fix(runtime/camera) #429: presented player and chase camera share the object clock

Two halves of the felt run-hitch (the visible one-frame player lurch):

- The presentation lerp normalized the pending object-clock time by the
  fixed 30 Hz MinQuantum, but retail's object clock simulates
  VARIABLE-length quanta (CPhysicsObj::update_object 0x00515D10: capped
  at MaxQuantum, everything above MinQuantum runs as ONE step). After a
  long frame the view froze for the quantum and then fast-replayed it.
  ComputeRenderPosition now spans the ACTUAL last quantum
  (_lastQuantumSeconds), and PresentedDeltaSeconds accounts continuous
  presented time across quantum boundaries.

- The chase camera damped toward the presented player using wall dt
  while the player presents on the object clock, so a long frame
  stepped the camera far past the under-advanced player — measured up
  to ~1 m of camera/player decoherence in a single frame. Retail ties
  camera update to the physics-update callback
  (SmartBox::PlayerPhysicsUpdatedCallback 0x00452d60), i.e. the same
  clock as the body; both chase cameras now integrate
  PresentedDeltaSeconds. Manual zoom/pitch adjustment stays on wall dt
  (a user-input rate, not target chasing).

Owner gate: camera-vs-player boom-length change fell from ~1 m spikes
to 0.2-1.2 cm median on long frames; teleports settle clean. Two
Runtime tests updated to pin the continuous-rate contract. The
temporary PlayerPresentationProbe apparatus that measured this is
retired with the fix.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-24 09:16:41 +02:00
parent 0330fcd0d1
commit 4873c10673
5 changed files with 110 additions and 100 deletions

View file

@ -94,11 +94,23 @@ internal sealed class CameraFrameController : ICameraFramePhase
_spatialReconciler.Reconcile();
MovementResult result = playerFrame.Movement;
// #429 defect 2: the chase camera smooths toward the PRESENTED player
// position, which lives on the retail 30 Hz object clock (see
// PlayerMovementController.PresentedDeltaSeconds). Integrating the
// damping with wall dt made the camera step full wall time on long
// frames while the presented player under-advanced against the
// quantum — measured ~1 m of camera/player decoherence in one frame,
// the felt run-hitch. Retail ties the camera to the physics-update
// callback (SmartBox::PlayerPhysicsUpdatedCallback 0x00452d60), i.e.
// the same clock as the body; the presented delta restores that.
// Manual zoom/pitch adjustment above stays on wall dt — it is a
// user-input rate, not target chasing.
float cameraDt = controller.PresentedDeltaSeconds;
legacy.Update(
result.RenderPosition,
controller.Yaw,
isOnGround: result.IsOnGround,
dt: timing.SimulationDeltaSecondsSingle);
dt: cameraDt);
retail?.Update(
result.RenderPosition,
@ -106,7 +118,7 @@ internal sealed class CameraFrameController : ICameraFramePhase
playerVelocity: controller.BodyVelocity,
isOnGround: result.IsOnGround,
contactPlaneNormal: controller.ContactPlane.Normal,
dt: timing.SimulationDeltaSecondsSingle,
dt: cameraDt,
cellId: controller.CellId,
selfEntityId: controller.LocalEntityId,
trackedTargetPoint: _combatTarget.GetTrackedTargetPoint());

View file

@ -1,75 +0,0 @@
using System.Diagnostics;
using System.Globalization;
using System.Numerics;
namespace AcDream.App.Rendering;
/// <summary>
/// TEMPORARY #429 apparatus. One CSV row per rendered frame:
/// <c>seconds,camX,camY,camZ,playerX,playerY,playerZ</c>, where seconds is a
/// Stopwatch-derived monotonic time and player is the frame's
/// <c>PlayerViewPosition</c> — the presented local-player position driving
/// lighting/visibility this frame. Off unless
/// <c>ACDREAM_PROBE_PLAYER_PRESENT=&lt;path&gt;</c> is set (one null check per
/// frame). Analysis: a hitch frame shows the player's per-frame delta
/// collapsing to ~0 or doubling; whether the SAME frame's dt is smooth
/// separates a presentation-phase bug (pack frame graph sampling a stale
/// snapshot) from genuine frame-pacing spikes. Strip with the #429 fix.
/// </summary>
internal sealed class PlayerPresentationProbe : IDisposable
{
private readonly StreamWriter _writer;
private readonly long _startTimestamp = Stopwatch.GetTimestamp();
private int _linesSinceFlush;
private PlayerPresentationProbe(StreamWriter writer)
{
_writer = writer;
_writer.WriteLine("seconds,camX,camY,camZ,playerX,playerY,playerZ");
}
internal static PlayerPresentationProbe? CreateFromEnvironment()
{
string? path = Environment.GetEnvironmentVariable("ACDREAM_PROBE_PLAYER_PRESENT");
if (string.IsNullOrWhiteSpace(path))
return null;
try
{
return new PlayerPresentationProbe(new StreamWriter(path, append: false));
}
catch (Exception ex)
{
Console.Error.WriteLine(
$"[player-present] probe file '{path}' could not be opened: {ex.Message}");
return null;
}
}
internal void Observe(in Vector3 cameraPosition, in Vector3 playerViewPosition)
{
double seconds = (Stopwatch.GetTimestamp() - _startTimestamp)
/ (double)Stopwatch.Frequency;
_writer.WriteLine(string.Create(
CultureInfo.InvariantCulture,
$"{seconds:F6},{cameraPosition.X:F4},{cameraPosition.Y:F4},{cameraPosition.Z:F4},{playerViewPosition.X:F4},{playerViewPosition.Y:F4},{playerViewPosition.Z:F4}"));
if (++_linesSinceFlush >= 240)
{
_linesSinceFlush = 0;
_writer.Flush();
}
}
public void Dispose()
{
try
{
_writer.Flush();
_writer.Dispose();
}
catch
{
// A probe must never turn teardown fallible.
}
}
}

View file

@ -450,10 +450,6 @@ internal sealed class RuntimeWorldFrameEnvironmentPreparation
private readonly HashSet<uint> _visibleCells = [];
private bool _visibleCellsValid;
/// <summary>TEMPORARY #429 — see <see cref="PlayerPresentationProbe"/>.</summary>
private readonly PlayerPresentationProbe? _playerPresentProbe =
PlayerPresentationProbe.CreateFromEnvironment();
public RuntimeWorldFrameEnvironmentPreparation(
RuntimeOptions options,
WorldTimeService worldTime,
@ -489,10 +485,6 @@ internal sealed class RuntimeWorldFrameEnvironmentPreparation
activeDayGroup,
camera.Position);
// TEMPORARY #429 apparatus — one CSV row per frame; off unless
// ACDREAM_PROBE_PLAYER_PRESENT names a file. Strip with the fix.
_playerPresentProbe?.Observe(camera.Position, roots.PlayerViewPosition);
UpdateSunFromSky(foundation.Sky, roots.PlayerInsideCell);
_lighting.UpdateViewerLight(roots.PlayerViewPosition);
_lighting.Tick(camera.Position);