fix(anim): stop ACE echo from clobbering player's speedMod; synthesize sequencer velocity
Two related bugs in the motion/animation pipeline: 1. Player's local animation was getting reset to speedMod=1.0 every ~100ms. ACE's BroadcastMovement echoes the player's own motion back via UpdateMotion. When ACE's ForwardSpeed == 1.0, the ForwardSpeed flag is omitted (InterpretedMotionState.BuildMovementFlags), so our wire parser returns null and we default to speedMod=1.0 — clobbering the locally-authoritative 2.375 × runRate that UpdatePlayerAnimation just set. Legs would crank up to full cadence for one frame then get slammed back to walking rate. Fix: for the player's own guid, skip the wire-echo SetCycle entirely. UpdatePlayerAnimation is the authoritative driver for the local player's animation; the server echo is only useful for observers of other characters. User-confirmed: legs now hold their full cadence. 2. Remote entities teleported between UpdatePositions because the sequencer's CurrentVelocity was always zero (Humanoid dat ships every locomotion MotionData with Flags=0x00, so EnqueueMotionData leaves CurrentVelocity at Vector3.Zero). Dead-reckoning's Priority 1 (sequencer velocity) never triggered, falling through to EMA which has bootstrap lag + gets polluted by teleport-class server snaps. Fix: synthesize CurrentVelocity in SetCycle from the retail locomotion constants (WalkAnimSpeed=3.12, RunAnimSpeed=4.0, SidestepAnimSpeed=1.25) × speedMod, matching the decompiled get_state_velocity (FUN_00528960) which uses these same constants directly instead of MotionData.Velocity. The dat's HasVelocity field is reserved for non-locomotion motions (kick-off velocities, flying creatures, etc). Diag confirmed synthesis fires and DR picks it up with src=seq and correct magnitude. More visual polish may still be needed for the "lagging remote" symptom — see follow-up. Also adds `PlayerMovementController.BodyVelocity` utility getter for HUD/ debug use, and `ACDREAM_ANIM_SPEED_SCALE` env var as a tunable knob for visual pacing overrides. All 717 tests green. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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3 changed files with 110 additions and 2 deletions
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@ -117,6 +117,9 @@ public sealed class PlayerMovementController
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/// </summary>
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public float VerticalVelocity => _body.Velocity.Z;
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/// <summary>Full 3D world-space velocity of the physics body. Exposed for diagnostic logging.</summary>
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public Vector3 BodyVelocity => _body.Velocity;
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// Jump charge state.
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private bool _jumpCharging;
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private float _jumpExtent;
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@ -1661,7 +1661,32 @@ public sealed class GameWindow : IDisposable
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// No-op if same; the sequencer's fast path guards against that.
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uint priorMotion = ae.Sequencer.CurrentMotion;
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ae.Sequencer.SetCycle(fullStyle, fullMotion, speedMod);
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// CRITICAL: for the local player, UpdatePlayerAnimation is the
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// authoritative driver of the sequencer. ACE's BroadcastMovement
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// echoes the player's own motion back, but:
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// (a) ACE's own ForwardSpeed is `creature.GetRunRate()`, which
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// may differ from our locally-computed runRate (ACDREAM_RUN_SKILL
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// vs real server-side skills).
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// (b) ACE omits the ForwardSpeed flag when speed == 1.0 (per
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// InterpretedMotionState.BuildMovementFlags). When omitted,
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// our wire parser returns null and we'd default to 1.0 —
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// clobbering our locally-authoritative 2.375 × animScale
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// and leaving the legs at 30 fps cadence regardless of
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// actual run rate.
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// So: for the player's own guid, skip the wire-echo SetCycle.
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// UpdatePlayerAnimation has already set the correct cycle with
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// our locally-chosen speedMod, and that value should persist
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// until the next local motion change.
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if (update.Guid == _playerServerGuid)
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{
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// Still update the stance echo (_playerMotionTableId, etc) via
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// the paths above, but don't stomp the animation sequencer.
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}
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else
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{
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ae.Sequencer.SetCycle(fullStyle, fullMotion, speedMod);
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}
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// CRITICAL: when we enter a locomotion cycle (Walk/Run/etc),
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// stamp the _remoteLastMove timestamp to "now". Without this,
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@ -4063,7 +4088,20 @@ public sealed class GameWindow : IDisposable
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{
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animSpeed = fs;
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}
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ae.Sequencer.SetCycle(fullStyle, animCommand, animSpeed);
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// ACDREAM_ANIM_SPEED_SCALE: optional visual-pacing knob. Retail's
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// animation framerate scales linearly with speedMod (r03 §8.3),
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// and our speedMod = runRate. If the visual feel doesn't match
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// retail, override via env var (default 1.0 = no change).
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float animScale = 1.0f;
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if (float.TryParse(
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Environment.GetEnvironmentVariable("ACDREAM_ANIM_SPEED_SCALE"),
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System.Globalization.NumberStyles.Float,
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System.Globalization.CultureInfo.InvariantCulture,
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out var s) && s > 0f)
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{
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animScale = s;
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}
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ae.Sequencer.SetCycle(fullStyle, animCommand, animSpeed * animScale);
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}
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// Legacy path: update the manual slerp fields (for entities without sequencer)
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