fix(anim): 3 motion bugs — remote anim dropped, walk->run not resent, wrong class byte
Bug 1: remote chars never animate, just teleport. Root cause: when OnLiveMotionUpdated transitions a remote entity from Ready to a locomotion cycle (cmd=0x0007 RunForward), the _remoteLastMove timestamp is still pegged to the last position update from BEFORE the motion change (often >300ms old). On the very next TickAnimations, stop-detection signal 1 immediately fires (now - last.Time > 300ms), and the sequencer is flipped straight back to Ready. Result: the run cycle flashes for one frame and is gone. Fix: when we enter a locomotion cycle from a non-locomotion one, stamp _remoteLastMove[guid].Time = now and drState.LastServerPosTime = now so the stop-timer starts a fresh 300ms window from the transition. Bug 2 + 3: Our own player's walk/run toggle not broadcast when only Shift toggles mid-move. Root cause: PlayerMovementController's motion-state-change detection compared only (ForwardCommand, SidestepCommand, TurnCommand). When the user walks (W) then adds Shift mid-stride, ForwardCommand stays WalkForward but outForwardSpeed jumps 1.0 -> runRate and localAnimCmd swaps Walk -> Run. 'changed' stayed false, no MoveToState broadcast, server still thought we were walking. Retail observers saw walking. Fix: extend the diff to include outForwardSpeed, input.Run (hold-key), and localAnimCmd. Any of them flipping forces a new MoveToState. Bug 4: Wrong MotionCommand class byte reconstruction. Root cause: OnLiveMotionUpdated's heuristic OR'd the sequencer's current-motion class byte with the wire-received low 16 bits, producing values like 0x41000007 for RunForward (actual retail value is 0x44000007). Cycle key lookup uses only low 24 bits so the animation mostly-worked, but the wrong class byte broke stance-aware code paths and any downstream consumer that keys off the class. Fix: route ForwardCommand through MotionCommandResolver.ReconstructFullCommand (same path already used for Commands[] items) — retail-exact class byte recovery via a reflection-built enum lookup table. Build + 711 tests green. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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2 changed files with 85 additions and 24 deletions
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@ -131,6 +131,9 @@ public sealed class PlayerMovementController
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private uint? _prevForwardCmd;
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private uint? _prevSidestepCmd;
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private uint? _prevTurnCmd;
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private float? _prevForwardSpeed;
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private bool _prevRunHold;
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private uint? _prevLocalAnimCmd;
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// Heartbeat timer.
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private float _heartbeatAccum;
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@ -449,12 +452,40 @@ public sealed class PlayerMovementController
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}
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// ── 7. Detect motion state change ─────────────────────────────────────
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bool changed = outForwardCmd != _prevForwardCmd
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|| outSidestepCmd != _prevSidestepCmd
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|| outTurnCmd != _prevTurnCmd;
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_prevForwardCmd = outForwardCmd;
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_prevSidestepCmd = outSidestepCmd;
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_prevTurnCmd = outTurnCmd;
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// Bug fix: ForwardCommand can stay the same (WalkForward) while ONLY
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// ForwardSpeed or the run-hold bit changes. If the user is already
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// walking (W held), then presses Shift, the outbound wire still has
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// ForwardCommand=WalkForward but outForwardSpeed jumps from 1.0 to
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// runRate. Without also tracking speed + hold-key here, no new
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// MoveToState is sent — the server keeps thinking the player walks,
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// and retail observers render walking animation despite the local
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// player's RunForward cycle.
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//
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// Similarly LocalAnimationCommand change (Walk→Run on local cycle)
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// must force a fresh outbound so ACE's BroadcastMovement re-runs
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// MovementData(this, moveToState) which only reads ForwardCommand +
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// ForwardSpeed + HoldKey to pick between WalkForward vs RunForward
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// for remote observers.
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bool runHold = input.Run;
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bool changed = outForwardCmd != _prevForwardCmd
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|| outSidestepCmd != _prevSidestepCmd
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|| outTurnCmd != _prevTurnCmd
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|| !FloatsEqual(outForwardSpeed, _prevForwardSpeed)
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|| runHold != _prevRunHold
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|| localAnimCmd != _prevLocalAnimCmd;
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_prevForwardCmd = outForwardCmd;
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_prevSidestepCmd = outSidestepCmd;
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_prevTurnCmd = outTurnCmd;
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_prevForwardSpeed = outForwardSpeed;
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_prevRunHold = runHold;
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_prevLocalAnimCmd = localAnimCmd;
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static bool FloatsEqual(float? a, float? b)
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{
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if (a.HasValue != b.HasValue) return false;
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if (!a.HasValue || !b.HasValue) return true;
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return System.Math.Abs(a.Value - b.Value) < 1e-4f;
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}
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// ── 8. Heartbeat timer (only while moving) ────────────────────────────
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bool isMoving = outForwardCmd is not null
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@ -1602,24 +1602,23 @@ public sealed class GameWindow : IDisposable
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}
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else
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{
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// Restore the high byte of the MotionCommand; the server
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// only transmits the low 16 bits of the 32-bit enum.
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// Known patterns:
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// 0x0003 (Ready) → 0x41000003
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// 0x0005 (WalkForward) → 0x45000005
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// 0x0007 (RunForward) → 0x44000007
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// 0x000D (TurnRight) → 0x65000015 (close; use 0x65xx)
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// We can reconstruct by masking in the high nibble from
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// the sequencer's current motion (preserves class bits),
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// but for the substate-class commands the cycle lookup
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// uses only the low 24 bits anyway. Just OR in the
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// SubState class byte if none is present.
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uint cmdLo = (uint)command.Value;
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fullMotion = (cmdLo & 0xFF000000u) != 0
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? cmdLo
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: (ae.Sequencer.CurrentMotion & 0xFF000000u) | cmdLo;
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if (fullMotion == cmdLo) // nothing in current; mark as SubState
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fullMotion = 0x40000000u | cmdLo;
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// Use MotionCommandResolver to restore the proper class
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// byte from the wire's 16-bit ForwardCommand. The old
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// heuristic (OR the sequencer's current high byte)
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// produced wrong values like 0x41000007 instead of the
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// real RunForward 0x44000007 — SetCycle's cycleKey
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// lookup uses low 24 bits so it'd still hit the right
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// MotionData cycle, BUT the class byte gates later
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// behaviour (locomotion-motion-detection at line 3615
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// uses `motion & 0xFFu`, and the class byte is needed
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// for stance-aware code paths).
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uint resolved = AcDream.Core.Physics.MotionCommandResolver
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.ReconstructFullCommand(command.Value);
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fullMotion = resolved != 0
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? resolved
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: (ae.Sequencer.CurrentMotion & 0xFF000000u) | (uint)command.Value;
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if (fullMotion == (uint)command.Value) // no class bits yet
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fullMotion = 0x40000000u | (uint)command.Value;
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}
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}
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else
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@ -1646,8 +1645,39 @@ public sealed class GameWindow : IDisposable
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$"UM ↳ SetCycle(style=0x{fullStyle:X8}, motion=0x{fullMotion:X8}, speed={speedMod:F2})");
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// No-op if same; the sequencer's fast path guards against that.
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uint priorMotion = ae.Sequencer.CurrentMotion;
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ae.Sequencer.SetCycle(fullStyle, fullMotion, speedMod);
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// CRITICAL: when we enter a locomotion cycle (Walk/Run/etc),
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// stamp the _remoteLastMove timestamp to "now". Without this,
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// the stop-detection loop in TickAnimations sees the previous
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// _remoteLastMove timestamp (set by the last UpdatePosition,
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// often >300ms ago during idle) and fires the stop signal
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// IMMEDIATELY — flipping the sequencer straight back to Ready.
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// The visible symptom was "remote char never animates; just
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// stands there, teleporting position every UpdatePosition."
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// Fresh timestamp gives the stop-timer a full 300ms window to
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// observe genuine position stagnation before reverting.
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uint newLo = fullMotion & 0xFFu;
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bool enteringLocomotion = newLo == 0x05 || newLo == 0x06
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|| newLo == 0x07
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|| newLo == 0x0F || newLo == 0x10;
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uint oldLo = priorMotion & 0xFFu;
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bool wasLocomotion = oldLo == 0x05 || oldLo == 0x06
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|| oldLo == 0x07
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|| oldLo == 0x0F || oldLo == 0x10;
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if (enteringLocomotion && !wasLocomotion && update.Guid != _playerServerGuid)
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{
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// Reset both stop signals so stop-detection starts a fresh
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// window from this transition. Without this, the entity
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// starts its run animation and is instantly interrupted.
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var refreshedTime = System.DateTime.UtcNow;
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if (_remoteLastMove.TryGetValue(update.Guid, out var prev))
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_remoteLastMove[update.Guid] = (prev.Pos, refreshedTime);
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if (_remoteDeadReckon.TryGetValue(update.Guid, out var dr))
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dr.LastServerPosTime = refreshedTime;
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}
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// Route the Commands list — one-shot Actions, Modifiers, and
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// ChatEmotes (mask classes 0x10, 0x20, 0x13 per r03 §3). These
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// live in the motion table's Links / Modifiers dicts, not
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