feat(anim): full retail remote-entity motion port — walk/run/strafe/turn/stop
Ports the retail client's client-side remote-entity motion pipeline
verbatim per the decompile research. Every remote now runs its own
PhysicsBody + MotionInterpreter + AnimationSequencer stack — retail has
no special "interpolator" for remotes, it runs the full motion state
machine on every entity. Now we do too.
## What changed
### Parser fixes (CreateObject, UpdateMotion)
Wire flag bits for InterpretedMotionState (per ACE MovementStateFlag enum):
CurrentStyle=0x01, ForwardCommand=0x02, ForwardSpeed=0x04,
SideStepCommand=0x08, SideStepSpeed=0x10, TurnCommand=0x20, TurnSpeed=0x40
Previously we only extracted CurrentStyle + ForwardCommand + ForwardSpeed
and SKIPPED the side/turn fields entirely. Result: we had zero rotation-
or strafe-intent data from the server — impossible to render turn or
sidestep animations. Now ServerMotionState carries all 7 fields and the
parser reads the bytes in ACE's write order (style, fwd, side, turn, then
fwdSpd, sideSpd, turnSpd).
### RemoteMotion (new per-remote struct in GameWindow)
Each remote gets its own PhysicsBody + MotionInterpreter + observed
angular velocity. Replaces the earlier shortcut RemoteInterpolator
(deleted — retail has no such thing).
On UpdateMotion:
- ForwardCommand flag absent → stop signal (reset to Ready) per
retail FUN_0051F260 bulk-copy semantics (absent = Invalid = default).
- Forward + sidestep + turn each route through DoInterpretedMotion,
exactly as retail FUN_00528F70 does.
- Animation cycle selection: forward wins if active, else sidestep,
else turn, else Ready. Matches the user's observation that retail
plays turn animation when only turning.
- Turn command seeds ObservedOmega = π/2 × turnSpeed (from Humanoid
MotionData.Omega.Z ≈ π/2 per decompile).
- Turn absent → ObservedOmega = 0 (stops rotation immediately).
On UpdatePosition:
- Hard-snap Body.Position + Body.Orientation per retail FUN_00514b90
set_frame (direct assignment, no slerp — retail does not soft-snap).
- HasVelocity + |v| < 0.2 → StopCompletely + SetCycle(Ready).
- ForwardSpeed=0 on wire is a VALID stop signal (ACE sends this when
alt releases W); previously we defaulted to 1.0, causing the "slow
walk that never stops" symptom.
Per-tick:
- apply_current_movement → Body.Velocity via get_state_velocity
(retail FUN_00528960: RunAnimSpeed × ForwardSpeed in body-local,
rotated by orientation).
- Manual omega integration: Orientation *= quat(ObservedOmega × dt).
Bypasses PhysicsBody.update_object's MinQuantum=1/30s gate that
was eating every-other-tick rotation updates at our 60fps render
rate — the cause of the persistent "rotation snaps every UP" bug.
- update_object still called for position integration and the motion
subsystem it drives.
### AnimationSequencer synthesis extension
Added omega synthesis for TurnRight/TurnLeft cycles (same pattern as
the earlier velocity synthesis): when the Humanoid dat leaves HasOmega
clear, SetCycle synthesizes CurrentOmega = ±π/2 × speedMod on Z so
dead-reckoning and stop detection can read a non-zero omega for turn
cycles.
### Stop-detection heuristic removed
No more 300ms/2000ms/5000ms idle timers. Retail's stop signal is
explicit (UpdateMotion with ForwardCommand flag absent → Ready); we
handle it directly. Client-side timers were a source of flicker during
normal running.
## Confirmed working
- Walking (matches retail speed + leg cadence)
- Running (matches retail speed + leg cadence)
- Strafing (body moves sideways + strafe animation plays)
- Turning while stationary (body rotates smoothly + turn animation plays)
- Turning while running (body rotates + leg anim continues)
- Stopping (instant stop, no slow-walk tail)
All 717 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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5 changed files with 506 additions and 303 deletions
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@ -113,7 +113,11 @@ public class UpdateMotionTests
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[Fact]
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public void ParsesForwardSpeed_WhenSpeedFlagSet()
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{
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// Flags = CurrentStyle | ForwardCommand | ForwardSpeed (0x1|0x2|0x10 = 0x13)
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// Flags = CurrentStyle | ForwardCommand | ForwardSpeed
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// = 0x1 | 0x2 | 0x4 = 0x7
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// (Per ACE MovementStateFlag enum — ForwardSpeed is bit 0x4,
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// NOT 0x10. The earlier test had the wrong mapping; see
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// references/ACE/Source/ACE.Entity/Enum/MovementStateFlag.cs)
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// Test value: 1.5× speed — matches a typical RunRate broadcast.
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var body = new byte[4 + 4 + 2 + 6 + 4 + 4 + 2 + 2 + 4];
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int p = 0;
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@ -124,7 +128,7 @@ public class UpdateMotionTests
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body[p++] = 0;
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body[p++] = 0;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0); p += 2;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x13u); p += 4;
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BinaryPrimitives.WriteUInt32LittleEndian(body.AsSpan(p), 0x7u); p += 4;
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x003D); p += 2; // NonCombat
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BinaryPrimitives.WriteUInt16LittleEndian(body.AsSpan(p), 0x0007); p += 2; // RunForward
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BinaryPrimitives.WriteSingleLittleEndian(body.AsSpan(p), 1.5f); p += 4; // speed
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