test(physics): pin issue 270 animation fixes

This commit is contained in:
Erik 2026-07-31 07:47:06 +02:00
parent bb1640f777
commit 0cb60d98a0
7 changed files with 337 additions and 43 deletions

View file

@ -98,6 +98,7 @@ internal sealed class LiveSessionRuntimeFactory
private readonly LiveSessionWorldRuntime _world;
private readonly LiveSessionCommandSurface _commands;
private readonly Action<string> _log;
private readonly StaminaExhaustionEdgeTracker _staminaExhaustion = new();
public LiveSessionRuntimeFactory(
LiveSessionPlayerRuntime player,
@ -189,6 +190,7 @@ internal sealed class LiveSessionRuntimeFactory
private void ResetPlayerPresentation()
{
_staminaExhaustion.Reset();
_interaction.PlayerMode.ResetSession();
_world.SpawnClaims.Reset();
}
@ -289,13 +291,6 @@ internal sealed class LiveSessionRuntimeFactory
OnMovementStatsUpdated: () => ApplyMovementStats("stats"));
}
/// <summary>
/// Tracks the previous "stamina exhausted" state so
/// <see cref="ApplyMovementStats"/> can fire retail's exhaustion
/// notification on the EDGE only. Null = no stamina reading applied yet.
/// </summary>
private bool? _lastStaminaExhausted;
/// <summary>
/// Re-applies the current <see cref="RuntimeMovementSkillState"/>
/// snapshot (skills/burden/stamina) to the live player controller.
@ -328,14 +323,8 @@ internal sealed class LiveSessionRuntimeFactory
}
RuntimeMovementSkillSnapshot snapshot = _domain.Character.MovementSkills.Snapshot;
bool exhausted = snapshot.CurrentStamina == 0;
if (_lastStaminaExhausted != exhausted)
{
bool isEdge = _lastStaminaExhausted is not null;
_lastStaminaExhausted = exhausted;
if (isEdge)
controller!.Motion.ReportExhaustion();
}
if (_staminaExhaustion.Observe(snapshot.CurrentStamina))
controller!.Motion.ReportExhaustion();
_log(
$"player: applied server movement {reason} "

View file

@ -0,0 +1,32 @@
namespace AcDream.App.Net;
/// <summary>
/// Tracks retail's stamina-exhaustion notification edge for one live-session
/// generation.
/// </summary>
internal sealed class StaminaExhaustionEdgeTracker
{
private bool? _wasExhausted;
/// <summary>
/// Observes the current stamina value and returns <see langword="true"/>
/// only when a previously initialized state changes between exhausted and
/// non-exhausted.
/// </summary>
public bool Observe(int currentStamina)
{
bool exhausted = currentStamina == 0;
if (_wasExhausted == exhausted)
return false;
bool isEdge = _wasExhausted.HasValue;
_wasExhausted = exhausted;
return isEdge;
}
/// <summary>
/// Forgets the retiring character/session sample. The first sample in the
/// next generation establishes a baseline and must not synthesize an edge.
/// </summary>
public void Reset() => _wasExhausted = null;
}

View file

@ -168,9 +168,6 @@ internal sealed class LiveEntityNetworkUpdateController
System.Numerics.Vector3 worldPos,
uint cellId)
{
if (cellId == 0)
return;
var (radius, height) = _motionRuntime.GetSetupCylinder(serverGuid, entity);
if (radius < 0.05f)
{
@ -193,33 +190,20 @@ internal sealed class LiveEntityNetworkUpdateController
// retail's first frame would (position snapped onto the floor,
// contact plane + CONTACT/ON_WALKABLE committed below). A sweep that
// finds no floor (true airborne spawn) leaves the body airborne.
AcDream.Core.Physics.ResolveResult settle = _physicsEngine.ResolveWithTransition(
worldPos,
worldPos + new System.Numerics.Vector3(0f, 0f, -0.5f),
cellId,
sphereRadius: radius,
sphereHeight: height,
stepUpHeight: 0.4f,
stepDownHeight: 0.4f,
isOnGround: false,
body: remote.Body,
moverFlags: moverFlags,
movingEntityId: entity.Id);
if (!settle.Ok || !settle.InContact)
return; // no floor within reach — stays airborne like retail's fall
remote.Body.Position = settle.Position;
AcDream.Core.Physics.PhysicsObjUpdate.CommitSetPositionTransition(
if (!RemoteSpawnPlacementSettler.TrySettle(
_physicsEngine,
remote.Body,
settle.InContact,
settle.OnWalkable,
settle.CollisionNormalValid,
settle.CollisionNormal,
previousContact: false,
previousOnWalkable: false,
worldPos,
cellId,
radius,
height,
moverFlags,
entity.Id,
remote.Movement.HitGround,
remote.Motion.LeaveGround);
remote.Motion.LeaveGround))
{
return; // no floor within reach — stays airborne like retail's fall
}
remote.Airborne = !remote.Body.OnWalkable;
}

View file

@ -0,0 +1,62 @@
using System.Numerics;
using AcDream.Core.Physics;
namespace AcDream.App.Physics;
/// <summary>
/// Performs the compressed first-gravity-frame settle used to establish
/// retail Contact/OnWalkable state for a newly materialized remote body.
/// </summary>
internal static class RemoteSpawnPlacementSettler
{
internal const float SettleDistance = 0.5f;
public static bool TrySettle(
PhysicsEngine physicsEngine,
PhysicsBody body,
Vector3 worldPosition,
uint cellId,
float sphereRadius,
float sphereHeight,
ObjectInfoState moverFlags,
uint movingEntityId,
Action hitGround,
Action leaveGround)
{
ArgumentNullException.ThrowIfNull(physicsEngine);
ArgumentNullException.ThrowIfNull(body);
ArgumentNullException.ThrowIfNull(hitGround);
ArgumentNullException.ThrowIfNull(leaveGround);
if (cellId == 0)
return false;
ResolveResult settle = physicsEngine.ResolveWithTransition(
worldPosition,
worldPosition - new Vector3(0f, 0f, SettleDistance),
cellId,
sphereRadius,
sphereHeight,
stepUpHeight: 0.4f,
stepDownHeight: 0.4f,
isOnGround: false,
body,
moverFlags,
movingEntityId);
if (!settle.Ok || !settle.InContact)
return false;
body.Position = settle.Position;
PhysicsObjUpdate.CommitSetPositionTransition(
body,
settle.InContact,
settle.OnWalkable,
settle.CollisionNormalValid,
settle.CollisionNormal,
previousContact: false,
previousOnWalkable: false,
hitGround,
leaveGround);
return true;
}
}