fix(#171): gate NPC UP hard-snaps while stuck — the sticky/snap tug-of-war (gate-1 residuals)
Gate 1 (2026-07-04): "better in general" + three residuals — monsters pushed INTO the player, attacks with stale facing, position "flashing/flapping instead of gliding". All three are ONE mechanism: the legacy NPC UpdatePosition handler hard-snaps position, orientation, and velocity/cycle UNCONDITIONALLY, fighting the armed sticky every UP (ACE's authoritative rest pose sits ~0.6 m out and its server-side facing lags the strafing target; the client stick holds 0.3 m + live facing — oscillation at UP cadence). Retail is immune by architecture, not by tuning: UP corrections flow through the InterpolationManager into the SAME per-tick PositionManager::adjust_offset chain where StickyManager::adjust_offset OVERWRITES them while armed (0x00555190 chain order; 0x00555430 assigns m_fOrigin). A server correction can never fight an armed stick frame-by-frame. The remote-player branch already has exactly that (queue -> combiner -> sticky overwrite); the legacy NPC path snaps outside the chain. Fix: suppress the NPC UP position/orientation/velocity-adoption snaps while the entity is stuck (PositionManager.GetStickyObjectId() != 0) — the retail chain semantics translated to the snap architecture. LastServerPos/Time + cell bookkeeping still record; server truth reasserts on the first UP after unstick, bounded by the 1 s sticky lease. Register row TS-44 (same commit); retires with the S6/R6 interp-queue unification of the NPC path. Apparatus: ACDREAM_PROBE_STICKY=1 — per-guid [sticky] lifecycle lines (STICK / UNSTICK / LEASE-EXPIRE / TARGET-status teardown), per-armed- tick steer lines (signed gap dist, applied delta, heading delta, live resolve), and [sticky-snap-skip] at the suppressed-snap site. PhysicsDiagnostics.ProbeStickyEnabled owns the flag (rule #5). Full suite 4038 green. Awaiting gate 2 (pack melee vs retail). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -100,6 +100,20 @@ MoveTo distance math. **SSOT:** `docs/research/2026-07-04-171-sticky-melee-hando
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**Acceptance:** side-by-side vs retail in a scamp pack: attackers hold separation
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+ face the player while it strafes; user visual gate.
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**Gate 1 result (2026-07-04):** "in general it is better" but three residuals:
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(1) monsters sometimes pushed INTO the player; (2) monsters sometimes attack
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while facing the wrong way; (3) "flashing/flapping instead of gliding". All
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three = ONE mechanism: the legacy NPC UP handler hard-snaps position (5678) +
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orientation (5714) + velocity/cycle UNCONDITIONALLY, fighting the armed sticky
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per tick (ACE's authoritative rest pose sits ~0.6 m out + lags the strafing
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target's bearing; sticky pulls to 0.3 m + live facing → oscillation at UP
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cadence). Retail is immune BY ARCHITECTURE: UPs flow through the
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InterpolationManager into the same adjust_offset chain where sticky OVERWRITES
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them while armed. **Residual fix:** suppress the NPC UP snaps while stuck
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(register TS-44 — the retail chain semantics translated to the snap path) +
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`ACDREAM_PROBE_STICKY=1` apparatus (`[sticky]` lifecycle/steer lines +
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`[sticky-snap-skip]`, all per-guid). Awaiting gate 2.
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## #170 — Remote creature chase+attack renders wrong vs retail (glide, over-frequency, uniform attack anims)
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**Status:** DONE (2026-07-04) — **user visual gate PASSED** ("looks good, as close
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