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 SHAs427332ac,d2ccc80e,1051fc83). Memory topic + index flipped to CLOSED. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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4 changed files with 27 additions and 85 deletions
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@ -4977,29 +4977,6 @@ public sealed class GameWindow : IDisposable
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Speed: item.Speed));
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}
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ims.Actions = actionList;
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// #170 capture aid (ACDREAM_DUMP_MOTION): dump the
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// REMOTE inbound action list WITH stamps — the
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// existing UM line only shows ForwardCommand, and the
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// [CMD_LIST] dump is local-player only. This is what
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// answers "do the attack stamps advance (variety) or
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// repeat (uniform)?". Strip once #170 is understood.
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if (Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1")
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{
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var sb = new System.Text.StringBuilder();
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sb.Append(System.FormattableString.Invariant(
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$"UM ↳ actions guid=0x{update.Guid:X8} mt=0x{update.MotionState.MovementType:X2} fwd=0x{ims.ForwardCommand:X8} ["));
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for (int ai = 0; ai < actionList.Count; ai++)
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{
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var a = actionList[ai];
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var rt = AcDream.Core.Physics.AnimationCommandRouter.Classify(a.Command);
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if (ai > 0) sb.Append(", ");
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sb.Append(System.FormattableString.Invariant(
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$"0x{a.Command:X8}({rt}) stamp={a.Stamp} auto={a.Autonomous} spd={a.Speed:F2}"));
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}
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sb.Append(']');
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Console.WriteLine(sb.ToString());
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}
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}
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// R2-Q5/R3-W4: funnel dispatches go STRAIGHT into the
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@ -9986,9 +9963,6 @@ public sealed class GameWindow : IDisposable
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{ MovementTypeState: not AcDream.Core.Physics.MovementType.Invalid };
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if (!IsPlayerGuid(serverGuid) && rm.HasServerVelocity && !moveToArmed)
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{
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if (Environment.GetEnvironmentVariable("ACDREAM_MVTO_DIAG") == "1")
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Console.WriteLine(System.FormattableString.Invariant(
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$"[npc-tick] guid={serverGuid:X8} branch=SERVERVEL (skips UseTime) mtState={rm.MoveTo?.MovementTypeState}"));
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double velocityAge = nowSec - rm.LastServerPosTime;
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if (velocityAge > ServerControlledVelocityStaleSeconds)
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{
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@ -10015,9 +9989,6 @@ public sealed class GameWindow : IDisposable
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// per-node locomotion (turn / RunForward) through the
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// sink. That per-node dispatch is the only motion the
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// per-tick update should issue for a remote.
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if (Environment.GetEnvironmentVariable("ACDREAM_MVTO_DIAG") == "1")
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Console.WriteLine(System.FormattableString.Invariant(
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$"[npc-tick] guid={serverGuid:X8} branch=MOVETO (UseTime runs) mtState={rm.MoveTo?.MovementTypeState}"));
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TickRemoteMoveTo(rm);
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// #170 ROOT FIX (2026-07-04): the per-frame
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