fix #270: run retail spawn placement at remote-body creation - standing monsters' attack animations restored

The [MT-FAIL] probe caught combat-stance monsters constantly failing to
dispatch 0x40000015 (Falling): their bodies were airborne-flagged while
standing. contact_allows_move (0x00528dd0) requires Contact+OnWalkable
and silently refuses every action animation for an airborne mover - a
spawned-standing monster's swings never played until it first moved.

Retail never has this state: CreateObject spawns run the placement
transition (CPhysicsObj::SetPosition -> SetPositionInternal 0x00515330),
which establishes CONTACT/ON_WALKABLE from the floor at spawn. Our
remote creation seeded a raw position with no placement.

SeedRemoteSpawnPlacement mirrors RemoteTeleportPlacement: engine
placement resolve (Setup-derived cylinder, TS-46) + the verbatim
CommitSetPositionTransition, wired at BOTH RemoteMotion creation sites
(UM-triggered creation - so a first-ever-UM attack animates in the same
packet - and ordinary first-UP creation). Unplaceable results leave the
body airborne exactly like a failed retail placement.

Also adds the [UM-ACT] (wire action items + stamp-gate verdict) and
[MT-FAIL] (refused animation dispatches) probes, riding
ACDREAM_DUMP_MOTION=1, which are what convicted the body state.

Complete Release suite: 10,032 passed / 5 skips / 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-30 23:28:57 +02:00
parent 1390add140
commit 4da25a442b
4 changed files with 257 additions and 17 deletions

View file

@ -118,23 +118,26 @@ when the exhausted state (stamina == 0) transitions; skills/burden/stamina
still reach `PlayerWeenie` immediately (the next natural dispatch picks up
rate changes, exactly retail).
**Monster attack misses — narrowed by the 2026-07-30 retest session
(182k-line motion dump, 272 attack UMs):** the edge-drain theory is
ACQUITTED (zero [remote-edge] lines — no remote ground edges fired at
all), and the legacy stop-detector is dead code (the observation tracker
has no reader). All 272 attack UMs dispatched (`SetCycle 0x400000D3`);
171 completed visibly; 3 were killed by a Ready UM arriving almost
immediately after the swing began. Residual hypothesis: our remote UM
path HARD-SWAPS cycles on SetCycle, while retail transitions between
cycles through the motion table's LINK animations — a quick
Ready-after-attack in retail still plays the swing's follow-through via
the attack→ready link chain; ours truncates it. Next step: audit the
remote dispatch path (RemoteInboundMotionDispatch → sequencer) for link
transitions vs hard SetCycle, against retail's unpack →
apply_current_movement → motion-table link graph. User confirms casting
is FIXED; attack animations are "still a bit buggy" (occasional misses,
consistent with the ~1% fast-replace rate plus link-less truncation
visibility).
**Monster attack misses — ROOT CAUSE FOUND AND FIXED (2026-07-30, third
session):** the [MT-FAIL] probe caught combat-stance monsters constantly
failing to dispatch motion 0x40000015 = FALLING — their bodies were
airborne-FLAGGED while standing on the ground. `contact_allows_move`
(0x00528dd0) requires Contact+OnWalkable on the body and silently refuses
every action animation for an "airborne" mover — a spawned-standing
monster's attack swings never played until it first moved (movement →
resolve → floor touch → contact). Retail never has this state: CreateObject
spawns run the placement transition (`CPhysicsObj::SetPosition`
SetPositionInternal 0x00515330), which establishes contact at spawn; our
remote creation seeded a raw position with no placement. Fix:
`SeedRemoteSpawnPlacement` runs the engine placement resolve + the
verbatim `CommitSetPositionTransition` at BOTH RemoteMotion creation sites
(UM-triggered and first-UP), mirroring `RemoteTeleportPlacement`. Earlier
theories eliminated en route: remote edge-drains (zero edges fired), the
legacy stop-detector (dead code), cycle hard-swap (the funnel uses the full
motion-table link machinery), 0x00D3 misread (= CastSpell, casters animate
fine), motion-table port (offline sweep: all 27 "failures" are non-caster
tables never sent CastSpell). Probes [UM-ACT]/[MT-FAIL]/[remote-edge]
remain in place (ride ACDREAM_DUMP_MOTION=1) until the user gate passes.
---
## #269 — Slope-stop slide runs too far (post-bounce-rework residual)

View file

@ -148,6 +148,74 @@ internal sealed class LiveEntityNetworkUpdateController
private static bool IsDoorName(string? name) => name == "Door";
/// <summary>
/// #270 (2026-07-30): retail spawns run the placement transition
/// (<c>CPhysicsObj::SetPosition</c> → <c>SetPositionInternal</c>
/// 0x00515330), which establishes CONTACT/ON_WALKABLE from the floor the
/// creature stands on. A raw position seed leaves the fresh body
/// airborne-flagged, and <c>contact_allows_move</c> (0x00528dd0) then
/// silently refuses every action animation — a spawned-standing monster's
/// attack swings never played until it first moved (the [MT-FAIL]
/// Falling-substitution spam was the same body state surfacing through
/// <c>apply_interpreted_movement</c>). Mirrors
/// <see cref="RemoteTeleportPlacement"/>'s commit with spawn-shaped
/// inputs (no prior contact).
/// </summary>
private void SeedRemoteSpawnPlacement(
RemoteMotion remote,
uint serverGuid,
AcDream.Core.World.WorldEntity entity,
System.Numerics.Vector3 worldPos,
uint cellId)
{
if (cellId == 0)
return;
var (radius, height) = _motionRuntime.GetSetupCylinder(serverGuid, entity);
if (radius < 0.05f)
{
radius = 0.48f;
height = 1.835f;
}
ResolveResult placement = _physicsEngine.ResolvePlacement(
worldPos,
cellId,
radius,
height,
stepUpHeight: 0.4f,
stepDownHeight: 0.4f,
moverFlags: IsPlayerGuid(serverGuid)
? AcDream.Core.Physics.ObjectInfoState.IsPlayer
| AcDream.Core.Physics.ObjectInfoState.EdgeSlide
: AcDream.Core.Physics.ObjectInfoState.EdgeSlide,
movingEntityId: entity.Id);
if (!placement.Ok)
return; // unplaceable — stays airborne, like a failed retail placement
remote.Body.Position = placement.Position;
remote.Body.ContactPlaneValid = placement.InContact;
if (placement.InContact)
{
remote.Body.ContactPlane = placement.ContactPlane;
remote.Body.ContactPlaneCellId = placement.ContactPlaneCellId;
remote.Body.ContactPlaneIsWater = placement.ContactPlaneIsWater;
remote.Body.GroundNormal = placement.ContactPlane.Normal;
}
AcDream.Core.Physics.PhysicsObjUpdate.CommitSetPositionTransition(
remote.Body,
placement.InContact,
placement.OnWalkable,
placement.CollisionNormalValid,
placement.CollisionNormal,
previousContact: false,
previousOnWalkable: false,
remote.Movement.HitGround,
remote.Motion.LeaveGround);
remote.Airborne = !remote.Body.OnWalkable;
}
private bool RunRemoteTeleportHook(
uint serverGuid,
uint localEntityId,
@ -652,6 +720,19 @@ internal sealed class LiveEntityNetworkUpdateController
update.Guid);
remote.Body.Orientation = entity.Rotation;
remote.Body.Position = entity.Position;
// #270: run the retail spawn placement so the fresh body has
// real ground contact BEFORE the funnel below dispatches this
// packet's actions — a first-ever-UM attack swing needs
// contact_allows_move true to animate.
SeedRemoteSpawnPlacement(
remote,
update.Guid,
entity,
entity.Position,
// Interior live entities carry ParentCellId; outdoor live
// entities carry the outdoor landcell in EffectCellId (see
// WorldEntity's cell-field docs). 0 → helper no-ops.
entity.ParentCellId ?? entity.EffectCellId ?? 0u);
}
if (!IsCurrentOwner(remote))
return default;
@ -1273,6 +1354,16 @@ internal sealed class LiveEntityNetworkUpdateController
// seed exactly like the UM path); worldPos == entity.Position (the
// unconditional snap at the top of this handler already ran).
rmState.Body.Position = worldPos;
// #270: retail spawn placement — establish real ground contact
// for the fresh body (a UP-created remote that then stands
// still would otherwise stay airborne-flagged and
// contact_allows_move would refuse its action animations).
SeedRemoteSpawnPlacement(
rmState,
update.Guid,
entity,
worldPos,
update.Position.LandblockId);
}
// PositionPack::UnPack initializes an absent velocity to zero;

View file

@ -2772,6 +2772,17 @@ public sealed class MotionInterpreter : IMotionDoneSink
int stored = ServerActionStamp & 0x7FFF;
int diff = incoming >= stored ? incoming - stored : stored - incoming;
bool newer = diff <= 0x3FFF ? stored < incoming : incoming < stored;
// #270 missing-attack investigation (2026-07-30): one line per
// wire action item with the gate verdict — rides
// ACDREAM_DUMP_MOTION=1. Strip when #270 closes.
if (PhysicsDiagnostics.DumpMotionEnabled)
{
Console.WriteLine(
$"[UM-ACT] cmd=0x{a.Command:X8} stamp={incoming} stored={stored} "
+ $"newer={newer} auton={a.Autonomous} localSkip={IsLocalPlayer && a.Autonomous}");
}
if (!newer) continue;
// Local player skips its own autonomous echoes (305977).
@ -3020,6 +3031,17 @@ public sealed class MotionInterpreter : IMotionDoneSink
// non-action" apply-only path below — but WITHOUT writing state.
bool dispatchOk = sink?.ApplyMotion(motion, p.Speed) ?? true;
// #270 missing-attack investigation (2026-07-30): surface FAILED
// animation dispatches — a silently-failing sink is the "monster
// attacks but the animation never fires" candidate. Rides
// ACDREAM_DUMP_MOTION=1. Strip when #270 closes.
if (!dispatchOk && PhysicsDiagnostics.DumpMotionEnabled)
{
Console.WriteLine(
$"[MT-FAIL] motion=0x{motion:X8} speed={p.Speed:F2} "
+ $"style=0x{InterpretedState.CurrentStyle:X8} substate=0x{InterpretedState.ForwardCommand:X8}");
}
if (!dispatchOk)
{
// Retail: `result = CPhysicsObj::DoInterpretedMotion(...)` is

View file

@ -0,0 +1,124 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using AcDream.Core.Physics.Motion;
using DatReaderWriter;
using DatReaderWriter.Options;
using Xunit;
namespace AcDream.App.Tests.Physics;
// THROWAWAY probe (#270): sweep every MotionTable in the installed portal
// dat and attempt the EXACT wire dispatch observed in the stuck-attack
// session (style 0x8000003C, ready substate, target attack 0x400000D3 at
// speed 2.0). A silent GetObjectSequence failure = "monster attacks but the
// animation never fires". Delete after #270 closes.
public sealed class MotionTableAttackDispatchProbe
{
private sealed class NullLoader : AcDream.Core.Physics.IAnimationLoader
{
public DatReaderWriter.DBObjs.Animation? LoadAnimation(uint id) => null;
}
[Fact]
public void Sweep_attack_dispatch_across_all_motion_tables()
{
var datDir = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir)) return;
using var dats = new DatCollection(datDir, DatAccessType.Read);
var loader = new NullLoader();
int total = 0, okCount = 0;
var failures = new List<string>();
var styleMisses = new List<string>();
foreach (var entry in dats.Portal.Tree.GetFilesInRange(0x09000000u, 0x09FFFFFFu))
{
if (!dats.Portal.TryGet<DatReaderWriter.DBObjs.MotionTable>(entry.Id, out var mt)
|| mt is null)
continue;
total++;
var cmt = new CMotionTable(mt);
var state = new MotionState
{
Style = 0x8000003Cu,
Substate = 0x41000003u,
};
var seq = new CSequence(loader);
// Seed exactly like the live path: install the combat style +
// ready substate first (SetDefaultState equivalent would use the
// table default; the wire showed the monsters already standing in
// style 0x3C ready).
bool ok;
try
{
ok = cmt.GetObjectSequence(0x400000D3u, state, seq, 2.0f, out _, stopCall: false);
}
catch (Exception ex)
{
failures.Add($"0x{entry.Id:X8} THREW {ex.GetType().Name}");
continue;
}
if (ok) okCount++;
else
{
// Distinguish "table has no 0x3C style at all" (never a
// combat monster) from "style exists but dispatch failed".
bool hasStyle = mt.StyleDefaults.ContainsKey(
(DatReaderWriter.Enums.MotionCommand)0x8000003Cu);
if (hasStyle)
failures.Add($"0x{entry.Id:X8} FAILED (has 0x3C style)");
else
styleMisses.Add($"0x{entry.Id:X8}");
}
}
var sb = new StringBuilder();
sb.AppendLine($"total={total} ok={okCount} failedWithStyle={failures.Count} noStyle={styleMisses.Count}");
foreach (var f in failures) sb.AppendLine(f);
// For the first few failing tables: dump what IS authored for the
// CastSpell substate (0xD3) so "un-authored data" vs "lookup bug"
// is decidable offline.
int dumped = 0;
foreach (var f in failures)
{
if (dumped >= 3 || !f.Contains("FAILED")) continue;
uint id = Convert.ToUInt32(f.Substring(2, 8), 16);
if (!dats.Portal.TryGet<DatReaderWriter.DBObjs.MotionTable>(id, out var mt) || mt is null)
continue;
dumped++;
sb.AppendLine($"--- table 0x{id:X8} DefaultStyle=0x{(uint)mt.DefaultStyle:X8}");
foreach (var kv in mt.Cycles)
{
uint key = (uint)kv.Key;
if ((key & 0xFFFFFFu) == 0xD3u || (key & 0xFFFFu) == 0xD3u)
sb.AppendLine($" cycle key=0x{key:X8}");
}
foreach (var kv in mt.Links)
{
uint key = (uint)kv.Key;
sb.AppendLine($" linkFrom key=0x{key:X8} targets={kv.Value.MotionData.Count}");
foreach (var t in kv.Value.MotionData.Keys)
{
uint tk = (uint)t;
if ((tk & 0xFFFFFFu) == 0xD3u)
sb.AppendLine($" -> target 0x{tk:X8} (CASTSPELL)");
}
}
}
File.WriteAllText(
Path.Combine(AppContext.BaseDirectory, "attack-dispatch-sweep.txt"),
sb.ToString());
var outCopy = Environment.GetEnvironmentVariable("ACDREAM_PROBE_OUT");
if (!string.IsNullOrEmpty(outCopy))
File.WriteAllText(outCopy, sb.ToString());
}
}