# Locomotion-cycle transitions on observed remotes — investigation prompt

**Hand-off date:** 2026-05-06
**Status:** open. ISSUES.md #39 captured the Run↔Walk-forward variant; this
prompt expands to the full locomotion transition matrix and lays out a
TTD-driven investigation against retail to ground the fix.

This document is a self-contained briefing for an agent (or fresh session)
picking this up. The TTD toolchain landed in commit `e3e5bf5` (#44) and
is the primary investigative tool here.

---

## What problem are we trying to solve?

When acdream observes a remote-driven player character (typically a parallel
retail acclient.exe connected to the same local ACE), the visible leg-cycle
animation does not always switch when the actor changes locomotion mode.
The body translates at the right speed (server-driven velocity is fine), but
the legs keep playing whichever cycle was active before.

The full set of transitions where the bug may surface:

| # | Transition | Wire change | Likely cause |
|---|---|---|---|
| 1 | Run forward ↔ Walk forward (Shift toggle while W held) | HoldKey + ForwardSpeed only | ACE doesn't broadcast UM (no ForwardCommand change); cycle refinement must come from UP-derived velocity |
| 2 | Run backward ↔ Walk backward (Shift toggle while S held) | HoldKey + ForwardSpeed only | Same as #1, backward axis |
| 3 | Forward ↔ Backward (W→S or S→W direct flip) | ForwardCommand changes (e.g. `WalkForward` → `WalkBackward`) | ACE broadcasts a UM; cycle should update from UM directly |
| 4 | Fast strafe-left ↔ Slow strafe-left (Shift toggle while A held) | HoldKey + SideSpeed only | Same as #1 / #2 — speed-bucket only |
| 5 | Fast strafe-right ↔ Slow strafe-right (Shift toggle while D held) | HoldKey + SideSpeed only | Same |
| 6 | Strafe-Left ↔ Strafe-Right (A↔D direct flip) | SideCommand changes | ACE broadcasts UM |
| 7 | Forward ↔ Strafe (W↔A, W↔D, etc.) | ForwardCommand or SideCommand changes | UM broadcast |

#39 in ISSUES.md focused on #1. This investigation widens scope to the
whole matrix because the underlying wire pattern is the same shape: half
the transitions broadcast a UM, the other half rely on UP-derived velocity.
A correct fix should handle both classes uniformly.

---

## What we already know (don't re-discover)

From the prior 2026-05-03 investigation (`docs/research/2026-05-03-remote-anim-cycle/`)
and #39 in `docs/ISSUES.md`:

- **ACE only broadcasts a fresh UpdateMotion when the wire's `ForwardCommand`
  byte changes** — i.e. on direction-key state changes. Toggling Shift while
  W held changes `ForwardSpeed` and `HoldKey` but NOT `ForwardCommand`, so
  ACE does NOT broadcast a UM for the demote/promote.
- **Speed changes still propagate via UpdatePosition (UP).** Position-delta
  velocity changes between Run-pace and Walk-pace, confirmed via
  `[VEL_DIAG]` serverSpeed varying ~2.5 m/s (walk) ↔ ~9 m/s (run).
- **Retail's inbound code uses UP-derived velocity to refine the visible
  cycle when no UM tells it.** Acdream has the equivalent function —
  `ApplyServerControlledVelocityCycle` in `GameWindow.cs:3274` — but
  it's gated `if (IsPlayerGuid(serverGuid)) return;` for player remotes,
  exactly the case where the gap matters.
- **The fix sketch is small (~10 lines):** un-gate
  `ApplyServerControlledVelocityCycle` for player remotes when
  `currentMotion` is a locomotion cycle. Add a `LastUMUpdateTime` grace
  window so fresh UMs win over UP-velocity refinement.
- **Outbound from acdream is fine** — the matrix in #39 confirms retail
  observers see acdream's transitions correctly. The bug is purely in
  acdream's RECEIVE path.

What's NOT yet confirmed (and is the primary goal of this investigation):

- **Which exact retail function** does the cycle refinement when no UM
  arrives? Hypothesis: `CPhysicsObj::unpack_movement` →
  `MovementManager::unpack_movement` → some velocity-aware cycle picker.
  We need to identify the function name and what state it reads.
- **What grace window** does retail use between UM and UP-derived
  refinement? Our hypothesis is ~500 ms but it may be different.
- **Does retail use SideSpeed or SideCommand changes** the same way for
  strafe transitions?

---

## TTD-driven workflow

The toolchain shipped in #44 (commit `e3e5bf5`). Bootstrap is one-time
per machine — see CLAUDE.md "TTD recordings (offline replay)" or
`tools/ttd-record.ps1` header.

### Recording scenario

You need **two retail acclient.exe instances** running on the same local
ACE — one as the recorded process, one as the actor. Acdream can be
involved as a third client for cross-checking but is not strictly required
for the recording itself.

Setup:
1. Launch retail #1 on `testaccount` / `+Acdream` (or any character).
2. Launch retail #2 on a second account / character. It must be on the
   same landblock so retail #1 can see it.
3. Position retail #2 in retail #1's view, ~10 m away.
4. In an **elevated** PowerShell, attach TTD to retail #1 (the observer):
   ```powershell
   tools\ttd-record.ps1 -RingMaxMB 512
   ```
5. Wait for `Recording is now active`. Retail #1 will be ~10× slower —
   that's expected.

Scenario (drive on retail #2, ~60 seconds total):

```
Phase 1 — Forward speed:    Hold W (2 s) → +Shift → -Shift → +Shift → -Shift → release W (idle 1 s)
Phase 2 — Backward speed:   Hold S (2 s) → +Shift → -Shift → +Shift → -Shift → release S (idle 1 s)
Phase 3 — Forward↔Back flip: Hold W (2 s) → release W → Hold S (2 s) → release S
Phase 4 — Strafe-Left speed: Hold A (2 s) → +Shift → -Shift → +Shift → -Shift → release A
Phase 5 — Strafe-Right speed: Hold D (2 s) → +Shift → -Shift → +Shift → -Shift → release D
Phase 6 — Strafe L↔R flip:  Hold A (2 s) → release A → Hold D (2 s) → release D
Phase 7 — Forward↔Strafe:   Hold W (2 s) → release W → Hold D (2 s) → release D
```

After phase 7, Ctrl+C the TTD recording. Trace lands at
`~/.ttd/traces/acclientNN.run`.

### Query strategy

The recording captured ~7 phases in ~60 sec. Each phase produced specific
UM and/or UP traffic. Goal: for each phase identify what retail's receive
code did to update the visible cycle.

Start with a `.cdb` script under `tools/ttd-queries/locomotion.cdb`:

```
.echo === Top motion-receive entry points ===
dx -r2 @$cursession.TTD.Calls("acclient!CPhysicsObj::unpack_movement").Take(20)
dx -r2 @$cursession.TTD.Calls("acclient!MovementManager::unpack_movement").Take(20)

.echo === Cycle-update functions called ===
dx -r2 @$cursession.TTD.Calls("acclient!*set_animation*").GroupBy(c => c.Function).Select(g => new { Name = g.First().Function, Count = g.Count() }).OrderByDescending(x => x.Count)
dx -r2 @$cursession.TTD.Calls("acclient!*SetCycle*").GroupBy(c => c.Function).Select(g => new { Name = g.First().Function, Count = g.Count() }).OrderByDescending(x => x.Count)
dx -r2 @$cursession.TTD.Calls("acclient!*play_*").GroupBy(c => c.Function).Select(g => new { Name = g.First().Function, Count = g.Count() }).OrderByDescending(x => x.Count)

.echo === Velocity / position-update handlers ===
dx -r2 @$cursession.TTD.Calls("acclient!*UpdatePosition*").GroupBy(c => c.Function).Select(g => new { Name = g.First().Function, Count = g.Count() }).OrderByDescending(x => x.Count)
dx -r2 @$cursession.TTD.Calls("acclient!CPhysicsObj::set_velocity").Take(15)

.echo === DONE ===
q
```

Run it:
```powershell
tools\ttd-query.ps1 -Script tools\ttd-queries\locomotion.cdb
```

**Then iterate.** Use the function-name hits to guide the next query —
inspect call args (`Take(N)` instead of `Count()`), navigate to specific
TTD positions and dump struct fields with `dt acclient!ClassName <addr>`.

The named-retail decomp at `docs/research/named-retail/acclient_2013_pseudo_c.txt`
has the source for every retail function. Grep it by class::method to
read what the function does, then use TTD to confirm what it does at
runtime.

### Specifically what to look for

For each phase in the recording, answer:

1. **Did a UM arrive?** Look for calls to the receive entry points around
   that phase's time window. UM dispatch should fire on direction-key
   changes (phases 3, 6, 7) but NOT on Shift-only toggles (phases 1, 2, 4, 5).
2. **What function refined the cycle when no UM arrived?** Hypothesis is
   something in the velocity-aware path. Find the symbol, read the
   decomp, document the conditions.
3. **What threshold/grace logic is in place?** Retail must have some way
   to prevent UP-velocity refinement from fighting a fresh UM. Usually
   a timestamp comparison.

---

## The fix

The fix lives in `src/AcDream.App/Rendering/GameWindow.cs:3274`
(`ApplyServerControlledVelocityCycle`). Current code returns early for
player remotes. The fix is to:

1. **Un-gate the early return** when the current motion is a locomotion
   cycle. Locomotion cycles to detect: `0x44000007` (Run forward),
   `0x45000005` (Walk forward), backward equivalents, sidestep variants.
   Keep the gate when the motion is non-locomotion (e.g. emotes, attacks).
2. **Add a `LastUMUpdateTime` per remote.** Touch it in the UM handler
   path. In `ApplyServerControlledVelocityCycle`, skip refinement if
   `(now - LastUMUpdateTime) < graceMs`. Start with `graceMs = 500`
   and tune against the TTD findings.
3. **Use UP-derived velocity to pick the speed bucket.** Existing logic
   in `ServerControlledLocomotion.PlanFromVelocity` already does this —
   verify thresholds match retail's bucketing (TTD will tell you the
   exact boundaries retail uses).

For direction-flip transitions (phases 3, 6, 7), the UM handler path
should already work — the visible cycle should update from the UM
directly. Confirm in-client that those transitions are clean BEFORE
shipping the velocity-fallback fix; if they're broken too, that's a
separate UM-handler bug that needs its own investigation.

---

## Acceptance criteria

In acdream observing a retail-driven character:

- **Phases 1, 2, 4, 5 (Shift toggles):** visible leg cycle switches
  Run↔Walk / Fast↔Slow within ~200 ms of the wire change.
- **Phases 3, 6, 7 (direction flips):** visible cycle updates within
  ~100 ms (UM is direct-path, faster than UP).
- **No regression** on already-working cases:
  - acdream-on-acdream (matrix row in #39)
  - retail observers viewing acdream (works today)
  - Idle ↔ Run transitions
  - Idle ↔ Walk transitions
  - Combat-mode locomotion (if testable)
- **No spurious cycle thrashing during turning while running** —
  ObservedOmega-driven body rotation must not trigger
  velocity-bucket changes mid-cycle.

---

## Files to read first

In this order:

1. `docs/ISSUES.md` — issue #39 (Run↔Walk specific) and #44 (TTD toolchain)
2. `docs/research/2026-05-03-remote-anim-cycle/investigation-prompt.md` —
   prior investigation, what's been tried, what works
3. `CLAUDE.md` — "Retail debugger toolchain" section (live cdb +
   "TTD recordings (offline replay)" subsection)
4. `memory/project_retail_debugger.md` — durable lessons + TTD addendum
5. `memory/project_retail_motion_outbound.md` — what retail's outbound
   motion path looks like (cdb live trace from 2026-05-01)

Then:

6. `src/AcDream.App/Rendering/GameWindow.cs` — `OnLiveMotionUpdated`
   (~line 3203) and `ApplyServerControlledVelocityCycle` (~line 3274)
7. `src/AcDream.Core/Physics/ServerControlledLocomotion.cs` — speed
   bucket thresholds in `PlanFromVelocity`
8. `docs/research/named-retail/acclient_2013_pseudo_c.txt` — grep by
   the symbol names you discover from the TTD trace
9. `references/ACE/Source/ACE.Server/Network/GameMessages/Messages/GameMessageUpdateMotion.cs`
   — what ACE actually sends for each transition (ground truth for
   wire content)

---

## Watchouts

- **The named-retail leaf `MoveToStatePack::UnPack` returned 0 hits in
  TTD.** Don't query it directly; start at `CPhysicsObj::unpack_movement`
  or `MovementManager::unpack_movement` and walk down the call chain.
  Release-build inlining + virtual dispatch hide leaf decoders from
  TTD's static call counting (#44 lesson).
- **Verify positioning IN-CLIENT before recording.** A trace where
  retail #1 can't see retail #2 is wasted bytes. Walk both characters
  to within visible range, confirm the actor is rendered on the
  observer's screen, THEN attach TTD. The 30-min validation experiment
  on 2026-05-06 wasted its main probe because of this — don't repeat.
- **Outbound encoding quirk in our wire path** (CLAUDE.md "Outbound
  motion wire format"): acdream sends `WalkForward (0x05) + HoldKey.Run`
  for run, which ACE auto-upgrades to `RunForward (0x07)` when relaying
  to remote observers. So the inbound parser sees `fwd=0x07` for
  "remote is running." Don't get confused if outbound code shows 0x05
  but inbound shows 0x07 — that's normal ACE behavior.
- **TTD ring buffer with 512 MB max + ~60 sec recording** should fit
  the whole scenario without rollover. If you record longer, consider
  bumping to 1024 MB or chopping the scenario into multiple recordings.
- **Don't kill the TTD process** with Stop-Process — it kills retail
  too. Use Ctrl+C in the TTD window or `TTD.exe -stop <pid>` from
  another elevated shell.

---

## Definition of done

This investigation is done when:

1. The TTD trace + queries identify the exact retail function(s) that
   refine the cycle from UP-derived velocity. Function name(s) +
   address(es) documented in `docs/research/2026-05-06-locomotion-cycle-transitions/findings.md`.
2. The threshold/grace logic retail uses is documented (timing values,
   conditions).
3. `ApplyServerControlledVelocityCycle` un-gating shipped in acdream
   with the corresponding test and visual verification on all 7 phases.
4. ISSUES.md #39 closed with the commit SHA.
5. Memory `project_retail_motion_outbound.md` (or a new note for the
   inbound side) gets the durable lessons appended.

---

## Time estimate

- Recording: ~30 min (setup, two retail clients, scenario execution)
- Initial query passes + decomp cross-reference: ~1–2 hours
- Implementation + iteration: ~2–4 hours
- Visual verification + commit: ~30 min

Total: half a day to a full day depending on how clean retail's path is.

If after the first TTD pass the retail receive code looks fundamentally
different from what `ApplyServerControlledVelocityCycle` is doing, stop
and reassess — the fix shape may need to change. Don't try to ram a
mismatched approach through.
