fix(R4-V5): moveto stall #2 - login SetPosition ran before the sink bind, orphaning one immortal pending_motions node
The c2dc1a88 wedge fix paired every StopCompletely A9 node with a
completable motion-table type-5 entry via DefaultSink?.StopCompletely()
- but EnterPlayerModeNow called the initial SetPosition (whose teleport
idle is StopCompletely, R3-W6) BEFORE the sequencer/DefaultSink bind
block, so the login A9 node dispatched against a NULL sink and stayed
an orphan. Head-pop-any semantics mean a queue with one orphan never
reaches empty again (later completions just relabel the backlog), so
MotionsPending stayed true at every UseTime and the MoveToManager's
retail wait-for-anims gate (BeginTurnToHeading) never opened: every
server MoveTo armed (movingTo=True, Initialized=True, tracker fed,
node plan built) and the body never moved.
Pinned live by the [autowalk-gate] probe: type=MoveToObject init=True
contact=True motionsPending=True pm=[0x41000003] nodes=[TurnToHeading,
MoveToPosition] curCmd=0 - identical every half-second, forever.
Fix: the sequencer/sink bind block in EnterPlayerModeNow moves ABOVE
the initial physics Resolve + SetPosition (no data dependency - the
block only needs playerEntity/_animatedEntities). Teleport-arrival
SetPositions were already safe (sink long bound). Test rigs
(PlayerMoveToCutoverTests.MakeRig, W6EdgeDrivenMovementTests) mirror
the fixed order, and a new LoginQueue_DrainsToEmpty_UnderProductionFeed
test pins the invariant the probe caught: after login, pending_motions
must reach EMPTY under the production completion feed.
The [autowalk-gate]/[autowalk-feed] diagnostics stay in for the live
verify pass (TEMPORARY-tagged; strip when #5 closes). Full suite
green: 3,958.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
c2dc1a889c
commit
24569fd2a1
4 changed files with 90 additions and 26 deletions
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@ -198,6 +198,8 @@ public sealed class PlayerMovementController
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private bool _prevTurnLeftHeld;
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private bool _prevTurnRightHeld;
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private bool _prevRunHeld;
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// TEMPORARY diagnostic clock (2026-07-03 moveto-stall investigation).
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private float _lastAutowalkGateLogTime = float.MinValue;
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// Heartbeat timer.
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// Cadence is 1.0 sec to match holtburger's
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@ -526,6 +528,22 @@ public sealed class PlayerMovementController
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// slot drains.
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_motion.CheckForCompletedMotions?.Invoke();
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// TEMPORARY diagnostic (2026-07-03 moveto-stall investigation,
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// strip when closed): every gate input the armed moveto's per-tick
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// drive depends on, ~2 Hz while armed, ProbeAutoWalk-gated.
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if (PhysicsDiagnostics.ProbeAutoWalkEnabled
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&& MoveTo is { } mtDiag && mtDiag.IsMovingTo()
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&& _simTimeSeconds - _lastAutowalkGateLogTime > 0.5f)
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{
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_lastAutowalkGateLogTime = _simTimeSeconds;
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var pmParts = new System.Collections.Generic.List<string>();
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foreach (var n in _motion.PendingMotions) pmParts.Add($"0x{n.Motion:X8}");
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var nodeParts = new System.Collections.Generic.List<string>();
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foreach (var n in mtDiag.PendingActions) nodeParts.Add(n.Type.ToString());
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Console.WriteLine(System.FormattableString.Invariant(
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$"[autowalk-gate] type={mtDiag.MovementTypeState} init={mtDiag.Initialized} tlid=0x{mtDiag.TopLevelObjectId:X8} contact={_body.InContact} motionsPending={_motion.MotionsPending()} pm=[{string.Join(",", pmParts)}] nodes=[{string.Join(",", nodeParts)}] curCmd=0x{mtDiag.CurrentCommand:X8} auxCmd=0x{mtDiag.AuxCommand:X8} fwd=0x{_motion.InterpretedState.ForwardCommand:X8} pos=({Position.X:F1},{Position.Y:F1}) yaw={Yaw:F2}"));
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}
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// Portal-space guard: while teleporting, no input is processed and
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// no physics is resolved. Return a zero-movement result so the caller
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// can detect the frozen state (MotionStateChanged = false, no commands).
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@ -7927,6 +7927,11 @@ public sealed class GameWindow : IDisposable
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_playerMoveToTargetGuid,
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AcDream.Core.Physics.Motion.TargetStatus.Ok,
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tp, tp));
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if (AcDream.Core.Physics.PhysicsDiagnostics.ProbeAutoWalkEnabled)
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[autowalk-feed] Ok guid=0x{_playerMoveToTargetGuid:X8} pos=({tpos.X:F1},{tpos.Y:F1}) init={playerMtm.Initialized}"));
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}
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}
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}
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else
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@ -13058,6 +13063,35 @@ public sealed class GameWindow : IDisposable
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int plbY = _liveCenterY + (int)MathF.Floor(playerEntity.Position.Y / 192f);
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pinitCellId = ((uint)plbX << 24) | ((uint)plbY << 16) | 0x0001u;
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}
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// R4-V5 moveto-stall fix #2 (2026-07-03, the [autowalk-gate] probe's
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// one-immortal-node finding): the sequencer/sink bind block MUST run
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// BEFORE the initial SetPosition. SetPosition → StopCompletely
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// enqueues the A9 pending_motions node whose completable partner is
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// the DefaultSink's type-5 motion-table entry — with the sink still
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// null at login, the node was ORPHANED, and pending_motions never
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// reached empty again (head-pop-any just relabels a backlog), so
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// the MoveToManager's wait-for-anims gate never opened: every
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// server MoveTo armed but the body never moved.
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if (_animatedEntities.TryGetValue(playerEntity.Id, out var playerAE)
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&& playerAE.Sequencer is { } playerSeq)
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{
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_playerController.AttachCycleVelocityAccessor(() => playerSeq.CurrentVelocity);
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// R3-W4: bind the player interp's retail seams to the player
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// sequencer — LeaveGround/HitGround strip transition links here
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// (the K-fix18 replacement).
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_playerController.Motion.RemoveLinkAnimations = playerSeq.RemoveAllLinkAnimations;
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_playerController.Motion.InitializeMotionTables =
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() => playerSeq.Manager.InitializeState();
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_playerController.Motion.CheckForCompletedMotions =
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playerSeq.Manager.CheckForCompletedMotions;
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// R3-W6: the player's cycles are now driven through the SAME
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// dispatch sink remotes use (TurnApplied/TurnStopped omitted —
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// ObservedOmega is a remote-DR-only concept; local rotation is
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// the controller's Yaw integration).
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_playerController.Motion.DefaultSink =
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new AcDream.Core.Physics.Motion.MotionTableDispatchSink(playerSeq);
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}
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var initResult = _physicsEngine.Resolve(
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playerEntity.Position, pinitCellId,
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System.Numerics.Vector3.Zero, 100f);
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@ -13072,27 +13106,6 @@ public sealed class GameWindow : IDisposable
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playerEntity.SetPosition(initResult.Position);
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playerEntity.ParentCellId = initResult.CellId;
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if (_animatedEntities.TryGetValue(playerEntity.Id, out var playerAE)
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&& playerAE.Sequencer is { } playerSeq)
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{
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_playerController.AttachCycleVelocityAccessor(() => playerSeq.CurrentVelocity);
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// R3-W4: bind the player interp's retail seams to the player
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// sequencer — LeaveGround/HitGround strip transition links here
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// (the K-fix18 replacement); DefaultSink stays null until R3-W6
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// (UpdatePlayerAnimation still drives the player's cycles).
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_playerController.Motion.RemoveLinkAnimations = playerSeq.RemoveAllLinkAnimations;
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_playerController.Motion.InitializeMotionTables =
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() => playerSeq.Manager.InitializeState();
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_playerController.Motion.CheckForCompletedMotions =
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playerSeq.Manager.CheckForCompletedMotions;
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// R3-W6: the player's cycles are now driven through the SAME
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// dispatch sink remotes use (TurnApplied/TurnStopped omitted —
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// ObservedOmega is a remote-DR-only concept; local rotation is
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// the controller's Yaw integration).
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_playerController.Motion.DefaultSink =
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new AcDream.Core.Physics.Motion.MotionTableDispatchSink(playerSeq);
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}
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var q = playerEntity.Rotation;
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float rawYaw = MathF.Atan2(
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2f * (q.W * q.Z + q.X * q.Y),
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@ -114,14 +114,19 @@ public class PlayerMoveToCutoverTests
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private static Rig MakeRig(out AnimationSequencer seqOut)
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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controller.Yaw = 0f; // heading 90 = facing +X
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var seq = MakeSequencer();
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seqOut = seq;
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// Production (EnterPlayerModeNow) order: the sink binds BEFORE the
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// initial SetPosition — SetPosition → StopCompletely needs the sink
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// for its type-5 motion-table dispatch, the completable partner of
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// the A9 pending_motions node (a null sink orphans it and the
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// MoveToManager wait-for-anims gate never opens — the live stall).
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controller.Motion.DefaultSink = new MotionTableDispatchSink(seq);
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controller.Motion.RemoveLinkAnimations = seq.RemoveAllLinkAnimations;
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controller.Motion.InitializeMotionTables = () => seq.Manager.InitializeState();
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controller.Motion.CheckForCompletedMotions = seq.Manager.CheckForCompletedMotions;
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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controller.Yaw = 0f; // heading 90 = facing +X
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var rig = new Rig { Controller = controller, MoveTo = null! };
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var moveTo = new MoveToManager(
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@ -270,6 +275,31 @@ public class PlayerMoveToCutoverTests
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Assert.True(result.MotionStateChanged);
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}
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[Fact]
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public void LoginQueue_DrainsToEmpty_UnderProductionFeed()
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{
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// The second live stall (2026-07-03, [autowalk-gate] probe): ONE
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// immortal Ready node in pending_motions — login SetPosition's
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// StopCompletely fired before the sink bind, orphaning its A9 node
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// (no completable partner). Head-pop-any relabels but never empties
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// a queue with an orphan, and MotionsPending==true wedges every
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// subsequent moveto. This pins the invariant: after login (rig
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// construction, production bind order) the queue must reach EMPTY
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// under the production completion feed.
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var rig = MakeRig(out var seq);
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var c = rig.Controller;
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seq.MotionDoneTarget = (m, ok) => c.Motion.MotionDone(m, ok);
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for (int f = 0; f < 300 && c.Motion.MotionsPending(); f++)
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{
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c.Update(1f / 60f, new MovementInput());
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seq.Advance(1f / 60f);
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}
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Assert.False(c.Motion.MotionsPending(),
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"login pending_motions must drain to empty under the production feed");
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}
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[Fact]
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public void ServerMoveToPosition_ProductionCompletionFeed_WalksToArrival()
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{
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@ -95,15 +95,18 @@ public class W6EdgeDrivenMovementTests
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private static PlayerMovementController MakeControllerWithRealSink(out AnimationSequencer seq)
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{
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var controller = new PlayerMovementController(MakeFlatEngine());
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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controller.Yaw = 0f;
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seq = MakeSequencer();
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// The full W6 GameWindow bind set (EnterPlayerModeNow equivalent).
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// The full W6 GameWindow bind set (EnterPlayerModeNow equivalent) —
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// sink binds BEFORE SetPosition, matching the R4-V5 stall-fix order
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// (SetPosition → StopCompletely needs the sink for its type-5
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// dispatch, else its A9 pending_motions node is orphaned).
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controller.Motion.DefaultSink = new MotionTableDispatchSink(seq);
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var s = seq;
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controller.Motion.RemoveLinkAnimations = s.RemoveAllLinkAnimations;
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controller.Motion.InitializeMotionTables = () => s.Manager.InitializeState();
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controller.Motion.CheckForCompletedMotions = s.Manager.CheckForCompletedMotions;
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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controller.Yaw = 0f;
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return controller;
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}
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