Merge L.3 motion port — queue-only chase for grounded player remotes
Brings the elated-aryabhata-208d5e branch into main. 7 commits implementing the L.3 retail-faithful remote-entity motion port:de129bcM1 Fresh InterpolationManager port + retail spec40d88b9M2 Queue routing for player-remote UPs + entity-position sync2365c8cM3 Animation root motion fallback for idle queued57ace0M6 Cleanup — dead fields + stale env-var referencesc26bbbbM4 Jump-CellId fix + #42 filedb37b713#42 root cause confirmed via A/B test5cc2812Handoff prompt for #42 PhysicsEngine investigation User-verified visual checks: smooth body chase on running/walking/strafing, no per-UP rubber-band, no slope staircase, NPCs pathing correctly, jumps land cleanly. Two follow-up issues filed: #41 sub-decimeter steady-state blips (velocity-synthesis residual; LOW) #42 airborne XY drift on jumps (PhysicsEngine.ResolveWithTransition depenetration; root cause confirmed; deep-dive prompt at docs/research/2026-05-05-issue-42-handoff.md) Replaces the env-var-gated experimental path (ACDREAM_INTERP_MANAGER=1) which was marked DO-NOT-ENABLE — the env-var no longer toggles anything. NPCs and airborne player remotes still use the legacy path; only grounded player remotes route through the new retail-faithful queue. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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docs/ISSUES.md
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docs/ISSUES.md
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@ -124,7 +124,280 @@ the same direction. Add a `LastUMUpdateTime` grace window (e.g.
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- No spurious cycle thrashing during turning while running (ObservedOmega
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doesn't trigger velocity-bucket changes).
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## #40 — ACDREAM_INTERP_MANAGER=1 env-var path regressed (staircase + blips)
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## #42 — Airborne XY drift on observed player remote jumps (~1 m horizontal offset over arc)
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**Status:** OPEN
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**Severity:** MEDIUM (pre-existing PhysicsEngine bug; exposed by L.3 M2 airborne UP no-op + M4 CellId fix)
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**Filed:** 2026-05-05 (root cause confirmed same day)
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**Component:** physics (`PhysicsEngine.ResolveWithTransition` airborne behavior)
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**Root cause (verified 2026-05-05 via A/B test):**
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`ResolveWithTransition` running per-tick during the airborne arc is the
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source of the drift. Verified by A/B-toggling the M4 CellId fix
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(`rmState.CellId = p.LandblockId`) which is the gate that lets the
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sweep run for player-remote jumps:
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- **CellId line removed** → sweep skipped → jumps render with
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geometrically-correct XY (no drift) but body falls through the
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floor (no terrain catch).
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- **CellId line present** → sweep runs → jumps land correctly but
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arc shows ~1 m horizontal offset from actor's actual XY; body
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snaps back on next inbound UM.
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So the drift originates inside `ResolveWithTransition` itself, not
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from wire data, not from local Euler integration, not from stale
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velocity. Decision recorded in commit history: kept CellId fix in
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production code so jumps land (`fall-through-floor` is more disruptive
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to gameplay than `~1m visual jitter that resolves on next input`).
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This issue tracks the proper fix.
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**Description:** When observing a retail-controlled remote that jumps
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in place (no horizontal input), the visible jump arc renders with
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a small horizontal offset from the actor's actual position — typically
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~1 m to one side and slightly forward. Body lands at offset position
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(~X+1m). On the next inbound UM/UP from the actor (e.g., turning or
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moving), the body snaps back to the server's authoritative X.
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User report 2026-05-05 (after M4 CellId fix): "I stand at position X
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and jump, it looks like im jumping slightly to the left of X like
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1m-ish (if I observe jumping char from behind). It also lands at
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X + 1m-ish. Position resets to X when I issue some other command
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to the client like turning."
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**Why it surfaced now:**
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Pre-M2 (legacy path), `OnLivePositionUpdated` hard-snapped
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`rmState.Body.Position = worldPos` on EVERY UP including mid-arc
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airborne ones. ACE broadcasts intermediate UPs at ~5–10 Hz during
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the jump arc with the actor's authoritative mid-arc position;
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each snap kept our local body close to server, masking
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local-integration error.
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L.3 M2 (commit 40d88b9) implemented the retail-spec airborne no-op
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in `OnLivePositionUpdated`:
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```csharp
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if (!update.IsGrounded) {
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entity.Position = rmState.Body.Position;
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return;
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}
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```
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Per `docs/research/2026-05-04-l3-port/03-up-routing.md` § 3:
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> Air branch (`has_contact == 0`): the function falls through to
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> `return 0`. This is the "AIRBORNE NO-OP" … The body keeps
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> integrating gravity locally; received position is discarded.
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This matches retail `MoveOrTeleport @ 0x00516330` semantics. But it
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removes the periodic server snapping that was masking ~1 m of
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accumulated local-integration drift. The drift is pre-existing — the
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user reports having seen it before — but is now visible for the
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full arc duration instead of being corrected every ~200 ms.
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**Likely mechanism (ranked by probability):**
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1. **Initial-overlap depenetration along non-+Z terrain normal** — at
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jump start the collision sphere is touching the floor at body Z.
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Most outdoor terrain triangles are not perfectly horizontal — their
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normals have a small horizontal component. The sweep's first action
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each tick is to resolve overlap by separating the sphere along the
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contact normal; on a tilted terrain triangle that separation has
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horizontal magnitude. The body gets shoved sideways the first frame
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of the jump and the rest of the arc carries that initial drift.
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Direction-correlation with terrain orientation would confirm
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(test in different landblocks; if drift direction varies with the
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slope of the launch tile, this is it).
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2. **Step-down probe firing despite `isOnGround: false`** — sweep's
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internal "search for nearest walkable surface" might still scan
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horizontally during airborne ticks even when we pass `isOnGround:
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!rm.Airborne` (= false for airborne). Check whether the
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`stepUpHeight` / `stepDownHeight` parameters are unconditionally
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used inside `ResolveWithTransition` regardless of the
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`isOnGround` flag.
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3. **EdgeSlide on near-vertical motion against a near-vertical
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surface** — if the sphere even slightly grazes a wall while
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ascending or descending, EdgeSlide projects motion tangent to the
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wall, redirecting some Z velocity into XY. Less likely for
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open-ground stationary jumps but could explain drift near
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buildings.
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**Fix paths:**
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a. **Skip initial-overlap depenetration when airborne** — gate the
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"separate from initial contact plane" step inside
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`ResolveWithTransition` on `isOnGround: true`. Trusts the previous
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tick's resolve to have left the body in a non-overlapping position.
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This is the most likely-correct fix if hypothesis (1) is right.
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b. **Zero step-up/down for airborne sweeps** — pass
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`stepUpHeight: 0f, stepDownHeight: 0f` when `rm.Airborne`. Kills
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hypothesis (2) without other side effects (airborne bodies don't
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step anyway).
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c. **Stripped airborne sweep** — replace the full sphere sweep with
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a simpler vertical sphere-vs-terrain intersection + wall-collision
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stop. Loses some retail fidelity but eliminates all three
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mechanisms. Probably overkill if (a) or (b) suffices.
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**Files:**
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- `src/AcDream.Core/Physics/PhysicsEngine.cs` —
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`ResolveWithTransition` and any internal `CTransition` /
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`find_valid_position` helpers. The initial-overlap depenetration
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path is the primary investigation target.
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- `src/AcDream.App/Rendering/GameWindow.cs:6478+` (legacy airborne
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TickAnimations, the call site) — reference only; not the bug.
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**Reference:**
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Retail equivalent at
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`docs/research/named-retail/acclient_2013_pseudo_c.txt`:
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- `CTransition::find_valid_position` (called from `transition()`)
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- `SpherePath` initialization
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- The verbatim retail depenetration logic for airborne bodies
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If our port differs from retail in this region, that diff is likely
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the bug.
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**Repro:**
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1. Launch acdream + retail client side-by-side connected to local ACE.
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2. Have retail char stand still on outdoor terrain at any position X.
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3. Jump in place.
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4. Observe acdream window: arc renders ~1 m offset from X, lands
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offset, snaps back on next UM.
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To verify the depenetration hypothesis specifically, repeat the jump
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in different landblock spots — drift direction should correlate with
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the local terrain normal, not the actor's facing.
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**Acceptance:**
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- Visual jump arc + landing render at the actor's actual XY position,
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no perceptible horizontal offset, no snap-back on next UM.
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- Wall-collision airborne (jumping into building doorways, jumping
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puzzles) still works — fix must not strip collision wholesale.
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---
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## #41 — Residual sub-decimeter blips on observed player remotes (M3 baseline)
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**Status:** OPEN
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**Severity:** LOW (within retail's own DesiredDistance / MinDistance tolerances; visible only on close inspection)
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**Filed:** 2026-05-05
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**Component:** physics / motion / animation (per-tick remote prediction)
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**Description:** With the L.3 M3 path live (queue catch-up + animation
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root motion fallback), observed player remotes chase server position
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smoothly with NO staircase on slopes and NO per-UP rubber-band. However
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small position blips remain — sub-decimeter amplitude, periodic with
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the server's UP cadence (~1 Hz). User report 2026-05-05: "I get very
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small blips now. Running works, walking works, strafing works."
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The blips fall well within retail's own tolerances:
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- `DesiredDistance` (queue head reach radius) = 0.05 m
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- `MinDistanceToReachPosition` (primary stall threshold) = 0.20 m
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So they are NOT a stall trigger and NOT a correctness bug. They're a
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visible artifact of the velocity-synthesis residual: anim root motion
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(`AnimationSequencer.CurrentVelocity = RunAnimSpeed × adjustedSpeed`)
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slightly overshoots server pace between UPs, then queue catch-up walks
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the body back toward the server position on the next UP — a small
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rubber-band that's smaller than M2's pre-fix version but still
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perceptible.
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**Root cause hypothesis (untested):**
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The L.3 handoff explicitly flagged this. From `06-acdream-audit.md` § 9
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and `05-position-manager-and-partarray.md` § 7:
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> Our `CurrentVelocity` carries only the steady-state component of the
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> cycle's intent; the per-frame stride wobble is gone… For Humanoid
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> the dat ships `MotionData.Velocity = 0` so the multiply is a no-op
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> anyway — but the synth uses `RunAnimSpeed × adjustedSpeed` directly.
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ACE's wire `ForwardSpeed` for a running player is the **server runRate**
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(~2.94 for skill 200), not a unit multiplier. Our synth multiplies
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`RunAnimSpeed` (4.0) by `adjustedSpeed` (~2.94) = ~11.76 m/s, which
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the queue catch-up clamps via `min(catchUp × dt, dist)` but the anim
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fallback applies in full when the queue is idle. If the actual
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server-broadcast pace is closer to 4.0 m/s (RunAnimSpeed alone, with
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runRate as a *frame-rate* multiplier rather than a velocity scalar),
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our fallback overshoots by ~3× and the queue walks it back every UP.
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Per the handoff: **don't normalize at the wire boundary** (prior
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session tried this, called it a hack). The right fix is porting
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retail's actual behavior in `add_motion @ 0x005224b0` and
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`apply_run_to_command` to determine the correct `CSequence::velocity`
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magnitude.
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**Files:**
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- `src/AcDream.Core/Physics/AnimationSequencer.cs` — `CurrentVelocity`
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synthesis at L614–679 (RunAnimSpeed=4.0, WalkAnimSpeed=3.12,
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SidestepAnimSpeed=1.25 × adjustedSpeed)
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- `src/AcDream.Core/Physics/PositionManager.cs` — `ComputeOffset`
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applies `seqVel × dt × orientation` as fallback when queue is idle
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**Research:**
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- `docs/research/2026-05-04-l3-port/05-position-manager-and-partarray.md` § 5–7
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- `docs/research/2026-05-04-l3-port/06-acdream-audit.md` § 9 (AnimationSequencer)
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- `docs/research/named-retail/acclient_2013_pseudo_c.txt` line 298437
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(`add_motion @ 0x005224b0`) — `CSequence::velocity = style_speed × MotionData.velocity`
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**Fix path (research first, then port):**
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1. cdb-trace retail to capture `CSequence::velocity` and
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`MotionData::velocity` for a Humanoid running cycle. Compare against
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our synth (4.0 × 2.94 = 11.76 m/s) to determine the actual retail
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magnitude.
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2. Port `add_motion`'s `style_speed × MotionData.velocity` chain
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verbatim. For Humanoid where `MotionData.Velocity = 0`, port the
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fallback retail uses (likely a separate code path through
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`apply_run_to_command` that derives velocity from the cycle's
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framerate, not a constant).
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3. Remove the `RunAnimSpeed × adjustedSpeed` synth in
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`AnimationSequencer.SetCycle`.
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**Acceptance:**
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- Visual blips disappear on flat-ground steady-state running.
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- Side-by-side acdream-as-observer vs retail-as-observer of the same
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server-controlled toon: indistinguishable body trajectory.
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---
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## #40 — [DONE 2026-05-05 · 40d88b9] ACDREAM_INTERP_MANAGER=1 env-var path regressed (staircase + blips)
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**Status:** DONE — closed by L.3 M2 (`feat(motion): L.3 M2 — queue-only chase for grounded player remotes`, commit 40d88b9)
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**Resolution:** The env-var gate was retired entirely. Both
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`OnLivePositionUpdated` and `TickAnimations` now use
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`IsPlayerGuid(serverGuid)` to route player-remote UPs through the
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retail-faithful queue path (formerly the env-var path, but with two
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key fixes per the L.3 spec):
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1. `PositionManager.ComputeOffset` is the per-tick translation source
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(REPLACE semantics: queue catch-up overrides anim root motion when
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active, anim stands when queue is idle / head reached). Mirrors
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retail `UpdatePositionInternal @ 0x00512c30`.
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2. `ResolveWithTransition` is **not** called for grounded player
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remotes — server already collision-resolved the broadcast position,
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and sweeping per-tick on tiny queue catch-up deltas amplified
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micro-bounces into visible blips. This was the staircase + blip
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regression. Trade-off documented in audit § 6.
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User-verified 2026-05-05: smooth body chase, no staircase on slopes,
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no per-UP rubber-band on flat ground. Residual sub-decimeter blips
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filed separately as #41 (velocity-synthesis magnitude).
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**Filed-original-context (for archive):**
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**Status:** OPEN (do-not-enable; pending L.3 follow-up rebuild)
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**Severity:** N/A (gated; default behavior unaffected)
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