.
- **#motion.heartbeat-at-rest** (Fix #2) — drop the `isMoving` gate. ~15 lines, plus test that exercises the at-rest pulse.
- **#motion.jump-charge-rate** (Fix #3) — research-only until retail trace lands. Don't change code yet.
