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:
Erik 2026-05-02 16:11:15 +02:00
parent 09e013b7bd
commit 17a9ff1158
6 changed files with 691 additions and 22 deletions

View file

@ -0,0 +1,233 @@
# Retail motion outbound trace — findings
**Date:** 2026-05-01
**Tool:** cdb 10.0.28000.1839 attached non-invasively to live retail
acclient.exe v11.4186 (Sept 2013 EoR build, GUID
`9e847e2f-777c-4bd9-886c-22256bb87f32`).
**Symbols:** `refs/acclient.pdb` — 18,366 named functions, 5,371 named
struct/class types.
**Server:** local ACE on `127.0.0.1:9000`. Character: `+Acdream`,
spawned in Holtburg.
## TL;DR
- **WASD movement does NOT go through `ACCmdInterp::SendDoMovementEvent`.**
Across two captures totalling ~5 minutes of running, jumping, and
turning, that breakpoint fired **zero** times. `SendDoMovementEvent` is
apparently slash-command-only (`/run`, `/walk`, `/sneak`, etc.). The
per-frame movement send path is `CommandInterpreter::SendMovementEvent`
(which we couldn't trace stably — see "Open" below).
- **Jump goes through `CM_Movement::Event_Jump`.** It fires
**per-frame while the spacebar is held** (charge phase), not just once
per jump. 44 hits in ~30 sec of jumping. Same `JumpPack` stack pointer
every time — function probably packs every frame but conditionally
sends.
- **AutoPos heartbeat fires often during sustained motion** (~5 Hz at
rest after gating, much higher under motion). It's gated by
`transient_state & 1 && transient_state & 2 && Position::IsValid` so
**does not fire when the player is standing still**.
- **`set_heading` is for player rotation only, not camera mouse-look.**
Camera pan does not fire it; turn keys / strafe / character autoface do.
- **`set_state`** XOR mask shows which physics-state bits change on each
call. Distinct values observed: 11 different new-state bitmasks
across two captures (see "set_state bitmask atlas" below).
## What we ran
| Run | Duration | Activity | Hits |
|-----|----------|----------|------|
| v1 | ~60 sec | Run forward + turn | 127 |
| v2 | ~3 min | Run + jump + turn (holding W, repeated jumps) | 247 |
Both with the same six-breakpoint set:
`SendDoMovementEvent`, `SendStopMovementEvent`, `set_state`,
`set_heading`, `Event_Jump`, `Event_AutonomousPosition`. Logs at
[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)
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).
A v3 attempt added `CommandInterpreter::SendMovementEvent` (the
per-frame MoveToState gateway). The cdb attach + breakpoint setup with
that 7th breakpoint added enough overhead that retail's network thread
starved; ACE timed out the session and retail crashed within seconds of
attach. That bp is too high-frequency to instrument with a `printf` in
the action — needs a separate, minimal-overhead trace (counter only,
no print).
## Hit distribution (v2)
| BP | Hits | Notes |
|----|------|-------|
| `set_state` | 159 | All 11 distinct new-masks; clusters around motion transitions |
| `Event_Jump` | 44 | Bursts during sustained spacebar-hold |
| `Event_AutonomousPosition` (printed) | 38 | Throttle 1/10 → ~370 actual hits |
| `set_heading` (printed) | 6 | Throttle 1/10 → ~60 actual; only fires on player rotate |
| `SendDoMovementEvent` | 0 | **Confirmed unused for keyboard motion** |
| `SendStopMovementEvent` | 0 | **Confirmed unused** |
## set_state bitmask atlas
Captured `new` masks (current state was `0x00400c08` baseline, sometimes
`0x00410c08`). Distinct values across both runs:
| `new` | bits set | Likely meaning (cross-checked vs `PHYSICS_STATE` enum candidates) |
|-------|----------|--------------------------------------------------------------------|
| `0x00000408` | 3, 10 | Base "in world, animating" |
| `0x00000410` | 4, 10 | Walk / sidestep variant |
| `0x00000414` | 2, 4, 10 | Walking + something |
| `0x00000418` | 3, 4, 10 | Walking + alt |
| `0x00000c0c` | 2, 3, 10, 11 | Multi-state combo |
| `0x00000c14` | 2, 4, 10, 11 | Combo near jump |
| `0x00010008` | 3, 16 | Bit 16 likely "scripted/cinematic"? |
| `0x00020414` | 2, 4, 10, 17 | Bit 17 likely something high |
| `0x00200418` | 3, 4, 10, 21 | Bit 21 likely "frozen/inert" |
| `0x00600418` | 3, 4, 10, 21, 22 | Bits 21+22 — common during motion |
| `0x0060041c` | 2, 3, 4, 10, 21, 22 | Same + bit 2 |
**Action item:** decode the `PhysicsState` enum bits from
`docs/research/named-retail/acclient.h` and label this table
authoritatively. The `cur` value `0x00400c08` (bits 3, 10, 11, 22)
should be the "neutral, in-world, alive" base.
## set_heading angle samples
Angles captured (4-byte float bit pattern, decoded):
| Hex | Float (degrees) |
|-----|-----------------|
| `0x00000000` | 0.0 (north) |
| `0x41c8af72` | 25.09 |
| `0x43070000` | 135.0 |
| `0x43083c22` | 136.23 |
| `0x430d7596` | 141.46 |
| `0x43340000` | 180.0 |
| `0x433a1741` | 186.09 |
| `0x43a9d6c7` | 339.68 |
Confirms heading is **degrees, float, 0360 wrap**. Matches the
acdream-side encoding in the outbound builders.
## Event_Jump pattern
44 hits in v2 — way more than user keypresses. Pattern:
```
[70..92] burst of 9 hits (one charged jump session)
[97..138] burst of 11 hits (another charged jump)
[251..408] continuous hits (multiple chained jumps)
```
Same `JumpPack` pointer (`001af5f8`) on every hit — stack-allocated
local in the caller. Consistent with `Event_Jump` being called
**per-frame while the jump button is held to charge**, with the
function itself deciding whether to actually send the pack on the wire.
We did not break inside the function so we don't have the send/no-send
ratio.
**Action item:** trace one jump in isolation — set a bp on
`Event_Jump` AND on the BSTREAM-write deeper in the function. Capture
how many of the per-frame Event_Jump calls actually emit a 0xF61B
JumpAction packet. acdream's [JumpAction.cs](../../../src/AcDream.Core.Net/Messages/JumpAction.cs)
sends one JumpAction per spacebar release — if retail sends one per
charge-frame, our outbound is wrong (or vice-versa).
## AutoPos heartbeat behaviour
`CM_Movement::Event_AutonomousPosition` is called from
`CommandInterpreter::SendPositionEvent` (006b4770), which is
**guarded** by:
```c
if (this->smartbox != 0 && this->player != 0 &&
(transient_state & 1) != 0 && (transient_state & 2) != 0 &&
Position::IsValid(&player->m_position))
```
`transient_state` bits 0 and 1 are required — this is why AutoPos
**doesn't fire when the player is fully at rest**. During sustained
motion it fires ~5 Hz at the throttle interval we saw (1 print every
10 hits = ~1 line/sec → ~50 hits in 5 sec).
**Action item:** acdream's outbound heartbeat in
[GameWindow.cs](../../../src/AcDream.App/Rendering/GameWindow.cs)
is a 200ms periodic pulse. Verify whether retail's cadence matches our
fixed 200ms or is event-driven (e.g. fires per-frame while moving and
not at all at rest). If event-driven, we may be sending stale
heartbeats while standing still that retail would suppress.
## Confirmed correct vs acdream-side
| Behaviour | Retail observed | acdream | Match |
|-----------|-----------------|---------|-------|
| Heading encoding | float degrees 0360 | float degrees 0360 in MoveToState | ✓ |
| Heartbeat at rest | does not send | sends every 200ms | **MISMATCH** — ours sends extras |
| Slash-command motion path | `SendDoMovementEvent` (unused for WASD) | n/a (acdream doesn't send slash motions) | ✓ |
| Jump per-frame charge | `Event_Jump` fires every frame while spacebar held | acdream sends 1 JumpAction on release | **POSSIBLE MISMATCH** — needs deeper trace |
## Open / what we still don't have
1. **The actual 0xF61C MoveToState send path** — retail's per-frame
movement message. Our breakpoint
on `CommandInterpreter::SendMovementEvent` (0x006B4680) was the
right entry but adding it to the trace caused retail to crash
(cumulative bp-action overhead). Needs a SEPARATE focused trace with
just that bp + a counter (no `printf`).
2. **The exact wire bytes of MoveToState / AutonomousPosition / Jump.**
Was planned for the v3 wire-trace; not run. Would require
`RawMotionState::Pack` and `AutonomousPositionPack::Pack` breakpoints
with `dt` struct dump + `db` byte dump. Same overhead concerns; do
one bp at a time.
3. **Sequence-counter behaviour.** Our trace captured nothing about
how retail bumps the four `Instance/ServerControl/Teleport/ForcePosition`
sequence counters across messages. Needs taps inside
`MoveToStatePack` / `AutonomousPositionPack` constructors.
4. **The `PhysicsState` enum decode.** Names map for the 0x408 / 0x418
/ 0x600418 / 0x10008 etc. bitmasks lives in
`docs/research/named-retail/acclient.h`. Pull the `PHYSICS_STATE`
enum and label this trace's set_state column authoritatively.
5. **DoMov / StopMov context.** Confirmed unused for WASD, but
`SendDoMovementEvent(0x85000001, 0x3f800000, 0)` was found in the
pseudo-C as a real call site — find what triggers it (slash command?
autorun toggle?) and document so our IS_SLASH_COMMAND test paths know
what to expect.
## Toolchain notes
- **`qd` is not allowed inside breakpoint command actions** in cdb.
Empirically silently ignored (no parse error). Quoting the docs:
"you cannot use commands that wait for input or end the debugger
session in breakpoint command lists." `qd`, `q`, `qq` all fall under
this. **Use `.detach` (a meta-command) instead** when you need a
bp-driven detach.
- **`cdb -pd` does NOT survive `Stop-Process -Force`.** `-pd` makes the
*graceful* exit not terminate the debuggee. `TerminateProcess` (which
is what `Stop-Process -Force` does) bypasses cleanup and the OS
treats debugger termination as debuggee termination. Need either
`qd`/`.detach` from inside, or send `CTRL_BREAK_EVENT` to cdb (via
P/Invoke) and feed `qd` to its stdin.
- **Per-frame breakpoints with `printf` actions are too expensive.**
Adding `CommandInterpreter::SendMovementEvent` (called every motion
tick, ~30 Hz) with a `printf` action lagged retail enough that the
ACE session timed out within a few seconds. **For per-frame
breakpoints, use counter-only actions** (`r $tN = @$tN + 1; gc`) —
no `.printf`, no `poi` reads.
## Files
- [motion_discovery.cdb](../../../.claude/worktrees/jovial-blackburn-773942/motion_discovery.cdb)
— symbol resolution + prologue dump (one-shot, kept for reference)
- [motion_trace.cdb](../../../.claude/worktrees/jovial-blackburn-773942/motion_trace.cdb)
— current motion-trace script (v4, with `.detach`)
- [run_motion_trace.ps1](../../../.claude/worktrees/jovial-blackburn-773942/run_motion_trace.ps1)
— launcher with timer-based fallback
- v1 log: walk + turn, no jump
- v2 log: run + jump + turn
## Next session
1. Decode `PHYSICS_STATE` enum from `acclient.h`. 30 minutes.
2. Single-bp focused trace of `Event_Jump` with `db` byte dump on the
pack, to determine send-rate vs charge-frame-rate.
3. Single-bp focused trace of `CommandInterpreter::SendMovementEvent`
(counter only) to confirm per-frame fire and measure rate.
4. Wire-bytes trace using `RawMotionState::Pack` + post-`Pack` byte
dump for one each of: idle, run-forward, run+turn, jump.