diff --git a/docs/ISSUES.md b/docs/ISSUES.md
index 361dd63f..353a5b1c 100644
--- a/docs/ISSUES.md
+++ b/docs/ISSUES.md
@@ -48,8 +48,13 @@ Copy this block when adding a new issue:
## #170 — Remote creature chase+attack renders wrong vs retail (glide, over-frequency, uniform attack anims)
-**Status:** OPEN — **residual fix landed 2026-07-04 ("sustain the run" — SERVERVEL
-starvation); AWAITING VISUAL GATE.** Fix #1 (`427332ac`): the per-frame
+**Status:** DONE (2026-07-04) — **user visual gate PASSED** ("looks good, as close
+to retail now as I can see"). Fixes: `427332ac` (per-frame re-dispatch flood) +
+`d2ccc80e` (velocity refresh) + `1051fc83` (armed moveto always ticks UseTime — the
+SERVERVEL starvation) + probe strip. Gate telemetry (launch-170-gate2.log): run
+installs ≈ 1:1 with arms for every chasing creature (was 16:1), zero
+armed-moveto UseTime skips, queue depth 1. (Move to Recently closed on next
+ISSUES tidy.) History below. Fix #1 (`427332ac`): the per-frame
`apply_current_movement` re-dispatch flooded `pending_motions` to ~1.3M → deleted;
flood 1.3M→~1, "stuck attack" gone (user-confirmed), run installs 1→10. Fix #2 (this
session): **the "slow Ready drain" framing was WRONG** — a full-stack offline harness
@@ -5967,6 +5972,26 @@ outdoors at the angle that previously erased it.
# Recently closed
+## #170 — Remote creature chase+attack renders wrong vs retail (glide, run not sustained)
+
+**Status:** DONE (2026-07-04, user visual gate passed — "as close to retail now as
+I can see"). Three-fix arc: `427332ac` deleted the per-frame
+`apply_current_movement` re-dispatch that flooded `pending_motions` to ~1.3M
+(chase turn permanently blocked → slide); `d2ccc80e` refreshed remote body
+velocity from `get_state_velocity`; `1051fc83` fixed the residual — the
+SERVERVEL per-tick branch skipped `MoveToManager.UseTime` for any UP-receiving
+NPC, starving the armed moveto for the whole server-side chase (funnel 16 arms →
+1 run install; retail runs `MovementManager::UseTime` unconditionally,
+`UpdateObjectInternal` 0x005156b0 @0x00515998) — an armed moveto now always takes
+the MOVETO leg. The intermediate "Ready drain too slow" hypothesis was DISPROVEN
+by the full-stack offline harness (`RemoteChaseEndToEndHarnessTests` +
+`RemoteChaseDrainBisectTests`, kept as conformance). Register: TS-41 narrowed,
+TS-42 added (one-frame drain-order divergence, R6). Gate telemetry
+(launch-170-gate2.log): installs ≈ arms for every creature, zero armed-moveto
+UseTime skips, queue depth 1. Probes stripped in the closing commit. The full
+investigation record stays in the OPEN-section body (moves here on next tidy) +
+`docs/research/2026-07-04-170-creature-run-handoff.md`.
+
## #163 — Strip the R4-V5 stall-investigation diagnostics
**Status:** DONE (2026-07-03, `5ebe2be3`) — removed `[autowalk-gate]` (+
diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs
index 5862c1d8..5e81c121 100644
--- a/src/AcDream.App/Rendering/GameWindow.cs
+++ b/src/AcDream.App/Rendering/GameWindow.cs
@@ -4977,29 +4977,6 @@ public sealed class GameWindow : IDisposable
Speed: item.Speed));
}
ims.Actions = actionList;
-
- // #170 capture aid (ACDREAM_DUMP_MOTION): dump the
- // REMOTE inbound action list WITH stamps — the
- // existing UM line only shows ForwardCommand, and the
- // [CMD_LIST] dump is local-player only. This is what
- // answers "do the attack stamps advance (variety) or
- // repeat (uniform)?". Strip once #170 is understood.
- if (Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1")
- {
- var sb = new System.Text.StringBuilder();
- sb.Append(System.FormattableString.Invariant(
- $"UM ↳ actions guid=0x{update.Guid:X8} mt=0x{update.MotionState.MovementType:X2} fwd=0x{ims.ForwardCommand:X8} ["));
- for (int ai = 0; ai < actionList.Count; ai++)
- {
- var a = actionList[ai];
- var rt = AcDream.Core.Physics.AnimationCommandRouter.Classify(a.Command);
- if (ai > 0) sb.Append(", ");
- sb.Append(System.FormattableString.Invariant(
- $"0x{a.Command:X8}({rt}) stamp={a.Stamp} auto={a.Autonomous} spd={a.Speed:F2}"));
- }
- sb.Append(']');
- Console.WriteLine(sb.ToString());
- }
}
// R2-Q5/R3-W4: funnel dispatches go STRAIGHT into the
@@ -9986,9 +9963,6 @@ public sealed class GameWindow : IDisposable
{ MovementTypeState: not AcDream.Core.Physics.MovementType.Invalid };
if (!IsPlayerGuid(serverGuid) && rm.HasServerVelocity && !moveToArmed)
{
- if (Environment.GetEnvironmentVariable("ACDREAM_MVTO_DIAG") == "1")
- Console.WriteLine(System.FormattableString.Invariant(
- $"[npc-tick] guid={serverGuid:X8} branch=SERVERVEL (skips UseTime) mtState={rm.MoveTo?.MovementTypeState}"));
double velocityAge = nowSec - rm.LastServerPosTime;
if (velocityAge > ServerControlledVelocityStaleSeconds)
{
@@ -10015,9 +9989,6 @@ public sealed class GameWindow : IDisposable
// per-node locomotion (turn / RunForward) through the
// sink. That per-node dispatch is the only motion the
// per-tick update should issue for a remote.
- if (Environment.GetEnvironmentVariable("ACDREAM_MVTO_DIAG") == "1")
- Console.WriteLine(System.FormattableString.Invariant(
- $"[npc-tick] guid={serverGuid:X8} branch=MOVETO (UseTime runs) mtState={rm.MoveTo?.MovementTypeState}"));
TickRemoteMoveTo(rm);
// #170 ROOT FIX (2026-07-04): the per-frame
diff --git a/src/AcDream.Core/Physics/Motion/MoveToManager.cs b/src/AcDream.Core/Physics/Motion/MoveToManager.cs
index 37e3cce8..ac943c80 100644
--- a/src/AcDream.Core/Physics/Motion/MoveToManager.cs
+++ b/src/AcDream.Core/Physics/Motion/MoveToManager.cs
@@ -738,12 +738,6 @@ public sealed class MoveToManager
/// (/ = dist,
/// both times = now).
///
- // #170 temp diag (ACDREAM_MVTO_DIAG): trace the MoveTo dispatch/re-drive/cancel
- // events to compare acdream's run-cycle install cadence against a live retail
- // cdb count. Strip once #170 is understood.
- private static readonly bool s_mvtoDiag =
- System.Environment.GetEnvironmentVariable("ACDREAM_MVTO_DIAG") == "1";
-
public void BeginMoveForward()
{
if (!HasPhysicsObj)
@@ -762,10 +756,6 @@ public sealed class MoveToManager
Params.GetCommand(dist, heading, out uint cmd, out HoldKey holdKey, out bool movingAway);
- if (s_mvtoDiag)
- System.Console.WriteLine(System.FormattableString.Invariant(
- $"[mvto] BeginMoveForward dist={dist:F2} cmd=0x{cmd:X8} hold={holdKey} movingAway={movingAway}"));
-
if (cmd == 0)
{
RemovePendingActionsHead();
@@ -826,10 +816,6 @@ public sealed class MoveToManager
return;
}
- if (s_mvtoDiag)
- System.Console.WriteLine(System.FormattableString.Invariant(
- $"[mvto] BeginTurnToHeading motionsPending={_interp.MotionsPending()} curCmd=0x{CurrentCommand:X8}"));
-
if (_interp.MotionsPending())
{
return;
@@ -966,10 +952,6 @@ public sealed class MoveToManager
///
public void UseTime()
{
- if (s_mvtoDiag && (MovementTypeState != MovementType.Invalid || _pendingActions.First is not null))
- System.Console.WriteLine(System.FormattableString.Invariant(
- $"[mvto] UseTime enter contact={_contact()} pending={_pendingActions.Count} mtState={MovementTypeState} init={Initialized} hasPhys={HasPhysicsObj}"));
-
if (!HasPhysicsObj || !_contact()) return;
if (_pendingActions.First is null) return;
@@ -978,9 +960,6 @@ public sealed class MoveToManager
if (!objectMoveGate) return;
MovementType type = _pendingActions.First.Value.Type;
- if (s_mvtoDiag)
- System.Console.WriteLine(System.FormattableString.Invariant(
- $"[mvto] UseTime dispatch node={type} mtState={MovementTypeState}"));
if (type == MovementType.MoveToPosition)
{
HandleMoveToPosition();
@@ -1249,10 +1228,6 @@ public sealed class MoveToManager
///
public void HandleUpdateTarget(TargetInfo info)
{
- if (s_mvtoDiag)
- System.Console.WriteLine(System.FormattableString.Invariant(
- $"[mvto] HandleUpdateTarget objId=0x{info.ObjectId:X8} myTgt=0x{TopLevelObjectId:X8} match={(TopLevelObjectId == info.ObjectId)} init={Initialized} mtState={MovementTypeState} status={info.Status}"));
-
if (!HasPhysicsObj)
{
CancelMoveTo(WeenieError.NoPhysicsObject);
@@ -1485,9 +1460,6 @@ public sealed class MoveToManager
///
public void CancelMoveTo(WeenieError error)
{
- if (s_mvtoDiag && MovementTypeState != MovementType.Invalid)
- System.Console.WriteLine($"[mvto] CancelMoveTo (real) wasType={MovementTypeState} err={error}");
-
_ = error; // retail: never read in the body (decomp §7c) — kept for parity/logging.
if (MovementTypeState == MovementType.Invalid) return;
diff --git a/src/AcDream.Core/Physics/MotionInterpreter.cs b/src/AcDream.Core/Physics/MotionInterpreter.cs
index e30a7dfa..9d42e51c 100644
--- a/src/AcDream.Core/Physics/MotionInterpreter.cs
+++ b/src/AcDream.Core/Physics/MotionInterpreter.cs
@@ -2286,34 +2286,9 @@ public sealed class MotionInterpreter : IMotionDoneSink
/// Retail arg2 — MotionNode.context_id.
/// Retail arg3 — MotionNode.motion.
/// Retail arg4 — MotionNode.jump_error_code.
- // #170 temp drain diag (ACDREAM_MVTO_DIAG): aggregate add_to_queue vs
- // MotionDone counts + this interp's pending depth — the apples-to-apples of
- // the retail cdb drain trace (retail: add==done). Strip after #170.
- private static readonly bool s_drainDiag =
- System.Environment.GetEnvironmentVariable("ACDREAM_MVTO_DIAG") == "1";
- private static int s_addCount;
- private static int s_doneCount;
-
public void AddToQueue(uint contextId, uint motion, uint jumpErrorCode)
{
_pendingMotions.AddLast(new MotionNode(contextId, motion, jumpErrorCode));
- if (s_drainDiag)
- {
- s_addCount++;
- // Dump this interp's queue CONTENTS whenever a backlog is present
- // (depth >= 2 = something isn't draining) so we can see WHICH motion
- // lingers and keeps MotionsPending() true (blocking the chase turn).
- if (_pendingMotions.Count >= 2)
- {
- var sb = new System.Text.StringBuilder();
- foreach (var n in _pendingMotions) { sb.Append("0x"); sb.Append(n.Motion.ToString("X8")); sb.Append(' '); }
- System.Console.WriteLine(System.FormattableString.Invariant(
- $"[drainq] depth={_pendingMotions.Count} lag={s_addCount - s_doneCount} q=[{sb}]"));
- }
- else if (s_addCount % 50 == 0)
- System.Console.WriteLine(System.FormattableString.Invariant(
- $"[drain] add={s_addCount} done={s_doneCount} lag={s_addCount - s_doneCount} depth={_pendingMotions.Count}"));
- }
}
///
@@ -2363,7 +2338,6 @@ public sealed class MotionInterpreter : IMotionDoneSink
if (head1 is not null)
{
_pendingMotions.RemoveFirst();
- if (s_drainDiag) s_doneCount++;
}
}