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>
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4 changed files with 257 additions and 17 deletions
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@ -148,6 +148,74 @@ internal sealed class LiveEntityNetworkUpdateController
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private static bool IsDoorName(string? name) => name == "Door";
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/// <summary>
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/// #270 (2026-07-30): retail spawns run the placement transition
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/// (<c>CPhysicsObj::SetPosition</c> → <c>SetPositionInternal</c>
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/// 0x00515330), which establishes CONTACT/ON_WALKABLE from the floor the
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/// creature stands on. A raw position seed leaves the fresh body
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/// airborne-flagged, and <c>contact_allows_move</c> (0x00528dd0) then
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/// silently refuses every action animation — a spawned-standing monster's
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/// attack swings never played until it first moved (the [MT-FAIL]
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/// Falling-substitution spam was the same body state surfacing through
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/// <c>apply_interpreted_movement</c>). Mirrors
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/// <see cref="RemoteTeleportPlacement"/>'s commit with spawn-shaped
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/// inputs (no prior contact).
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/// </summary>
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private void SeedRemoteSpawnPlacement(
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RemoteMotion remote,
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uint serverGuid,
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AcDream.Core.World.WorldEntity entity,
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System.Numerics.Vector3 worldPos,
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uint cellId)
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{
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if (cellId == 0)
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return;
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var (radius, height) = _motionRuntime.GetSetupCylinder(serverGuid, entity);
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if (radius < 0.05f)
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{
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radius = 0.48f;
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height = 1.835f;
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}
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ResolveResult placement = _physicsEngine.ResolvePlacement(
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worldPos,
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cellId,
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radius,
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height,
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stepUpHeight: 0.4f,
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stepDownHeight: 0.4f,
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moverFlags: IsPlayerGuid(serverGuid)
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? AcDream.Core.Physics.ObjectInfoState.IsPlayer
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| AcDream.Core.Physics.ObjectInfoState.EdgeSlide
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: AcDream.Core.Physics.ObjectInfoState.EdgeSlide,
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movingEntityId: entity.Id);
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if (!placement.Ok)
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return; // unplaceable — stays airborne, like a failed retail placement
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remote.Body.Position = placement.Position;
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remote.Body.ContactPlaneValid = placement.InContact;
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if (placement.InContact)
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{
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remote.Body.ContactPlane = placement.ContactPlane;
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remote.Body.ContactPlaneCellId = placement.ContactPlaneCellId;
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remote.Body.ContactPlaneIsWater = placement.ContactPlaneIsWater;
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remote.Body.GroundNormal = placement.ContactPlane.Normal;
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}
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AcDream.Core.Physics.PhysicsObjUpdate.CommitSetPositionTransition(
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remote.Body,
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placement.InContact,
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placement.OnWalkable,
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placement.CollisionNormalValid,
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placement.CollisionNormal,
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previousContact: false,
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previousOnWalkable: false,
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remote.Movement.HitGround,
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remote.Motion.LeaveGround);
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remote.Airborne = !remote.Body.OnWalkable;
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}
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private bool RunRemoteTeleportHook(
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uint serverGuid,
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uint localEntityId,
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@ -652,6 +720,19 @@ internal sealed class LiveEntityNetworkUpdateController
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update.Guid);
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remote.Body.Orientation = entity.Rotation;
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remote.Body.Position = entity.Position;
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// #270: run the retail spawn placement so the fresh body has
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// real ground contact BEFORE the funnel below dispatches this
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// packet's actions — a first-ever-UM attack swing needs
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// contact_allows_move true to animate.
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SeedRemoteSpawnPlacement(
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remote,
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update.Guid,
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entity,
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entity.Position,
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// Interior live entities carry ParentCellId; outdoor live
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// entities carry the outdoor landcell in EffectCellId (see
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// WorldEntity's cell-field docs). 0 → helper no-ops.
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entity.ParentCellId ?? entity.EffectCellId ?? 0u);
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}
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if (!IsCurrentOwner(remote))
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return default;
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@ -1273,6 +1354,16 @@ internal sealed class LiveEntityNetworkUpdateController
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// seed exactly like the UM path); worldPos == entity.Position (the
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// unconditional snap at the top of this handler already ran).
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rmState.Body.Position = worldPos;
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// #270: retail spawn placement — establish real ground contact
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// for the fresh body (a UP-created remote that then stands
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// still would otherwise stay airborne-flagged and
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// contact_allows_move would refuse its action animations).
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SeedRemoteSpawnPlacement(
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rmState,
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update.Guid,
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entity,
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worldPos,
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update.Position.LandblockId);
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}
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// PositionPack::UnPack initializes an absent velocity to zero;
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@ -2772,6 +2772,17 @@ public sealed class MotionInterpreter : IMotionDoneSink
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int stored = ServerActionStamp & 0x7FFF;
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int diff = incoming >= stored ? incoming - stored : stored - incoming;
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bool newer = diff <= 0x3FFF ? stored < incoming : incoming < stored;
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// #270 missing-attack investigation (2026-07-30): one line per
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// wire action item with the gate verdict — rides
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// ACDREAM_DUMP_MOTION=1. Strip when #270 closes.
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if (PhysicsDiagnostics.DumpMotionEnabled)
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{
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Console.WriteLine(
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$"[UM-ACT] cmd=0x{a.Command:X8} stamp={incoming} stored={stored} "
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+ $"newer={newer} auton={a.Autonomous} localSkip={IsLocalPlayer && a.Autonomous}");
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}
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if (!newer) continue;
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// Local player skips its own autonomous echoes (305977).
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@ -3020,6 +3031,17 @@ public sealed class MotionInterpreter : IMotionDoneSink
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// non-action" apply-only path below — but WITHOUT writing state.
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bool dispatchOk = sink?.ApplyMotion(motion, p.Speed) ?? true;
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// #270 missing-attack investigation (2026-07-30): surface FAILED
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// animation dispatches — a silently-failing sink is the "monster
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// attacks but the animation never fires" candidate. Rides
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// ACDREAM_DUMP_MOTION=1. Strip when #270 closes.
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if (!dispatchOk && PhysicsDiagnostics.DumpMotionEnabled)
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{
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Console.WriteLine(
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$"[MT-FAIL] motion=0x{motion:X8} speed={p.Speed:F2} "
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+ $"style=0x{InterpretedState.CurrentStyle:X8} substate=0x{InterpretedState.ForwardCommand:X8}");
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}
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if (!dispatchOk)
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{
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// Retail: `result = CPhysicsObj::DoInterpretedMotion(...)` is
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