fix(anim): Phase L.1c animate server-controlled chase

This commit is contained in:
Erik 2026-04-28 19:38:52 +02:00
parent b96b680a20
commit 7656fe0970
6 changed files with 224 additions and 13 deletions

View file

@ -536,6 +536,7 @@ public sealed class GameWindow : IDisposable
string? Name,
AcDream.Core.Items.ItemType ItemType);
private static bool IsPlayerGuid(uint guid) => (guid & 0xFF000000u) == 0x50000000u;
private const double ServerControlledVelocityStaleSeconds = 0.60;
private int _liveSpawnReceived; // diagnostics
private int _liveSpawnHydrated;
private int _liveDropReasonNoPos;
@ -2037,8 +2038,22 @@ public sealed class GameWindow : IDisposable
if (mtable is not null)
{
sequencer = new AcDream.Core.Physics.AnimationSequencer(setup, mtable, _animLoader);
uint seqStyle = stanceOverride is > 0 ? (uint)stanceOverride.Value : (uint)mtable.DefaultStyle;
uint seqMotion = commandOverride is > 0 ? (uint)commandOverride.Value : 0x41000003u;
uint seqStyle = stanceOverride is > 0
? (0x80000000u | (uint)stanceOverride.Value)
: (uint)mtable.DefaultStyle;
uint seqMotion;
if (commandOverride is > 0)
{
uint resolved = AcDream.Core.Physics.MotionCommandResolver
.ReconstructFullCommand(commandOverride.Value);
seqMotion = resolved != 0
? resolved
: (0x40000000u | (uint)commandOverride.Value);
}
else
{
seqMotion = AcDream.Core.Physics.MotionCommand.Ready;
}
sequencer.SetCycle(seqStyle, seqMotion);
}
}
@ -2217,7 +2232,7 @@ public sealed class GameWindow : IDisposable
uint seqStyle = ae.Sequencer?.CurrentStyle ?? 0;
uint seqMotion = ae.Sequencer?.CurrentMotion ?? 0;
Console.WriteLine(
$"UM guid=0x{update.Guid:X8} stance=0x{stance:X4} cmd={cmdStr} spd={spd:F2} " +
$"UM guid=0x{update.Guid:X8} mt=0x{update.MotionState.MovementType:X2} stance=0x{stance:X4} cmd={cmdStr} spd={spd:F2} " +
$"| seq now style=0x{seqStyle:X8} motion=0x{seqMotion:X8}");
}
@ -2259,9 +2274,18 @@ public sealed class GameWindow : IDisposable
// command.Value == 0 → explicit 0 (rare) → Ready
// otherwise → resolve class byte and use full cmd
uint fullMotion;
if (!command.HasValue || command.Value == 0)
if ((!command.HasValue || command.Value == 0)
&& update.MotionState.IsServerControlledMoveTo)
{
// MoveTo packets preserve the current cycle until velocity
// chooses the visible walk/run/ready state.
uint current = ae.Sequencer.CurrentMotion;
fullMotion = (current & 0xFF000000u) != 0
? current
: AcDream.Core.Physics.MotionCommand.Ready;
}
else if (!command.HasValue || command.Value == 0)
{
// Stop — return to the style's default substate (Ready).
fullMotion = 0x41000003u;
}
else
@ -2619,6 +2643,34 @@ public sealed class GameWindow : IDisposable
}
}
private static bool IsRemoteLocomotion(uint motion)
{
uint low = motion & 0xFFu;
return low is 0x05 or 0x06 or 0x07 or 0x0F or 0x10;
}
private void ApplyServerControlledVelocityCycle(
uint serverGuid,
AnimatedEntity ae,
RemoteMotion rm,
System.Numerics.Vector3 velocity)
{
if (IsPlayerGuid(serverGuid)) return;
if (rm.Airborne) return;
if (ae.Sequencer is null) return;
var plan = AcDream.Core.Physics.ServerControlledLocomotion
.PlanFromVelocity(velocity);
uint currentMotion = ae.Sequencer.CurrentMotion;
if (!plan.IsMoving && !IsRemoteLocomotion(currentMotion))
return;
uint style = ae.Sequencer.CurrentStyle != 0
? ae.Sequencer.CurrentStyle
: 0x8000003Du;
ae.Sequencer.SetCycle(style, plan.Motion, plan.SpeedMod);
}
private void OnLivePositionUpdated(AcDream.Core.Net.WorldSession.EntityPositionUpdate update)
{
// Phase A.1: track the most recently updated entity's landblock so the
@ -2789,6 +2841,17 @@ public sealed class GameWindow : IDisposable
rmState.Body.Velocity = rmState.ServerVelocity;
}
if (!IsPlayerGuid(update.Guid)
&& rmState.HasServerVelocity
&& _animatedEntities.TryGetValue(entity.Id, out var aeForVelocity))
{
ApplyServerControlledVelocityCycle(
update.Guid,
aeForVelocity,
rmState,
rmState.ServerVelocity);
}
entity.Position = rmState.Body.Position;
entity.Rotation = rmState.Body.Orientation;
}
@ -4937,9 +5000,28 @@ public sealed class GameWindow : IDisposable
| AcDream.Core.Physics.TransientStateFlags.OnWalkable
| AcDream.Core.Physics.TransientStateFlags.Active;
if (!IsPlayerGuid(serverGuid) && rm.HasServerVelocity)
rm.Body.Velocity = rm.ServerVelocity;
{
double velocityAge = nowSec - rm.LastServerPosTime;
if (velocityAge > ServerControlledVelocityStaleSeconds)
{
rm.ServerVelocity = System.Numerics.Vector3.Zero;
rm.HasServerVelocity = false;
rm.Body.Velocity = System.Numerics.Vector3.Zero;
ApplyServerControlledVelocityCycle(
serverGuid,
ae,
rm,
System.Numerics.Vector3.Zero);
}
else
{
rm.Body.Velocity = rm.ServerVelocity;
}
}
else
{
rm.Motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
}
}
else
{

View file

@ -139,7 +139,17 @@ public static class CreateObject
ushort? SideStepCommand = null,
float? SideStepSpeed = null,
ushort? TurnCommand = null,
float? TurnSpeed = null);
float? TurnSpeed = null,
byte MovementType = 0)
{
/// <summary>
/// ACE/retail movement types 6 and 7 are server-controlled
/// MoveToObject/MoveToPosition packets. Their union body does not
/// carry an InterpretedMotionState.ForwardCommand, so command absence
/// is not a stop signal.
/// </summary>
public bool IsServerControlledMoveTo => MovementType is 6 or 7;
}
/// <summary>
/// One entry in the InterpretedMotionState's Commands list (MotionItem).
@ -648,7 +658,8 @@ public static class CreateObject
return new ServerMotionState(
currentStyle, forwardCommand, forwardSpeed, commands,
sidestepCommand, sidestepSpeed, turnCommand, turnSpeed);
sidestepCommand, sidestepSpeed, turnCommand, turnSpeed,
movementType);
}
catch
{

View file

@ -135,7 +135,7 @@ public static class UpdateMotion
// MovementInvalid branch, just reached via the header'd path.
// Includes the Commands list (MotionItem[]) that carries
// Actions, emotes, and other one-shots not in ForwardCommand.
if (body.Length - pos < 4) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null));
if (body.Length - pos < 4) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType));
uint packed = BinaryPrimitives.ReadUInt32LittleEndian(body.Slice(pos));
pos += 4;
uint flags = packed & 0x7Fu;
@ -158,13 +158,13 @@ public static class UpdateMotion
if ((flags & 0x1u) != 0)
{
if (body.Length - pos < 2) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null));
if (body.Length - pos < 2) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType));
currentStyle = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
pos += 2;
}
if ((flags & 0x2u) != 0)
{
if (body.Length - pos < 2) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null));
if (body.Length - pos < 2) return new Parsed(guid, new CreateObject.ServerMotionState(currentStyle, null, MovementType: movementType));
forwardCommand = BinaryPrimitives.ReadUInt16LittleEndian(body.Slice(pos));
pos += 2;
}
@ -224,7 +224,8 @@ public static class UpdateMotion
return new Parsed(guid, new CreateObject.ServerMotionState(
currentStyle, forwardCommand, forwardSpeed, commands,
sidestepCommand, sidestepSpeed, turnCommand, turnSpeed));
sidestepCommand, sidestepSpeed, turnCommand, turnSpeed,
movementType));
}
catch
{

View file

@ -0,0 +1,63 @@
using System;
using System.Numerics;
namespace AcDream.Core.Physics;
/// <summary>
/// Chooses the visible locomotion cycle for server-controlled remotes whose
/// UpdateMotion packet is a MoveToObject/MoveToPosition union rather than an
/// InterpretedMotionState.
///
/// Retail references:
/// <list type="bullet">
/// <item><description>
/// <c>MovementManager::PerformMovement</c> (0x00524440) dispatches movement
/// types 6/7 into <c>MoveToManager::MoveToObject/MoveToPosition</c> instead
/// of unpacking an InterpretedMotionState.
/// </description></item>
/// <item><description>
/// <c>MovementParameters::UnPackNet</c> (0x0052AC50) shows MoveTo packets
/// carry movement params + run rate, not a ForwardCommand field.
/// </description></item>
/// <item><description>
/// ACE <c>MovementData.Write</c> uses the same movement type union; holtburger
/// documents the matching <c>MovementType::MoveToPosition = 7</c>.
/// </description></item>
/// </list>
/// </summary>
public static class ServerControlledLocomotion
{
public const float StopSpeed = 0.20f;
public const float RunThreshold = 1.25f;
public const float MinSpeedMod = 0.25f;
public const float MaxSpeedMod = 3.00f;
public static LocomotionCycle PlanFromVelocity(Vector3 worldVelocity)
{
float horizontalSpeed = MathF.Sqrt(
worldVelocity.X * worldVelocity.X +
worldVelocity.Y * worldVelocity.Y);
if (horizontalSpeed < StopSpeed)
return new LocomotionCycle(MotionCommand.Ready, 1f, false);
if (horizontalSpeed < RunThreshold)
{
float speedMod = Math.Clamp(
horizontalSpeed / MotionInterpreter.WalkAnimSpeed,
MinSpeedMod,
MaxSpeedMod);
return new LocomotionCycle(MotionCommand.WalkForward, speedMod, true);
}
return new LocomotionCycle(
MotionCommand.RunForward,
Math.Clamp(horizontalSpeed / MotionInterpreter.RunAnimSpeed, MinSpeedMod, MaxSpeedMod),
true);
}
public readonly record struct LocomotionCycle(
uint Motion,
float SpeedMod,
bool IsMoving);
}