chore(#170): strip the temp probes, close the issue (user visual gate PASSED)

Gate result: user side-by-side vs retail — "looks good, as close to retail
now as I can see". Telemetry from the gate session (launch-170-gate2.log):
BeginMoveForward ~1:1 with MoveToObject arms for every chasing creature
(pre-fix capture was 16:1), ZERO "SERVERVEL skips UseTime while armed"
occurrences, pending_motions depth 1 at last sample.

Stripped per the #170 close-out plan: s_mvtoDiag + all [mvto] prints
(MoveToManager), s_drainDiag + [drain]/[drainq] (MotionInterpreter), the
[npc-tick] branch prints and the "UM actions" inbound-action dump
(GameWindow). The durable ACDREAM_DUMP_MOTION family stays. The
RemoteChaseEndToEndHarnessTests + RemoteChaseDrainBisectTests conformance
suites stay as the permanent regression net for this pipeline.

ISSUES: #170 -> DONE + Recently-closed entry (fix SHAs 427332ac, d2ccc80e,
1051fc83). Memory topic + index flipped to CLOSED.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-04 22:31:00 +02:00
parent 1051fc83c6
commit 4cad626ff5
4 changed files with 27 additions and 85 deletions

View file

@ -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]` (+