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

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# acdream vs retail motion outbound — gap analysis + fixes
Companion to [findings.md](findings.md). Compares acdream's current
outbound motion code to retail's observed behaviour AND to holtburger
(the most authoritative working AC client we have, Rust TUI).
## Summary table
| Behaviour | Retail (live trace) | Holtburger (Rust client) | acdream | Verdict |
|-----------|---------------------|--------------------------|---------|---------|
| 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** |
| 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** |
| 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** |
| MoveToState content (heading) | float degrees 0360 | float degrees 0360 | float degrees 0360 | ✓ match |
| HoldKey enum | Invalid=0 / None=1 / Run=2 | Same | Same (`HoldKeyNone=1`, `HoldKeyRun=2`) | ✓ match |
| Slash-command motion path | `SendDoMovementEvent` (zero hits in WASD trace — confirmed unused) | n/a | n/a | ✓ both correctly skip |
| 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** |
## Concrete fixes
### Fix #1 — Heartbeat interval 200 ms → 1000 ms
**Confidence:** high. Holtburger's constant is explicit and named; our retail
trace ratio (~380 hits / ~5 min) matches 1 Hz; ACE has no expectation
of a 200 ms cadence anywhere I can find.
**Where:** [PlayerMovementController.cs:172](src/AcDream.App/Input/PlayerMovementController.cs:172)
```csharp
public const float HeartbeatInterval = 0.2f; // 200ms
```
Change to:
```csharp
// Holtburger constant + retail trace 2026-05-01.
// Ours used to be 0.2s — far too aggressive; observers may have
// interpreted the dense pulse stream as jitter.
public const float HeartbeatInterval = 1.0f; // 1000ms
```
**Risk:** dropping the heartbeat rate by 5× means observers' dead-reckoning
extrapolates over a longer interval between confirmation pulses. If our
position drift is bounded (no extreme client-side prediction), this is
fine — that's exactly what retail/holtburger do. Expect slightly less
"crisp" remote-observer view of the player's *idle* position, no
practical effect during motion (MoveToState fires on every state change,
which is much more frequent than 1 Hz under WASD activity).
### Fix #2 — Send AutonomousPosition at rest, not just while moving
**Confidence:** medium-high. Holtburger explicitly schedules the heartbeat
as long as a sync target exists, regardless of whether the player is
moving. Our retail trace was inconclusive at rest (cdb's attach
overhead made the "stand still" scenario unreliable) but the named
`SendPositionEvent` gate is on `transient_state` (in-world, alive,
valid pose), not on `is_moving`.
**Where:** [PlayerMovementController.cs:765-779](src/AcDream.App/Input/PlayerMovementController.cs:765)
```csharp
bool isMoving = outForwardCmd is not null
|| outSidestepCmd is not null
|| outTurnCmd is not null;
if (isMoving)
{
_heartbeatAccum += dt;
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 0360°).
- **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 765779: `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.