docs: #270 retest - casting fixed (user-confirmed); attack misses narrowed to link-less cycle hard-swap

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-30 23:03:34 +02:00
parent a46c8e65b2
commit 1390add140

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@ -118,16 +118,23 @@ when the exhausted state (stamina == 0) transitions; skills/burden/stamina
still reach `PlayerWeenie` immediately (the next natural dispatch picks up still reach `PlayerWeenie` immediately (the next natural dispatch picks up
rate changes, exactly retail). rate changes, exactly retail).
**Monster attack misses — theory + probe:** every logged attack UM **Monster attack misses — narrowed by the 2026-07-30 retest session
(cmd=0x00D3, spd=2.0) DID dispatch (`SetCycle 0x400000D3`), so the wire → (182k-line motion dump, 272 attack UMs):** the edge-drain theory is
animation path works. Working theory: remote ground-contact edges (bounce ACQUITTED (zero [remote-edge] lines — no remote ground edges fired at
hops / contact flickers on dead-reckoned bodies) each drain the mover's all), and the legacy stop-detector is dead code (the observation tracker
pending action animations (retail `HandleEnterWorld` semantics — faithful has no reader). All 272 attack UMs dispatched (`SetCycle 0x400000D3`);
per edge, wrong if we generate edges retail doesn't). A `[remote-edge]` 171 completed visibly; 3 were killed by a Ready UM arriving almost
probe (rides `ACDREAM_DUMP_MOTION=1`) now logs every remote immediately after the swing began. Residual hypothesis: our remote UM
HitGround/LeaveGround with the guid — one repro session with a missed swing path HARD-SWAPS cycles on SetCycle, while retail transitions between
will convict or acquit. cycles through the motion table's LINK animations — a quick
Ready-after-attack in retail still plays the swing's follow-through via
the attack→ready link chain; ours truncates it. Next step: audit the
remote dispatch path (RemoteInboundMotionDispatch → sequencer) for link
transitions vs hard SetCycle, against retail's unpack →
apply_current_movement → motion-table link graph. User confirms casting
is FIXED; attack animations are "still a bit buggy" (occasional misses,
consistent with the ~1% fast-replace rate plus link-less truncation
visibility).
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## #269 — Slope-stop slide runs too far (post-bounce-rework residual) ## #269 — Slope-stop slide runs too far (post-bounce-rework residual)