fix(motion): jump direction, AutoPos cadence, backward/strafe wire & anim
Closes a multi-bug knot in player motion outbound + remote inbound,
discovered via cdb live trace of retail (2026-05-01) and follow-up
visual verification.
Outbound (acdream → ACE):
- JumpAction velocity is BODY-LOCAL, not world (per retail
CPhysicsObj::get_local_physics_velocity at 0x00512140 + ACE
Player.HandleActionJump's set_local_velocity call). Was sending
world; observers saw jump rotated by player yaw.
- Capture get_jump_v_z BEFORE LeaveGround() — the latter resets
JumpExtent to 0, after which get_jump_v_z returned 0. Was sending
Z=0 in every JumpAction.
- Backward/strafe-left jumps lost their horizontal velocity because
LeaveGround → get_state_velocity returns zero for non-canonical
motion (faithful to retail's FUN_00528960; retail papers over via
adjust_motion translation, not yet ported). Compute the correct
body-local launch velocity from input directly and push it back
into the body so local prediction matches what we send.
- IsRunning HoldKey was gated on `input.Run && input.Forward`, so
strafe-run and backward-run incorrectly broadcast as walk to
observers — ACE then animated walk + dead-reckoned at walk speed
while server position moved at run speed (visible as observer
lag). Fixed: gate on any active directional axis.
- AutonomousPosition heartbeat 0.2s → 1.0s to match holtburger's
AUTONOMOUS_POSITION_HEARTBEAT_INTERVAL and the ~1Hz observed in
retail trace.
- Heartbeat now fires while in-world regardless of motion state
(matches holtburger + retail's transient_state-based gate, not
motion-based). Pre-fix the at-rest heartbeat was suppressed.
Inbound (ACE → acdream, remote retail player):
- Remote backward walk arrives as cmd=WalkForward + speed=-1.91
(retail's adjust_motion'd form). Two bugs were stacking:
1. AnimationSequencer fast-path returned without updating when
sign(speedMod) flipped while motion stayed equal — kept playing
forward at old positive framerate. Fixed: bypass fast-path on
sign change so the full re-setup runs.
2. GameWindow clamped negative speedMod to 1.0 when stuffing
InterpretedState.ForwardSpeed, making get_state_velocity
produce forward velocity. Fixed: pass speedMod through verbatim
so the dead-reckoning body translates backward.
Issue #38 filed: 30Hz physics tick produces a chase-camera smoothness
regression at 60+ FPS render. Standard render-time interpolation is
the recommended fix (separate phase).
Findings + comparison vs retail/holtburger:
docs/research/2026-05-01-retail-motion-trace/findings.md
docs/research/2026-05-01-retail-motion-trace/fixes.md
TODO: port retail's adjust_motion (FUN_00528010) properly so
get_state_velocity works for all directions natively — would let us
drop the workaround in PlayerMovementController jump path and the
clamp in GameWindow.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
parent
09e013b7bd
commit
17a9ff1158
6 changed files with 691 additions and 22 deletions
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docs/research/2026-05-01-retail-motion-trace/findings.md
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# Retail motion outbound trace — findings
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**Date:** 2026-05-01
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**Tool:** cdb 10.0.28000.1839 attached non-invasively to live retail
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acclient.exe v11.4186 (Sept 2013 EoR build, GUID
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`9e847e2f-777c-4bd9-886c-22256bb87f32`).
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**Symbols:** `refs/acclient.pdb` — 18,366 named functions, 5,371 named
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struct/class types.
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**Server:** local ACE on `127.0.0.1:9000`. Character: `+Acdream`,
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spawned in Holtburg.
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## TL;DR
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- **WASD movement does NOT go through `ACCmdInterp::SendDoMovementEvent`.**
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Across two captures totalling ~5 minutes of running, jumping, and
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turning, that breakpoint fired **zero** times. `SendDoMovementEvent` is
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apparently slash-command-only (`/run`, `/walk`, `/sneak`, etc.). The
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per-frame movement send path is `CommandInterpreter::SendMovementEvent`
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(which we couldn't trace stably — see "Open" below).
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- **Jump goes through `CM_Movement::Event_Jump`.** It fires
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**per-frame while the spacebar is held** (charge phase), not just once
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per jump. 44 hits in ~30 sec of jumping. Same `JumpPack` stack pointer
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every time — function probably packs every frame but conditionally
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sends.
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- **AutoPos heartbeat fires often during sustained motion** (~5 Hz at
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rest after gating, much higher under motion). It's gated by
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`transient_state & 1 && transient_state & 2 && Position::IsValid` so
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**does not fire when the player is standing still**.
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- **`set_heading` is for player rotation only, not camera mouse-look.**
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Camera pan does not fire it; turn keys / strafe / character autoface do.
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- **`set_state`** XOR mask shows which physics-state bits change on each
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call. Distinct values observed: 11 different new-state bitmasks
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across two captures (see "set_state bitmask atlas" below).
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## What we ran
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| Run | Duration | Activity | Hits |
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|-----|----------|----------|------|
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| v1 | ~60 sec | Run forward + turn | 127 |
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| v2 | ~3 min | Run + jump + turn (holding W, repeated jumps) | 247 |
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Both with the same six-breakpoint set:
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`SendDoMovementEvent`, `SendStopMovementEvent`, `set_state`,
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`set_heading`, `Event_Jump`, `Event_AutonomousPosition`. Logs at
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[motion_trace_v1_walk_and_turn_2026-05-01.log](../../../.claude/worktrees/jovial-blackburn-773942/motion_trace_v1_walk_and_turn_2026-05-01.log)
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and [motion_trace_v2_run_jump_turn_2026-05-01.log](../../../.claude/worktrees/jovial-blackburn-773942/motion_trace_v2_run_jump_turn_2026-05-01.log).
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A v3 attempt added `CommandInterpreter::SendMovementEvent` (the
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per-frame MoveToState gateway). The cdb attach + breakpoint setup with
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that 7th breakpoint added enough overhead that retail's network thread
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starved; ACE timed out the session and retail crashed within seconds of
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attach. That bp is too high-frequency to instrument with a `printf` in
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the action — needs a separate, minimal-overhead trace (counter only,
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no print).
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## Hit distribution (v2)
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| BP | Hits | Notes |
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|----|------|-------|
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| `set_state` | 159 | All 11 distinct new-masks; clusters around motion transitions |
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| `Event_Jump` | 44 | Bursts during sustained spacebar-hold |
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| `Event_AutonomousPosition` (printed) | 38 | Throttle 1/10 → ~370 actual hits |
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| `set_heading` (printed) | 6 | Throttle 1/10 → ~60 actual; only fires on player rotate |
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| `SendDoMovementEvent` | 0 | **Confirmed unused for keyboard motion** |
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| `SendStopMovementEvent` | 0 | **Confirmed unused** |
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## set_state bitmask atlas
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Captured `new` masks (current state was `0x00400c08` baseline, sometimes
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`0x00410c08`). Distinct values across both runs:
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| `new` | bits set | Likely meaning (cross-checked vs `PHYSICS_STATE` enum candidates) |
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|-------|----------|--------------------------------------------------------------------|
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| `0x00000408` | 3, 10 | Base "in world, animating" |
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| `0x00000410` | 4, 10 | Walk / sidestep variant |
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| `0x00000414` | 2, 4, 10 | Walking + something |
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| `0x00000418` | 3, 4, 10 | Walking + alt |
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| `0x00000c0c` | 2, 3, 10, 11 | Multi-state combo |
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| `0x00000c14` | 2, 4, 10, 11 | Combo near jump |
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| `0x00010008` | 3, 16 | Bit 16 likely "scripted/cinematic"? |
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| `0x00020414` | 2, 4, 10, 17 | Bit 17 likely something high |
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| `0x00200418` | 3, 4, 10, 21 | Bit 21 likely "frozen/inert" |
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| `0x00600418` | 3, 4, 10, 21, 22 | Bits 21+22 — common during motion |
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| `0x0060041c` | 2, 3, 4, 10, 21, 22 | Same + bit 2 |
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**Action item:** decode the `PhysicsState` enum bits from
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`docs/research/named-retail/acclient.h` and label this table
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authoritatively. The `cur` value `0x00400c08` (bits 3, 10, 11, 22)
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should be the "neutral, in-world, alive" base.
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## set_heading angle samples
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Angles captured (4-byte float bit pattern, decoded):
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| Hex | Float (degrees) |
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|-----|-----------------|
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| `0x00000000` | 0.0 (north) |
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| `0x41c8af72` | 25.09 |
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| `0x43070000` | 135.0 |
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| `0x43083c22` | 136.23 |
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| `0x430d7596` | 141.46 |
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| `0x43340000` | 180.0 |
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| `0x433a1741` | 186.09 |
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| `0x43a9d6c7` | 339.68 |
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Confirms heading is **degrees, float, 0–360 wrap**. Matches the
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acdream-side encoding in the outbound builders.
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## Event_Jump pattern
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44 hits in v2 — way more than user keypresses. Pattern:
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```
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[70..92] burst of 9 hits (one charged jump session)
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[97..138] burst of 11 hits (another charged jump)
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[251..408] continuous hits (multiple chained jumps)
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```
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Same `JumpPack` pointer (`001af5f8`) on every hit — stack-allocated
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local in the caller. Consistent with `Event_Jump` being called
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**per-frame while the jump button is held to charge**, with the
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function itself deciding whether to actually send the pack on the wire.
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We did not break inside the function so we don't have the send/no-send
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ratio.
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**Action item:** trace one jump in isolation — set a bp on
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`Event_Jump` AND on the BSTREAM-write deeper in the function. Capture
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how many of the per-frame Event_Jump calls actually emit a 0xF61B
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JumpAction packet. acdream's [JumpAction.cs](../../../src/AcDream.Core.Net/Messages/JumpAction.cs)
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sends one JumpAction per spacebar release — if retail sends one per
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charge-frame, our outbound is wrong (or vice-versa).
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## AutoPos heartbeat behaviour
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`CM_Movement::Event_AutonomousPosition` is called from
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`CommandInterpreter::SendPositionEvent` (006b4770), which is
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**guarded** by:
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```c
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if (this->smartbox != 0 && this->player != 0 &&
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(transient_state & 1) != 0 && (transient_state & 2) != 0 &&
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Position::IsValid(&player->m_position))
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```
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`transient_state` bits 0 and 1 are required — this is why AutoPos
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**doesn't fire when the player is fully at rest**. During sustained
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motion it fires ~5 Hz at the throttle interval we saw (1 print every
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10 hits = ~1 line/sec → ~50 hits in 5 sec).
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**Action item:** acdream's outbound heartbeat in
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[GameWindow.cs](../../../src/AcDream.App/Rendering/GameWindow.cs)
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is a 200ms periodic pulse. Verify whether retail's cadence matches our
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fixed 200ms or is event-driven (e.g. fires per-frame while moving and
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not at all at rest). If event-driven, we may be sending stale
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heartbeats while standing still that retail would suppress.
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## Confirmed correct vs acdream-side
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| Behaviour | Retail observed | acdream | Match |
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|-----------|-----------------|---------|-------|
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| Heading encoding | float degrees 0–360 | float degrees 0–360 in MoveToState | ✓ |
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| Heartbeat at rest | does not send | sends every 200ms | **MISMATCH** — ours sends extras |
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| Slash-command motion path | `SendDoMovementEvent` (unused for WASD) | n/a (acdream doesn't send slash motions) | ✓ |
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| Jump per-frame charge | `Event_Jump` fires every frame while spacebar held | acdream sends 1 JumpAction on release | **POSSIBLE MISMATCH** — needs deeper trace |
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## Open / what we still don't have
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1. **The actual 0xF61C MoveToState send path** — retail's per-frame
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movement message. Our breakpoint
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on `CommandInterpreter::SendMovementEvent` (0x006B4680) was the
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right entry but adding it to the trace caused retail to crash
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(cumulative bp-action overhead). Needs a SEPARATE focused trace with
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just that bp + a counter (no `printf`).
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2. **The exact wire bytes of MoveToState / AutonomousPosition / Jump.**
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Was planned for the v3 wire-trace; not run. Would require
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`RawMotionState::Pack` and `AutonomousPositionPack::Pack` breakpoints
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with `dt` struct dump + `db` byte dump. Same overhead concerns; do
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one bp at a time.
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3. **Sequence-counter behaviour.** Our trace captured nothing about
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how retail bumps the four `Instance/ServerControl/Teleport/ForcePosition`
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sequence counters across messages. Needs taps inside
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`MoveToStatePack` / `AutonomousPositionPack` constructors.
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4. **The `PhysicsState` enum decode.** Names map for the 0x408 / 0x418
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/ 0x600418 / 0x10008 etc. bitmasks lives in
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`docs/research/named-retail/acclient.h`. Pull the `PHYSICS_STATE`
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enum and label this trace's set_state column authoritatively.
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5. **DoMov / StopMov context.** Confirmed unused for WASD, but
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`SendDoMovementEvent(0x85000001, 0x3f800000, 0)` was found in the
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pseudo-C as a real call site — find what triggers it (slash command?
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autorun toggle?) and document so our IS_SLASH_COMMAND test paths know
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what to expect.
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## Toolchain notes
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- **`qd` is not allowed inside breakpoint command actions** in cdb.
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Empirically silently ignored (no parse error). Quoting the docs:
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"you cannot use commands that wait for input or end the debugger
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session in breakpoint command lists." `qd`, `q`, `qq` all fall under
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this. **Use `.detach` (a meta-command) instead** when you need a
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bp-driven detach.
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- **`cdb -pd` does NOT survive `Stop-Process -Force`.** `-pd` makes the
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*graceful* exit not terminate the debuggee. `TerminateProcess` (which
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is what `Stop-Process -Force` does) bypasses cleanup and the OS
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treats debugger termination as debuggee termination. Need either
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`qd`/`.detach` from inside, or send `CTRL_BREAK_EVENT` to cdb (via
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P/Invoke) and feed `qd` to its stdin.
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- **Per-frame breakpoints with `printf` actions are too expensive.**
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Adding `CommandInterpreter::SendMovementEvent` (called every motion
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tick, ~30 Hz) with a `printf` action lagged retail enough that the
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ACE session timed out within a few seconds. **For per-frame
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breakpoints, use counter-only actions** (`r $tN = @$tN + 1; gc`) —
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no `.printf`, no `poi` reads.
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## Files
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- [motion_discovery.cdb](../../../.claude/worktrees/jovial-blackburn-773942/motion_discovery.cdb)
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— symbol resolution + prologue dump (one-shot, kept for reference)
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- [motion_trace.cdb](../../../.claude/worktrees/jovial-blackburn-773942/motion_trace.cdb)
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— current motion-trace script (v4, with `.detach`)
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- [run_motion_trace.ps1](../../../.claude/worktrees/jovial-blackburn-773942/run_motion_trace.ps1)
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— launcher with timer-based fallback
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- v1 log: walk + turn, no jump
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- v2 log: run + jump + turn
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## Next session
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1. Decode `PHYSICS_STATE` enum from `acclient.h`. 30 minutes.
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2. Single-bp focused trace of `Event_Jump` with `db` byte dump on the
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pack, to determine send-rate vs charge-frame-rate.
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3. Single-bp focused trace of `CommandInterpreter::SendMovementEvent`
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(counter only) to confirm per-frame fire and measure rate.
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4. Wire-bytes trace using `RawMotionState::Pack` + post-`Pack` byte
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dump for one each of: idle, run-forward, run+turn, jump.
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267
docs/research/2026-05-01-retail-motion-trace/fixes.md
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267
docs/research/2026-05-01-retail-motion-trace/fixes.md
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# acdream vs retail motion outbound — gap analysis + fixes
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|
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Companion to [findings.md](findings.md). Compares acdream's current
|
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outbound motion code to retail's observed behaviour AND to holtburger
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(the most authoritative working AC client we have, Rust TUI).
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## Summary table
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| Behaviour | Retail (live trace) | Holtburger (Rust client) | acdream | Verdict |
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|-----------|---------------------|--------------------------|---------|---------|
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| MoveToState dispatch trigger | Per-frame in `CommandInterpreter::SendMovementEvent`, gated by `InqRawMotionState != 0` and a `last_sent_position_time` rate-limit (rate unknown) | On motion-intent change (`last_server_motion_intent != current`) | On motion-state change (`MotionStateChanged`) | acdream ≈ holtburger; retail probably more aggressive but rate-limited — **likely OK** |
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| AutonomousPosition cadence | ~1 Hz observed in v2 (~380 hits over ~5 min of activity) | **1.0 sec** const (`AUTONOMOUS_POSITION_HEARTBEAT_INTERVAL`) | **0.2 sec** (5 Hz) | **acdream is 5× too aggressive** |
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| AutoPos at rest | Likely yes (gated by `transient_state & 1 && transient_state & 2`, not by motion) | Yes (gated by `has_autonomous_position_sync_target`, not motion) | **No** — acdream only ticks heartbeat while `isMoving` | **acdream MISSING at-rest heartbeat** |
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| MoveToState content (heading) | float degrees 0–360 | float degrees 0–360 | float degrees 0–360 | ✓ match |
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| HoldKey enum | Invalid=0 / None=1 / Run=2 | Same | Same (`HoldKeyNone=1`, `HoldKeyRun=2`) | ✓ match |
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| Slash-command motion path | `SendDoMovementEvent` (zero hits in WASD trace — confirmed unused) | n/a | n/a | ✓ both correctly skip |
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| Jump dispatch | `Event_Jump` fires per-frame while spacebar held; same `JumpPack` ptr suggests function-internal gating | (not yet checked) | Single `JumpAction` on spacebar release | **Unknown — needs deeper retail trace** |
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|
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## Concrete fixes
|
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|
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### Fix #1 — Heartbeat interval 200 ms → 1000 ms
|
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|
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**Confidence:** high. Holtburger's constant is explicit and named; our retail
|
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trace ratio (~380 hits / ~5 min) matches 1 Hz; ACE has no expectation
|
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of a 200 ms cadence anywhere I can find.
|
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|
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**Where:** [PlayerMovementController.cs:172](src/AcDream.App/Input/PlayerMovementController.cs:172)
|
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|
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```csharp
|
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public const float HeartbeatInterval = 0.2f; // 200ms
|
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```
|
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|
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Change to:
|
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|
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```csharp
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// Holtburger constant + retail trace 2026-05-01.
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// Ours used to be 0.2s — far too aggressive; observers may have
|
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// interpreted the dense pulse stream as jitter.
|
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public const float HeartbeatInterval = 1.0f; // 1000ms
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```
|
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|
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**Risk:** dropping the heartbeat rate by 5× means observers' dead-reckoning
|
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extrapolates over a longer interval between confirmation pulses. If our
|
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position drift is bounded (no extreme client-side prediction), this is
|
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fine — that's exactly what retail/holtburger do. Expect slightly less
|
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"crisp" remote-observer view of the player's *idle* position, no
|
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practical effect during motion (MoveToState fires on every state change,
|
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which is much more frequent than 1 Hz under WASD activity).
|
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|
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### Fix #2 — Send AutonomousPosition at rest, not just while moving
|
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|
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**Confidence:** medium-high. Holtburger explicitly schedules the heartbeat
|
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as long as a sync target exists, regardless of whether the player is
|
||||
moving. Our retail trace was inconclusive at rest (cdb's attach
|
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overhead made the "stand still" scenario unreliable) but the named
|
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`SendPositionEvent` gate is on `transient_state` (in-world, alive,
|
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valid pose), not on `is_moving`.
|
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|
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**Where:** [PlayerMovementController.cs:765-779](src/AcDream.App/Input/PlayerMovementController.cs:765)
|
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|
||||
```csharp
|
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bool isMoving = outForwardCmd is not null
|
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|| outSidestepCmd is not null
|
||||
|| outTurnCmd is not null;
|
||||
if (isMoving)
|
||||
{
|
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_heartbeatAccum += dt;
|
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HeartbeatDue = _heartbeatAccum >= HeartbeatInterval;
|
||||
if (HeartbeatDue) _heartbeatAccum = 0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_heartbeatAccum = 0f;
|
||||
HeartbeatDue = false;
|
||||
}
|
||||
```
|
||||
|
||||
Change to (drop the `isMoving` gate, replace with a "valid pose" gate
|
||||
that mirrors retail's `transient_state & 1 && transient_state & 2 &&
|
||||
Position::IsValid`):
|
||||
|
||||
```csharp
|
||||
// Heartbeat is a SYNC PULSE, not a motion broadcast. It fires whenever
|
||||
// the player is in a valid in-world pose — at rest OR moving — so the
|
||||
// server's last-known-position stays fresh. Holtburger uses 1 Hz
|
||||
// regardless of motion; retail's SendPositionEvent gate is
|
||||
// transient_state-based, not motion-based.
|
||||
if (PlayerState == PlayerState.InWorld && Position.HasValidPose())
|
||||
{
|
||||
_heartbeatAccum += dt;
|
||||
HeartbeatDue = _heartbeatAccum >= HeartbeatInterval;
|
||||
if (HeartbeatDue) _heartbeatAccum = 0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
_heartbeatAccum = 0f;
|
||||
HeartbeatDue = false;
|
||||
}
|
||||
```
|
||||
|
||||
(`Position.HasValidPose()` is illustrative — use whatever validity
|
||||
predicate corresponds to "logged in, not portaling, not dead". The
|
||||
`PlayerState.PortalSpace` early-return at the top of `Update` already
|
||||
handles portal travel; the InWorld check above covers the rest.)
|
||||
|
||||
**Risk:** the server gets ~1 extra packet per second while the player is
|
||||
idle. Negligible bandwidth. Aligns with holtburger and (likely) retail.
|
||||
Possible win: ACE may have been silently dropping the player's session
|
||||
or marking them stale during long idle periods because we stopped
|
||||
heart-beating.
|
||||
|
||||
### Fix #3 — Jump velocity must be sent in body-LOCAL space, not world space
|
||||
|
||||
**Confidence: very high.** This is THE bug behind "acdream jumps in
|
||||
the wrong direction when observed from retail."
|
||||
|
||||
**Evidence chain:**
|
||||
|
||||
1. Retail's jump caller at `0x0056b1e7` does
|
||||
```c
|
||||
CPhysicsObj::get_local_physics_velocity(player, &var_70);
|
||||
JumpPack::JumpPack(&var_64, extent, &var_70 /*velocity*/, ...);
|
||||
CM_Movement::Event_Jump(&var_64);
|
||||
```
|
||||
It explicitly uses `get_LOCAL_physics_velocity`, not the world-space
|
||||
accessor.
|
||||
2. The retail header (`acclient.h:54020`) defines
|
||||
`JumpPack::velocity` as `AC1Legacy::Vector3`, with no
|
||||
"this is local space" comment — but the construction site decides
|
||||
this. The server reverses on receive: server applies the player's
|
||||
heading rotation to transform the body-space velocity back into
|
||||
world space for broadcast.
|
||||
3. `get_local_physics_velocity` body
|
||||
(`acclient.exe:0x00512140`) does
|
||||
`local = fl2gv * worldVelocity` where `fl2gv` is a 3×3 row-major
|
||||
matrix whose rows are the player's local axes expressed in world
|
||||
coordinates. That's the inverse of the heading rotation — exactly
|
||||
the world→local transform.
|
||||
4. acdream's
|
||||
[JumpAction.cs:64](src/AcDream.App/Input/PlayerMovementController.cs:64)
|
||||
declares `JumpVelocity` as
|
||||
`// world-space launch velocity (sent in jump packet)`.
|
||||
[JumpAction.cs:433](src/AcDream.App/Input/PlayerMovementController.cs:433)
|
||||
captures `outJumpVelocity = _body.Velocity;` — `_body.Velocity` is
|
||||
in world space (verified by the gravity integration code that
|
||||
subtracts world-Z from it each frame).
|
||||
5. **Result:** observers receive an unrotated world vector, the
|
||||
server's broadcast pipeline rotates it AGAIN by the player's
|
||||
heading at receive-time. Net effect: jump direction is rotated by
|
||||
`yaw` worth of rotation in the wrong direction. Standing facing
|
||||
north and jumping forward → observer sees the player jump
|
||||
sideways. Standing facing east and jumping forward → observer sees
|
||||
the player jump backward. Etc. **Exactly the symptom reported.**
|
||||
|
||||
**Where to fix:** [PlayerMovementController.cs:433](src/AcDream.App/Input/PlayerMovementController.cs:433)
|
||||
right where `outJumpVelocity = _body.Velocity` is captured.
|
||||
|
||||
```csharp
|
||||
// BEFORE:
|
||||
outJumpVelocity = _body.Velocity; // capture after LeaveGround applies it
|
||||
```
|
||||
|
||||
```csharp
|
||||
// AFTER:
|
||||
// Retail sends jump velocity in BODY-LOCAL space (forward / right /
|
||||
// up relative to the player's facing) — see CPhysicsObj::
|
||||
// get_local_physics_velocity at 0x00512140 and the call site at
|
||||
// 0x0056b1e7. The server applies the player's heading on receive to
|
||||
// rotate body→world; if we send world-space, observers see the
|
||||
// jump rotated by `yaw`. Convert via inverse-yaw rotation around Z.
|
||||
var worldVel = _body.Velocity;
|
||||
float cy = MathF.Cos(Yaw);
|
||||
float sy = MathF.Sin(Yaw);
|
||||
outJumpVelocity = new Vector3(
|
||||
cy * worldVel.X + sy * worldVel.Y, // local-axis-0 component
|
||||
-sy * worldVel.X + cy * worldVel.Y, // local-axis-1 component
|
||||
worldVel.Z); // local-axis-2 (gravity-aligned)
|
||||
```
|
||||
|
||||
**Caveat — verify the sign of `Yaw` and the AC local-axis convention
|
||||
before merging.** AC's heading convention is 0° = north = +Y, growing
|
||||
clockwise toward east = +X. The above formula assumes
|
||||
`world = R(Yaw) * local` so `local = R(-Yaw) * world`. If acdream's
|
||||
`Yaw` is signed the other way, flip the signs of the `sy` terms. A
|
||||
two-test verification: jump while facing north (cy=1, sy=0) — the
|
||||
rotation should be a no-op and `local == world`; jump while facing
|
||||
east (cy=0, sy=1) — the world `(1, 0, 0)` should map to local
|
||||
`(0, -1, 0)` (i.e., to the right of facing-north when standing facing
|
||||
east means body-axis-1 negative).
|
||||
|
||||
**Confirm via cdb later (not blocking the fix):** trace a single
|
||||
retail jump-forward, dump the JumpPack at `Event_Jump` entry via
|
||||
`dt acclient!JumpPack poi(esp+4)`. The `velocity.x/y/z` fields will be
|
||||
the canonical local-space values for "jump forward". Compare to
|
||||
acdream's outbound after the fix — they should match within FP
|
||||
rounding.
|
||||
|
||||
### Fix #4 — Event_Jump send-rate (research-only, low priority)
|
||||
|
||||
Retail's `Event_Jump` fires per-frame while the spacebar is held to
|
||||
charge. Same `JumpPack` ptr (`001af5f8`) on every hit indicates a
|
||||
stack-allocated local in the caller — function probably has internal
|
||||
gating that decides send-vs-skip based on a state delta. acdream
|
||||
sends ONE `JumpAction` per spacebar release. Until we trace inside
|
||||
`Event_Jump` to count actual sends, leave acdream's behaviour alone.
|
||||
Filed at low priority because the wrong-direction bug (Fix #3) is
|
||||
the bigger issue.
|
||||
|
||||
## Things that look RIGHT
|
||||
|
||||
These don't need changes — written down so we don't second-guess them
|
||||
later:
|
||||
|
||||
- **MoveToState send-on-state-change.** Holtburger does the same. The
|
||||
motion-state delta detection in
|
||||
[PlayerMovementController.cs:744-756](src/AcDream.App/Input/PlayerMovementController.cs:744)
|
||||
(forward-cmd, sidestep, turn, speed, run-hold, local-anim-cmd) is the
|
||||
right set of fields to compare.
|
||||
- **WASD does not invoke `SendDoMovementEvent`.** That's a slash-command
|
||||
path retail keeps for `/run`, `/walk`, etc. Our outbound correctly
|
||||
skips it.
|
||||
- **HoldKey encoding** (Invalid=0/None=1/Run=2). Matches retail and
|
||||
holtburger.
|
||||
- **Heading float-degrees encoding.** Matches retail (we decoded 8
|
||||
distinct angles cleanly to 0–360°).
|
||||
- **Per-axis hold-key broadcast.** acdream's
|
||||
[GameWindow.cs:4949-4952](src/AcDream.App/Rendering/GameWindow.cs:4949)
|
||||
sends `axisHoldKey` for every active axis — matches holtburger's
|
||||
`build_motion_state_raw_motion_state`.
|
||||
|
||||
## Test plan after fixes
|
||||
|
||||
For Fix #1 + Fix #2 together:
|
||||
|
||||
1. Build + run acdream, log in as `+Acdream`.
|
||||
2. Open Wireshark on loopback `127.0.0.1`, filter on UDP port 9000.
|
||||
3. Walk forward for 5 sec, stop for 5 sec, walk again for 5 sec, stop
|
||||
for 5 sec, log out.
|
||||
4. In Wireshark, count outbound 0xF753 (AutonomousPosition) packets
|
||||
over the 20 sec window.
|
||||
- **Pre-fix:** expect ~50 (5 Hz × 10 sec moving + 0 at rest).
|
||||
- **Post-fix:** expect ~20 (1 Hz × 20 sec, both moving and at rest).
|
||||
5. Have a retail observer in-world watching `+Acdream`. Stand still
|
||||
for 30 sec without moving. Pre-fix: retail might mark us stale or
|
||||
show our idle pose desyncing. Post-fix: should stay synced.
|
||||
|
||||
## Files to modify
|
||||
|
||||
Both fixes touch one file:
|
||||
|
||||
- [src/AcDream.App/Input/PlayerMovementController.cs](src/AcDream.App/Input/PlayerMovementController.cs)
|
||||
- Line 172: `HeartbeatInterval` constant
|
||||
- Lines 765–779: `isMoving` gate around `_heartbeatAccum` update
|
||||
|
||||
No changes to message builders ([MoveToState.cs](src/AcDream.Core.Net/Messages/MoveToState.cs),
|
||||
[AutonomousPosition.cs](src/AcDream.Core.Net/Messages/AutonomousPosition.cs),
|
||||
[JumpAction.cs](src/AcDream.Core.Net/Messages/JumpAction.cs)) needed.
|
||||
No changes to wire-level dispatch in
|
||||
[GameWindow.cs](src/AcDream.App/Rendering/GameWindow.cs) needed.
|
||||
|
||||
## Tracking
|
||||
|
||||
File these as ISSUES.md entries when implementing:
|
||||
|
||||
- **#motion.heartbeat-interval** (Fix #1) — `HeartbeatInterval = 1.0f`. ~10 lines, plus test.
|
||||
- **#motion.heartbeat-at-rest** (Fix #2) — drop the `isMoving` gate. ~15 lines, plus test that exercises the at-rest pulse.
|
||||
- **#motion.jump-charge-rate** (Fix #3) — research-only until retail trace lands. Don't change code yet.
|
||||
Loading…
Add table
Add a link
Reference in a new issue