feat(motion): L.3 M3 — animation root motion fallback for idle queue

Restores PositionManager.ComputeOffset call in TickAnimations player-
remote branch. M2 was queue-only (body chases server but stops between
UPs after head reached); M3 adds the retail REPLACE behavior:

  - Queue active and not reached → catch-up vector (REPLACES anim).
  - Queue empty or head reached → anim root motion (seqVel × dt rotated
    by body.Orientation) drives translation between UPs.
  - Blip-to-tail still fires on fail_count > 3.

Mirrors retail UpdatePositionInternal @ 0x00512c30 per
docs/research/2026-05-04-l3-port/05-position-manager-and-partarray.md
§ 6: PositionManager::adjust_offset OVERWRITES local frame's origin
with catch-up when active; otherwise no-op (anim root motion stands).

User-verified 2026-05-05: "Best implementation we have had so far.
Running works, walking works, strafing works."

Closes #40 (env-var path regression — replaced wholesale).
Files #41 for residual sub-decimeter blips: velocity-synthesis magnitude
(RunAnimSpeed × adjustedSpeed) overshoots server pace slightly, queue
walks it back every UP. Within retail's DesiredDistance / MinDistance
tolerances; not a correctness bug. Fix path requires porting
add_motion @ 0x005224b0 and cdb-tracing retail's actual
CSequence::velocity magnitude.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-05 15:17:51 +02:00
parent 40d88b92ed
commit 2365c8cd6e
2 changed files with 151 additions and 21 deletions

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@ -124,7 +124,120 @@ the same direction. Add a `LastUMUpdateTime` grace window (e.g.
- No spurious cycle thrashing during turning while running (ObservedOmega - No spurious cycle thrashing during turning while running (ObservedOmega
doesn't trigger velocity-bucket changes). doesn't trigger velocity-bucket changes).
## #40 — ACDREAM_INTERP_MANAGER=1 env-var path regressed (staircase + blips) ## #41 — Residual sub-decimeter blips on observed player remotes (M3 baseline)
**Status:** OPEN
**Severity:** LOW (within retail's own DesiredDistance / MinDistance tolerances; visible only on close inspection)
**Filed:** 2026-05-05
**Component:** physics / motion / animation (per-tick remote prediction)
**Description:** With the L.3 M3 path live (queue catch-up + animation
root motion fallback), observed player remotes chase server position
smoothly with NO staircase on slopes and NO per-UP rubber-band. However
small position blips remain — sub-decimeter amplitude, periodic with
the server's UP cadence (~1 Hz). User report 2026-05-05: "I get very
small blips now. Running works, walking works, strafing works."
The blips fall well within retail's own tolerances:
- `DesiredDistance` (queue head reach radius) = 0.05 m
- `MinDistanceToReachPosition` (primary stall threshold) = 0.20 m
So they are NOT a stall trigger and NOT a correctness bug. They're a
visible artifact of the velocity-synthesis residual: anim root motion
(`AnimationSequencer.CurrentVelocity = RunAnimSpeed × adjustedSpeed`)
slightly overshoots server pace between UPs, then queue catch-up walks
the body back toward the server position on the next UP — a small
rubber-band that's smaller than M2's pre-fix version but still
perceptible.
**Root cause hypothesis (untested):**
The L.3 handoff explicitly flagged this. From `06-acdream-audit.md` § 9
and `05-position-manager-and-partarray.md` § 7:
> Our `CurrentVelocity` carries only the steady-state component of the
> cycle's intent; the per-frame stride wobble is gone… For Humanoid
> the dat ships `MotionData.Velocity = 0` so the multiply is a no-op
> anyway — but the synth uses `RunAnimSpeed × adjustedSpeed` directly.
ACE's wire `ForwardSpeed` for a running player is the **server runRate**
(~2.94 for skill 200), not a unit multiplier. Our synth multiplies
`RunAnimSpeed` (4.0) by `adjustedSpeed` (~2.94) = ~11.76 m/s, which
the queue catch-up clamps via `min(catchUp × dt, dist)` but the anim
fallback applies in full when the queue is idle. If the actual
server-broadcast pace is closer to 4.0 m/s (RunAnimSpeed alone, with
runRate as a *frame-rate* multiplier rather than a velocity scalar),
our fallback overshoots by ~3× and the queue walks it back every UP.
Per the handoff: **don't normalize at the wire boundary** (prior
session tried this, called it a hack). The right fix is porting
retail's actual behavior in `add_motion @ 0x005224b0` and
`apply_run_to_command` to determine the correct `CSequence::velocity`
magnitude.
**Files:**
- `src/AcDream.Core/Physics/AnimationSequencer.cs``CurrentVelocity`
synthesis at L614679 (RunAnimSpeed=4.0, WalkAnimSpeed=3.12,
SidestepAnimSpeed=1.25 × adjustedSpeed)
- `src/AcDream.Core/Physics/PositionManager.cs``ComputeOffset`
applies `seqVel × dt × orientation` as fallback when queue is idle
**Research:**
- `docs/research/2026-05-04-l3-port/05-position-manager-and-partarray.md` § 57
- `docs/research/2026-05-04-l3-port/06-acdream-audit.md` § 9 (AnimationSequencer)
- `docs/research/named-retail/acclient_2013_pseudo_c.txt` line 298437
(`add_motion @ 0x005224b0`) — `CSequence::velocity = style_speed × MotionData.velocity`
**Fix path (research first, then port):**
1. cdb-trace retail to capture `CSequence::velocity` and
`MotionData::velocity` for a Humanoid running cycle. Compare against
our synth (4.0 × 2.94 = 11.76 m/s) to determine the actual retail
magnitude.
2. Port `add_motion`'s `style_speed × MotionData.velocity` chain
verbatim. For Humanoid where `MotionData.Velocity = 0`, port the
fallback retail uses (likely a separate code path through
`apply_run_to_command` that derives velocity from the cycle's
framerate, not a constant).
3. Remove the `RunAnimSpeed × adjustedSpeed` synth in
`AnimationSequencer.SetCycle`.
**Acceptance:**
- Visual blips disappear on flat-ground steady-state running.
- Side-by-side acdream-as-observer vs retail-as-observer of the same
server-controlled toon: indistinguishable body trajectory.
---
## #40 — [DONE 2026-05-05 · 40d88b9] ACDREAM_INTERP_MANAGER=1 env-var path regressed (staircase + blips)
**Status:** DONE — closed by L.3 M2 (`feat(motion): L.3 M2 — queue-only chase for grounded player remotes`, commit 40d88b9)
**Resolution:** The env-var gate was retired entirely. Both
`OnLivePositionUpdated` and `TickAnimations` now use
`IsPlayerGuid(serverGuid)` to route player-remote UPs through the
retail-faithful queue path (formerly the env-var path, but with two
key fixes per the L.3 spec):
1. `PositionManager.ComputeOffset` is the per-tick translation source
(REPLACE semantics: queue catch-up overrides anim root motion when
active, anim stands when queue is idle / head reached). Mirrors
retail `UpdatePositionInternal @ 0x00512c30`.
2. `ResolveWithTransition` is **not** called for grounded player
remotes — server already collision-resolved the broadcast position,
and sweeping per-tick on tiny queue catch-up deltas amplified
micro-bounces into visible blips. This was the staircase + blip
regression. Trade-off documented in audit § 6.
User-verified 2026-05-05: smooth body chase, no staircase on slopes,
no per-UP rubber-band on flat ground. Residual sub-decimeter blips
filed separately as #41 (velocity-synthesis magnitude).
**Filed-original-context (for archive):**
**Status:** OPEN (do-not-enable; pending L.3 follow-up rebuild) **Status:** OPEN (do-not-enable; pending L.3 follow-up rebuild)
**Severity:** N/A (gated; default behavior unaffected) **Severity:** N/A (gated; default behavior unaffected)

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@ -6071,10 +6071,12 @@ public sealed class GameWindow : IDisposable
{ {
if (IsPlayerGuid(serverGuid) && !rm.Airborne) if (IsPlayerGuid(serverGuid) && !rm.Airborne)
{ {
// ── L.3 M2 (2026-05-05): queue-only chase for grounded player remotes ── // ── L.3 M2/M3 (2026-05-05): queue + anim chase for grounded player remotes ──
// //
// Per retail spec (docs/research/2026-05-04-l3-port/01-per-tick.md + // Per retail spec (docs/research/2026-05-04-l3-port/01-per-tick.md +
// 04-interp-manager.md): // 04-interp-manager.md +
// 05-position-manager-and-partarray.md):
//
// - For a grounded REMOTE player, m_velocityVector stays at 0. // - For a grounded REMOTE player, m_velocityVector stays at 0.
// - apply_current_movement is NEVER called per tick on remotes // - apply_current_movement is NEVER called per tick on remotes
// (it's the local-player-only velocity feed). // (it's the local-player-only velocity feed).
@ -6082,15 +6084,23 @@ public sealed class GameWindow : IDisposable
// velocity² > 0, so it's a no-op when body.Velocity = 0. // velocity² > 0, so it's a no-op when body.Velocity = 0.
// - ResolveWithTransition is NOT called — the server already // - ResolveWithTransition is NOT called — the server already
// collision-resolved the broadcast position. // collision-resolved the broadcast position.
// - Per-tick body translation comes ENTIRELY from // - Per-tick body translation per retail UpdatePositionInternal:
// InterpolationManager::adjust_offset's queue catch-up. // 1. CPartArray::Update writes anim root motion (body-local
// When the queue is empty (head reached, between UPs), the // seqVel × dt) into the local frame.
// body stays put. M3 will add animation root motion to fill // 2. PositionManager::adjust_offset OVERWRITES the local
// the gap so legs match body pace; for M2 the body chases // frame's origin with the queue catch-up vector when
// the server position without anim contribution. // the queue is active and the head is not yet reached
// — REPLACE, not additive.
// 3. Frame::combine composes the local frame with the
// body's world pose.
// Net: catch-up replaces anim during the chase phase, anim
// stands when the queue is empty / head reached. PositionManager.
// ComputeOffset implements this exact REPLACE dichotomy.
// //
// Airborne player remotes (rm.Airborne) and NPCs fall through to // Airborne player remotes (rm.Airborne) and NPCs fall through to
// the legacy path below — unchanged from main per the M2 plan. // the legacy path below — unchanged from main per the M2 plan.
System.Numerics.Vector3 seqVel = ae.Sequencer?.CurrentVelocity
?? System.Numerics.Vector3.Zero;
System.Numerics.Vector3 seqOmega = ae.Sequencer?.CurrentOmega System.Numerics.Vector3 seqOmega = ae.Sequencer?.CurrentOmega
?? System.Numerics.Vector3.Zero; ?? System.Numerics.Vector3.Zero;
@ -6115,21 +6125,28 @@ public sealed class GameWindow : IDisposable
rm.Body.TransientState |= AcDream.Core.Physics.TransientStateFlags.Active; rm.Body.TransientState |= AcDream.Core.Physics.TransientStateFlags.Active;
} }
// Step 2 (M2): queue-only translation. Direct call to // Step 2 (M3): queue + anim translation via PositionManager.
// InterpolationManager.AdjustOffset — no PositionManager // ComputeOffset returns:
// mixing, no animation root motion. The InterpolationManager // - Vector3.Zero when queue is empty AND seqVel is zero
// returns: // (idle remote between UPs after head reached) — body
// - Vector3.Zero when the queue is empty OR the head is // stays still.
// within DesiredDistance (0.05 m) — body stays still. // - Direction × min(catchUpSpeed × dt, dist) when the
// - Direction × min(catchUpSpeed × dt, dist) — body chases // queue is active and head is not reached — body chases
// the head waypoint at up to 2× motion-table max speed. // the head waypoint at up to 2× motion-table max speed
// - tail body when fail_count > 3 (stall blip; queue // (REPLACES anim for this frame).
// cleared as a side effect). // - Anim root motion (seqVel × dt rotated into world) when
// the queue is empty OR head is within DesiredDistance —
// body advances with the locomotion cycle's baked
// velocity, keeping legs and body pace synchronized.
// - Blip-to-tail (tail body) when fail_count > 3.
float maxSpeed = rm.Motion.GetMaxSpeed(); float maxSpeed = rm.Motion.GetMaxSpeed();
System.Numerics.Vector3 offset = rm.Interp.AdjustOffset( System.Numerics.Vector3 offset = rm.Position.ComputeOffset(
dt: (double)dt, dt: (double)dt,
currentBodyPosition: rm.Body.Position, currentBodyPosition: rm.Body.Position,
maxSpeedFromMinterp: maxSpeed); seqVel: seqVel,
ori: rm.Body.Orientation,
interp: rm.Interp,
maxSpeed: maxSpeed);
rm.Body.Position += offset; rm.Body.Position += offset;
// Step 2.5: angular velocity → body orientation. Prefer // Step 2.5: angular velocity → body orientation. Prefer