fix(movement+anim+session): clothing dedup, motion wire format, jump-skill default
Three separate fixes landed today, each addressing a specific bug the
user observed during live play:
1. NPC clothing changes by camera angle (InstancedMeshRenderer)
- Group key was (GfxObjId) only, so every humanoid NPC using the
same body mesh piled into one instance group; only the first
instance's texture was used for the entire DrawInstanced batch,
so which NPC's palette "won" changed as frustum culling and
iteration order shuffled entries.
- Now keyed by (GfxObjId, PaletteHash ^ SurfaceOverridesHash)
so only compatible instances batch; each unique appearance gets
its own draw call. Perf hit is small (humanoid NPCs each emit
one more draw call); visually every NPC is now stable.
2. GpuWorldState dedup on respawn
- Server re-sends CreateObject for the same guid on visibility
refresh / landblock crossing / appearance update. AppendLiveEntity
was blindly appending each time, so GpuWorldState accumulated
multiple copies of the same entity, each with its own
PaletteOverride / MeshRefs. That alone wasn't the clothing bug
(that was #1) but it would have caused other overlap problems
downstream.
- Added RemoveEntityByServerGuid + WorldGameState.RemoveById;
OnLiveEntitySpawnedLocked calls both before creating the new
entity so respawns replace cleanly.
3. Motion wire format — run animation sync with retail observers
- ACE's MovementData constructor only computes interpState.ForwardSpeed
on the WalkForward/WalkBackwards branch; every other ForwardCommand
falls into `else` and passes through WITHOUT speed set, giving
observers speed=0. Sending RunForward directly meant retail
clients saw us "run in place" while position drifted forward.
- Wire: always WalkForward + HoldKey.Run for running. ACE
auto-upgrades to RunForward with creature.GetRunRate() for
broadcast — correct command + correct speed at observers.
- Added per-axis FORWARD_HOLD_KEY / SIDE_STEP_HOLD_KEY /
TURN_HOLD_KEY so every active axis carries HoldKey.Run when
running (matches holtburger's build_motion_state_raw_motion_state).
- Added LocalAnimationCommand to MovementResult so our own
client still plays the RunForward cycle locally while the wire
stays WalkForward. Wire vs. local animation command are now
decoupled.
- Walk-backward wire command changed from WalkForward@-0.65 to
WalkBackward@1.0 (holtburger pattern).
- Strafe speed changed from 0.5 to 1.0 on wire AND local physics
(matches retail sidestep pace).
4. Jump height default + env-var tuning
- Default jumpSkill bumped from 100 → 200 (jump ≈ 3m at full
charge, closer to retail feel for a mid-level character).
- ACDREAM_RUN_SKILL and ACDREAM_JUMP_SKILL env vars now override
the defaults so the user can tune per-character until we parse
PlayerDescription and plumb real skill values through.
5. JustLanded signal on MovementResult
- Tracks airborne→grounded transition so future animation code
can fire the landing cycle when we land. Just a bool flag for
now — no consumer yet (the proper action-queue path will use it).
Not in this commit: jump animation itself. An earlier attempt to
SetCycle(Jump=0x2500003b) fed an Action-type motion into the SubState
cycle resolver, which produced a "torso" mis-render. Reverted. The
proper fix is porting the retail motion action-queue semantics into
AnimationSequencer — see docs/research/deepdives/r03-motion-animation.md
for the spec. That's the next session's work.
470 tests pass, build clean.
This commit is contained in:
parent
d951304875
commit
3308cddda7
6 changed files with 272 additions and 31 deletions
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@ -20,18 +20,39 @@ public readonly record struct MovementInput(
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/// <summary>
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/// Result of a single frame's movement update.
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///
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/// <para>
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/// <b>Wire vs. local animation command.</b> ACE's <c>MovementData</c>
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/// (<c>ACE.Server/Network/Motion/MovementData.cs</c>) only computes
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/// <c>interpState.ForwardSpeed</c> for raw <c>WalkForward</c>/
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/// <c>WalkBackwards</c> — on every other command the <c>else</c> branch
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/// passes through command without setting speed, leaving observers with
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/// <c>speed=0</c>. The client therefore has to send <c>WalkForward</c>
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/// (with <c>HoldKey.Run</c> for running) and let ACE auto-upgrade to
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/// <c>RunForward</c> for broadcast. But the LOCAL view wants the run
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/// cycle immediately, so we carry a separate
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/// <see cref="LocalAnimationCommand"/> for the player's own renderer.
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/// </para>
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/// <para>
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/// <see cref="IsRunning"/> — true when the player is holding Shift to run.
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/// Used by the GameWindow when building the outbound MoveToState's
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/// CURRENT_HOLD_KEY (2=Run) vs (1=None).
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/// </para>
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/// </summary>
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public readonly record struct MovementResult(
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Vector3 Position,
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uint CellId,
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bool IsOnGround,
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bool MotionStateChanged,
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uint? ForwardCommand,
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uint? ForwardCommand, // wire-side command (WalkForward / WalkBackward / …)
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uint? SidestepCommand,
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uint? TurnCommand,
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float? ForwardSpeed,
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float? SidestepSpeed,
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float? TurnSpeed,
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bool IsRunning = false,
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uint? LocalAnimationCommand = null, // which cycle to play on the local player (RunForward when running)
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bool JustLanded = false, // true on the single frame we transitioned airborne → grounded
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float? JumpExtent = null, // non-null when a jump was triggered this frame
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Vector3? JumpVelocity = null); // world-space launch velocity (sent in jump packet)
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@ -101,6 +122,11 @@ public sealed class PlayerMovementController
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private float _jumpExtent;
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private const float JumpChargeRate = 1.0f; // 0→1 over 1 second
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// Airborne → grounded transition detection. Flipped on every frame where
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// the body transitions from airborne to on-walkable; used by the GameWindow
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// to drive the landing animation cycle.
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private bool _wasAirborneLastFrame;
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// Previous frame's motion commands for change detection.
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private uint? _prevForwardCmd;
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private uint? _prevSidestepCmd;
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@ -120,7 +146,13 @@ public sealed class PlayerMovementController
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State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
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};
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_weenie = new PlayerWeenie(runSkill: 200, jumpSkill: 100);
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// Default skills — tuned toward mid-retail feel (jump ≈ 3m at full charge,
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// run rate ≈ 2.4x). Real characters' skills come from PlayerDescription
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// (0xF7B0/0x0013) which we don't parse yet; override via env vars:
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// ACDREAM_RUN_SKILL, ACDREAM_JUMP_SKILL
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int runSkill = int.TryParse(Environment.GetEnvironmentVariable("ACDREAM_RUN_SKILL"), out var rs) ? rs : 200;
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int jumpSkill = int.TryParse(Environment.GetEnvironmentVariable("ACDREAM_JUMP_SKILL"), out var jsv) ? jsv : 200;
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_weenie = new PlayerWeenie(runSkill: runSkill, jumpSkill: jumpSkill);
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_motion = new MotionInterpreter(_body, _weenie);
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}
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@ -247,10 +279,11 @@ public sealed class PlayerMovementController
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else if (input.Backward)
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localY = -(MotionInterpreter.WalkAnimSpeed * 0.65f);
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// Full-speed strafe to match retail sidestep pace.
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if (input.StrafeRight)
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localX = MotionInterpreter.SidestepAnimSpeed * 0.5f;
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localX = MotionInterpreter.SidestepAnimSpeed;
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else if (input.StrafeLeft)
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localX = -MotionInterpreter.SidestepAnimSpeed * 0.5f;
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localX = -MotionInterpreter.SidestepAnimSpeed;
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_body.set_local_velocity(new Vector3(localX, localY, savedWorldVz));
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}
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@ -307,6 +340,7 @@ public sealed class PlayerMovementController
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// Apply resolved position.
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_body.Position = resolveResult.Position;
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bool justLanded = false;
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if (resolveResult.IsOnGround)
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{
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if (_body.Velocity.Z <= 0f)
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@ -320,7 +354,10 @@ public sealed class PlayerMovementController
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_body.Velocity = new Vector3(_body.Velocity.X, _body.Velocity.Y, 0f);
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if (wasAirborne)
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{
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_motion.HitGround();
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justLanded = true;
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}
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}
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else
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{
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@ -336,6 +373,7 @@ public sealed class PlayerMovementController
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_body.calc_acceleration();
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}
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_wasAirborneLastFrame = !_body.OnWalkable;
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CellId = resolveResult.CellId;
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// ── 6. Determine outbound motion commands ─────────────────────────────
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@ -346,26 +384,52 @@ public sealed class PlayerMovementController
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uint? outTurnCmd = null;
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float? outTurnSpeed = null;
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// Retail-faithful wire commands. ACE's MovementData constructor only
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// computes interpState.ForwardSpeed for WalkForward / WalkBackwards
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// (Network/Motion/MovementData.cs:104-119) — for any other command
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// the else-branch passes through without setting speed, so observers
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// dead-reckon at speed=0. The wire therefore must be:
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// - Forward (walk): WalkForward @ 1.0
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// - Forward (run): WalkForward @ run_rate + HoldKey.Run
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// (ACE auto-upgrades to RunForward for observers)
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// - Backward: WalkBackward @ 1.0
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// Our own local animation still wants the actual RunForward cycle
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// though — that's carried separately in LocalAnimationCommand below.
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uint? localAnimCmd = null;
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if (input.Forward)
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{
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outForwardCmd = input.Run ? MotionCommand.RunForward : MotionCommand.WalkForward;
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outForwardSpeed = 1.0f;
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outForwardCmd = MotionCommand.WalkForward;
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if (input.Run && _weenie.InqRunRate(out float runRate))
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{
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outForwardSpeed = runRate;
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localAnimCmd = MotionCommand.RunForward; // local cycle is RunForward
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}
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else
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{
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outForwardSpeed = 1.0f;
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localAnimCmd = MotionCommand.WalkForward;
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}
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}
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else if (input.Backward)
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{
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outForwardCmd = MotionCommand.WalkForward; // backward = WalkForward at negative speed
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outForwardSpeed = -0.65f;
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outForwardCmd = MotionCommand.WalkBackward;
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outForwardSpeed = 1.0f;
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localAnimCmd = MotionCommand.WalkBackward;
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}
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// Strafe: retail uses speed=1.0 for SideStep (see holtburger
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// common.rs::locomotion_command_for_state). 0.5 was our earlier guess
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// and made strafing feel lethargic; the retail feel is full-speed
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// sidestep matching the walk forward pace.
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if (input.StrafeRight)
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{
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outSidestepCmd = MotionCommand.SideStepRight;
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outSidestepSpeed = 0.5f;
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outSidestepSpeed = 1.0f;
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}
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else if (input.StrafeLeft)
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{
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outSidestepCmd = MotionCommand.SideStepLeft;
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outSidestepSpeed = 0.5f;
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outSidestepSpeed = 1.0f;
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}
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// Turn commands from KEYBOARD only (A/D). Mouse turning is applied
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@ -419,6 +483,9 @@ public sealed class PlayerMovementController
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ForwardSpeed: outForwardSpeed,
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SidestepSpeed: outSidestepSpeed,
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TurnSpeed: outTurnSpeed,
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IsRunning: input.Run && input.Forward,
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LocalAnimationCommand: localAnimCmd,
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JustLanded: justLanded,
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JumpExtent: outJumpExtent,
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JumpVelocity: outJumpVelocity);
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}
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