fix(motion): #39 candidate — un-gate UP velocity-cycle for player remotes (forward only)
Adds a player-remote velocity-fallback path to ApplyServerControlledVelocityCycle so that when retail (the actor) toggles Shift while holding W and acdream is the observer, the visible leg cycle switches Run↔Walk within ~200–500 ms even though no fresh UM arrives. Static analysis (ACE GameActionMoveToState + MovementData.cs auto-upgrade + acdream's prior diag traces) suggests retail does NOT broadcast a fresh MoveToState on HoldKey-only changes — acdream's UMs handle direction-key changes and our local +Acdream's transitions, but retail-driven actors leave the cycle stuck. Changes (all in src/AcDream.App/Rendering/GameWindow.cs): - New RemoteMotion.LastUMTime field, stamped in OnLiveMotionUpdated - ApplyServerControlledVelocityCycle: removed inner IsPlayerGuid gate; routes player remotes to new ApplyPlayerLocomotionRefinement - ApplyPlayerLocomotionRefinement (forward-direction only): - 500 ms UM grace window (UMs win when fresh) - Forward-direction-only (low byte 0x05 / 0x07) - Hysteresis: Run → Walk demote at < 4.5 m/s; Walk → Run promote > 5.5 m/s - Skip SetCycle when neither motion ID nor speedMod changed meaningfully - [UPCYCLE_PLAYER] diag gated on ACDREAM_REMOTE_VEL_DIAG=1 - Outer call site in OnLivePositionUpdated un-gated (!IsPlayerGuid removed); per-remote routing now lives inside the function Scope: case #1 (Run↔Walk forward) only. Cases #2–#7 (backward, sidestep speed-buckets, direction-flips) remain deferred — PlanFromVelocity is forward-only and its NPC-tuned thresholds (RunThreshold=1.25) do not separate player Walk (~2.5 m/s) from player Run (~9 m/s); a TTD trace of retail's per-direction algorithm should ground the wider fix. ISSUES.md #39 updated with progress; investigation-prompt.md and a new findings-static.md committed under docs/research/2026-05-06-locomotion-cycle-transitions/ (the prompt was authored on a parallel branch in commit 7a38da3 and is brought into this worktree here so the next session can find it without branch-hopping). Build clean. The 8 pre-existing test failures on this branch (BSPStepUpTests.C3_Path6_AirborneMoverHitsSteepSlope, MotionInterpreter WalkBackward GetMaxSpeed, etc.) are unrelated to this change — verified by running them with the diff stashed. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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4 changed files with 679 additions and 8 deletions
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@ -111,6 +111,12 @@ the same direction. Add a `LastUMUpdateTime` grace window (e.g.
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- `docs/research/2026-05-03-remote-anim-cycle/investigation-prompt.md` —
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full background of the four-agent investigation
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- `docs/research/2026-05-06-locomotion-cycle-transitions/investigation-prompt.md` —
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expansion to the full 7-transition matrix (Run↔Walk forward + backward,
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Fast↔Slow strafe L+R, direction-flip cases) with TTD-driven workflow
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- `docs/research/2026-05-06-locomotion-cycle-transitions/findings-static.md` —
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static-analysis findings + scope of the 2026-05-06 candidate fix
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(case #1, Run↔Walk forward only)
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- This session's diagnostic logs at `tools/diag-logs/walkrun-A1b-*.log`
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(UM_RAW, FWD_WIRE, SETCYCLE traces) confirming ACE's wire pattern
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@ -124,6 +130,23 @@ the same direction. Add a `LastUMUpdateTime` grace window (e.g.
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- No spurious cycle thrashing during turning while running (ObservedOmega
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doesn't trigger velocity-bucket changes).
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**Progress 2026-05-06 (candidate fix shipped, awaiting visual verify):**
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- `RemoteMotion.LastUMTime` added, stamped in `OnLiveMotionUpdated`.
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- `ApplyServerControlledVelocityCycle` un-gated for player remotes;
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player path routed through new `ApplyPlayerLocomotionRefinement`:
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- 500 ms UM grace window
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- Forward-direction-only refinement (low byte 0x05 / 0x07)
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- Hysteresis: Run → Walk demote < 4.5 m/s; Walk → Run promote > 5.5 m/s
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- Skip SetCycle when neither motion ID nor speedMod changed meaningfully
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- Outer call site at `OnLivePositionUpdated` un-gated (`!IsPlayerGuid`
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removed); function-internal route handles player vs NPC.
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- Diagnostic `[UPCYCLE_PLAYER]` line gated on `ACDREAM_REMOTE_VEL_DIAG=1`.
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Scope of this fix is **case #1 (Run↔Walk forward) only**. Cases #2–#7
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(backward, sidestep, direction-flips) remain deferred until TTD trace
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grounds retail's exact algorithm — see findings-static.md §"Does NOT".
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## #42 — [DONE 2026-05-05 · ec59a08] Airborne XY drift on observed player remote jumps (~1 m horizontal offset over arc)
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**Status:** DONE
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@ -0,0 +1,167 @@
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# Locomotion-cycle transitions — static-analysis findings
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**Date:** 2026-05-06 (follow-up to `investigation-prompt.md`)
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**Status:** static analysis complete; candidate fix shipped for case #1; cases #2–#7 deferred until TTD validation.
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This is what code reading + ACE cross-reference + named-retail grep
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established before any TTD/cdb trace was run. It scopes the candidate
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fix and identifies which questions still need the trace.
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---
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## What's confirmed by static analysis
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### 1. ACE broadcasts unconditionally on inbound MoveToState
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`references/ACE/Source/ACE.Server/Network/GameAction/Actions/GameActionMoveToState.cs:36`
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calls `session.Player.BroadcastMovement(moveToState)` for every received
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MoveToState, no diff-check. So **whether ACE broadcasts a UM is determined
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purely by whether the client sent a MoveToState**.
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### 2. ACE auto-upgrades `WalkForward + HoldKey.Run → RunForward` on broadcast
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`references/ACE/Source/ACE.Server/Network/Motion/MovementData.cs:110-113`
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shows the conversion: when client sends `WalkForward + HoldKey.Run`, the
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broadcast `interpState.ForwardCommand` is upgraded to `RunForward`. So
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the broadcast UM byte differs between Run and Walk even though the
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client's wire byte is the same `WalkForward`.
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### 3. Therefore the bug is one of these two
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Either:
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- **A.** Retail (the actor) does NOT send a fresh MoveToState when only
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HoldKey changes (Shift toggle while a direction key is held). ACE has
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nothing to broadcast → no UM arrives at the observer. UPs continue
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with new velocity (run-pace ↔ walk-pace), but observer's UM-driven
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cycle never updates.
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- **B.** Retail DOES send a fresh MoveToState. ACE broadcasts a UM. Our
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parser receives it but fails to apply the cycle change for some
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reason.
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The diagnostic data captured in 2026-05-03's investigation
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(`[FWD_WIRE]`, `[UM_RAW]`, `[SETCYCLE]`) is more consistent with **A**:
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no `[FWD_WIRE]` line was logged for Shift toggles, suggesting no UM
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arrived. But that data was for a different scenario, so a fresh trace
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is needed.
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**This question is the primary gap the TTD/cdb trace must close.**
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A 2-minute cdb session with a breakpoint counter on
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`acclient!CommandInterpreter::SendMovementEvent` answers it
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definitively.
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### 4. `ApplyServerControlledVelocityCycle` was gated against player remotes at three sites
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In `src/AcDream.App/Rendering/GameWindow.cs` before this change:
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- **Inner gate**, function entry (~line 3326):
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`if (IsPlayerGuid(serverGuid)) return;`
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- **Outer gate**, call site in `OnLivePositionUpdated` (~line 3683):
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`if (!IsPlayerGuid(update.Guid) && rmState.HasServerVelocity ...)`
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- **TickAnimations gate** (~line 6325):
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`if (!IsPlayerGuid(serverGuid) && rm.HasServerVelocity)` —
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this one is for the "stale velocity → reset to zero" path, used by
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NPCs whose MoveTo has expired. Leave as-is for now; player remotes
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don't go through this branch (no MoveTo path).
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### 5. `ServerControlledLocomotion.PlanFromVelocity` thresholds are wrong for player speeds
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In `src/AcDream.Core/Physics/ServerControlledLocomotion.cs:30-33`:
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```csharp
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public const float StopSpeed = 0.20f;
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public const float RunThreshold = 1.25f;
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```
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For player speeds (Walk ≈ 2.5 m/s, Run ≈ 9 m/s — both observed in
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prior `[VEL_DIAG]` traces), `RunThreshold = 1.25` is below both
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buckets. Both speeds resolve to `RunForward`. So even if we just
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un-gated the existing function for player remotes, the function would
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*always* return `RunForward` and the bug would persist.
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The function works correctly for NPCs (typical NPC speed range
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1–6 m/s falls on the right side of the 1.25 threshold for the
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Idle/Walk/Run distinction).
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**Implication:** the player path must use different thresholds. The
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candidate fix introduces hysteresis tuned for player speeds (4.5 demote,
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5.5 promote) and routes player remotes through a dedicated
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`ApplyPlayerLocomotionRefinement` helper instead of `PlanFromVelocity`.
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### 6. `PlanFromVelocity` returns Forward-only motions
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It returns `Ready`, `WalkForward`, or `RunForward` — never sidestep,
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never backward. Even with thresholds fixed, calling it for a sidestepping
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player remote would clobber `SideStepLeft`/`Right` with `RunForward`.
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**Implication:** the player path must scope itself to forward direction
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only; sidestep/backward HoldKey toggles are deferred until TTD confirms
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retail's per-direction algorithm.
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---
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## What the candidate fix does (and doesn't)
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**Does:**
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- Adds `RemoteMotion.LastUMTime` (timestamp of most recent UM for a remote).
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- Stamps `LastUMTime` at the top of `OnLiveMotionUpdated`.
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- Removes the `IsPlayerGuid` early return inside
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`ApplyServerControlledVelocityCycle`.
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- Removes the `!IsPlayerGuid` gate at the outer call site in
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`OnLivePositionUpdated` (so player remotes get the function called).
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- Routes player remotes through new `ApplyPlayerLocomotionRefinement`:
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- 500 ms UM grace window (UMs are authoritative).
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- Forward-direction-only refinement (low byte 0x05 / 0x07).
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- Hysteresis: Run → Walk demote at < 4.5 m/s; Walk → Run promote at
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> 5.5 m/s.
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- SetCycle skipped if neither motion ID nor speedMod changed
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meaningfully.
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- Diagnostic `[UPCYCLE_PLAYER]` line gated on `ACDREAM_REMOTE_VEL_DIAG=1`.
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**Does NOT (deferred to TTD-validated follow-up):**
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- Backward (case #2) HoldKey toggle.
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- Sidestep speed-bucket refinement (cases #4, #5).
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- Direction-flip transitions (cases #3, #6, #7) — these are believed
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to work today via UM-driven SetCycle, but the prompt's acceptance
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criteria explicitly call for visual confirmation of all 7 cases.
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- Tuning the grace window or the hysteresis thresholds against retail's
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exact behavior. 500 ms / 4.5 / 5.5 are defensible defaults but TTD
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may show retail uses different values.
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---
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## Acceptance for the candidate fix (case #1 only)
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When acdream observes a retail-driven character:
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- Hold W (run) for 2 s, then press Shift, then release Shift, then
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release W. The visible leg cycle should switch Run → Walk → Run
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→ Idle within ~200–500 ms of each transition.
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- All other working cases (acdream-on-acdream, retail-on-acdream,
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Idle ↔ Run, Idle ↔ Walk) must still work — no regressions.
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If the candidate fix produces visible Run↔Walk transitions on retail
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actors, ship it (close part of #39, file the remaining 6 cases as a
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follow-up issue) and run TTD on cases #2–#7 next.
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If it doesn't switch the cycle (or thrashes / regresses something),
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the next investigation step is the cdb breakpoint count on
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`CommandInterpreter::SendMovementEvent` to settle question A vs. B
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above before any further fix attempt.
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---
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## Files touched by the candidate fix
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- `src/AcDream.App/Rendering/GameWindow.cs`
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- Added `RemoteMotion.LastUMTime` field
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- Stamped `LastUMTime` at top of `OnLiveMotionUpdated`
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- Removed inner `IsPlayerGuid` gate in `ApplyServerControlledVelocityCycle`
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- Routed player remotes to new `ApplyPlayerLocomotionRefinement`
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- Added constants `UmGraceSeconds`, `PlayerRunPromoteSpeed`,
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`PlayerRunDemoteSpeed`
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- Removed `!IsPlayerGuid` gate at outer call site in `OnLivePositionUpdated`
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No changes to `ServerControlledLocomotion.cs`, `MotionInterpreter.cs`,
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or `AnimationSequencer.cs`.
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@ -0,0 +1,305 @@
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# Locomotion-cycle transitions on observed remotes — investigation prompt
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**Hand-off date:** 2026-05-06
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**Status:** open. ISSUES.md #39 captured the Run↔Walk-forward variant; this
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prompt expands to the full locomotion transition matrix and lays out a
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TTD-driven investigation against retail to ground the fix.
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This document is a self-contained briefing for an agent (or fresh session)
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picking this up. The TTD toolchain landed in commit `e3e5bf5` (#44) and
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is the primary investigative tool here.
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---
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## What problem are we trying to solve?
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When acdream observes a remote-driven player character (typically a parallel
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retail acclient.exe connected to the same local ACE), the visible leg-cycle
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animation does not always switch when the actor changes locomotion mode.
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The body translates at the right speed (server-driven velocity is fine), but
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the legs keep playing whichever cycle was active before.
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The full set of transitions where the bug may surface:
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| # | Transition | Wire change | Likely cause |
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|---|---|---|---|
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| 1 | Run forward ↔ Walk forward (Shift toggle while W held) | HoldKey + ForwardSpeed only | ACE doesn't broadcast UM (no ForwardCommand change); cycle refinement must come from UP-derived velocity |
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| 2 | Run backward ↔ Walk backward (Shift toggle while S held) | HoldKey + ForwardSpeed only | Same as #1, backward axis |
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| 3 | Forward ↔ Backward (W→S or S→W direct flip) | ForwardCommand changes (e.g. `WalkForward` → `WalkBackward`) | ACE broadcasts a UM; cycle should update from UM directly |
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| 4 | Fast strafe-left ↔ Slow strafe-left (Shift toggle while A held) | HoldKey + SideSpeed only | Same as #1 / #2 — speed-bucket only |
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| 5 | Fast strafe-right ↔ Slow strafe-right (Shift toggle while D held) | HoldKey + SideSpeed only | Same |
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| 6 | Strafe-Left ↔ Strafe-Right (A↔D direct flip) | SideCommand changes | ACE broadcasts UM |
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| 7 | Forward ↔ Strafe (W↔A, W↔D, etc.) | ForwardCommand or SideCommand changes | UM broadcast |
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#39 in ISSUES.md focused on #1. This investigation widens scope to the
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whole matrix because the underlying wire pattern is the same shape: half
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the transitions broadcast a UM, the other half rely on UP-derived velocity.
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A correct fix should handle both classes uniformly.
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---
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## What we already know (don't re-discover)
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From the prior 2026-05-03 investigation (`docs/research/2026-05-03-remote-anim-cycle/`)
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and #39 in `docs/ISSUES.md`:
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- **ACE only broadcasts a fresh UpdateMotion when the wire's `ForwardCommand`
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byte changes** — i.e. on direction-key state changes. Toggling Shift while
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W held changes `ForwardSpeed` and `HoldKey` but NOT `ForwardCommand`, so
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ACE does NOT broadcast a UM for the demote/promote.
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- **Speed changes still propagate via UpdatePosition (UP).** Position-delta
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velocity changes between Run-pace and Walk-pace, confirmed via
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`[VEL_DIAG]` serverSpeed varying ~2.5 m/s (walk) ↔ ~9 m/s (run).
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- **Retail's inbound code uses UP-derived velocity to refine the visible
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cycle when no UM tells it.** Acdream has the equivalent function —
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`ApplyServerControlledVelocityCycle` in `GameWindow.cs:3274` — but
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it's gated `if (IsPlayerGuid(serverGuid)) return;` for player remotes,
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exactly the case where the gap matters.
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- **The fix sketch is small (~10 lines):** un-gate
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`ApplyServerControlledVelocityCycle` for player remotes when
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`currentMotion` is a locomotion cycle. Add a `LastUMUpdateTime` grace
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window so fresh UMs win over UP-velocity refinement.
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- **Outbound from acdream is fine** — the matrix in #39 confirms retail
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observers see acdream's transitions correctly. The bug is purely in
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acdream's RECEIVE path.
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What's NOT yet confirmed (and is the primary goal of this investigation):
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- **Which exact retail function** does the cycle refinement when no UM
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arrives? Hypothesis: `CPhysicsObj::unpack_movement` →
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`MovementManager::unpack_movement` → some velocity-aware cycle picker.
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We need to identify the function name and what state it reads.
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- **What grace window** does retail use between UM and UP-derived
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refinement? Our hypothesis is ~500 ms but it may be different.
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- **Does retail use SideSpeed or SideCommand changes** the same way for
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strafe transitions?
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---
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## TTD-driven workflow
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The toolchain shipped in #44 (commit `e3e5bf5`). Bootstrap is one-time
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per machine — see CLAUDE.md "TTD recordings (offline replay)" or
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`tools/ttd-record.ps1` header.
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### Recording scenario
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You need **two retail acclient.exe instances** running on the same local
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ACE — one as the recorded process, one as the actor. Acdream can be
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involved as a third client for cross-checking but is not strictly required
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for the recording itself.
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Setup:
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1. Launch retail #1 on `testaccount` / `+Acdream` (or any character).
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2. Launch retail #2 on a second account / character. It must be on the
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same landblock so retail #1 can see it.
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3. Position retail #2 in retail #1's view, ~10 m away.
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4. In an **elevated** PowerShell, attach TTD to retail #1 (the observer):
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```powershell
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tools\ttd-record.ps1 -RingMaxMB 512
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```
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5. Wait for `Recording is now active`. Retail #1 will be ~10× slower —
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that's expected.
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Scenario (drive on retail #2, ~60 seconds total):
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```
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Phase 1 — Forward speed: Hold W (2 s) → +Shift → -Shift → +Shift → -Shift → release W (idle 1 s)
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Phase 2 — Backward speed: Hold S (2 s) → +Shift → -Shift → +Shift → -Shift → release S (idle 1 s)
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Phase 3 — Forward↔Back flip: Hold W (2 s) → release W → Hold S (2 s) → release S
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Phase 4 — Strafe-Left speed: Hold A (2 s) → +Shift → -Shift → +Shift → -Shift → release A
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Phase 5 — Strafe-Right speed: Hold D (2 s) → +Shift → -Shift → +Shift → -Shift → release D
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Phase 6 — Strafe L↔R flip: Hold A (2 s) → release A → Hold D (2 s) → release D
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Phase 7 — Forward↔Strafe: Hold W (2 s) → release W → Hold D (2 s) → release D
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```
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After phase 7, Ctrl+C the TTD recording. Trace lands at
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`~/.ttd/traces/acclientNN.run`.
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|
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### Query strategy
|
||||
|
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The recording captured ~7 phases in ~60 sec. Each phase produced specific
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UM and/or UP traffic. Goal: for each phase identify what retail's receive
|
||||
code did to update the visible cycle.
|
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|
||||
Start with a `.cdb` script under `tools/ttd-queries/locomotion.cdb`:
|
||||
|
||||
```
|
||||
.echo === Top motion-receive entry points ===
|
||||
dx -r2 @$cursession.TTD.Calls("acclient!CPhysicsObj::unpack_movement").Take(20)
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dx -r2 @$cursession.TTD.Calls("acclient!MovementManager::unpack_movement").Take(20)
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|
||||
.echo === Cycle-update functions called ===
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dx -r2 @$cursession.TTD.Calls("acclient!*set_animation*").GroupBy(c => c.Function).Select(g => new { Name = g.First().Function, Count = g.Count() }).OrderByDescending(x => x.Count)
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||||
dx -r2 @$cursession.TTD.Calls("acclient!*SetCycle*").GroupBy(c => c.Function).Select(g => new { Name = g.First().Function, Count = g.Count() }).OrderByDescending(x => x.Count)
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||||
dx -r2 @$cursession.TTD.Calls("acclient!*play_*").GroupBy(c => c.Function).Select(g => new { Name = g.First().Function, Count = g.Count() }).OrderByDescending(x => x.Count)
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||||
|
||||
.echo === Velocity / position-update handlers ===
|
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dx -r2 @$cursession.TTD.Calls("acclient!*UpdatePosition*").GroupBy(c => c.Function).Select(g => new { Name = g.First().Function, Count = g.Count() }).OrderByDescending(x => x.Count)
|
||||
dx -r2 @$cursession.TTD.Calls("acclient!CPhysicsObj::set_velocity").Take(15)
|
||||
|
||||
.echo === DONE ===
|
||||
q
|
||||
```
|
||||
|
||||
Run it:
|
||||
```powershell
|
||||
tools\ttd-query.ps1 -Script tools\ttd-queries\locomotion.cdb
|
||||
```
|
||||
|
||||
**Then iterate.** Use the function-name hits to guide the next query —
|
||||
inspect call args (`Take(N)` instead of `Count()`), navigate to specific
|
||||
TTD positions and dump struct fields with `dt acclient!ClassName <addr>`.
|
||||
|
||||
The named-retail decomp at `docs/research/named-retail/acclient_2013_pseudo_c.txt`
|
||||
has the source for every retail function. Grep it by class::method to
|
||||
read what the function does, then use TTD to confirm what it does at
|
||||
runtime.
|
||||
|
||||
### Specifically what to look for
|
||||
|
||||
For each phase in the recording, answer:
|
||||
|
||||
1. **Did a UM arrive?** Look for calls to the receive entry points around
|
||||
that phase's time window. UM dispatch should fire on direction-key
|
||||
changes (phases 3, 6, 7) but NOT on Shift-only toggles (phases 1, 2, 4, 5).
|
||||
2. **What function refined the cycle when no UM arrived?** Hypothesis is
|
||||
something in the velocity-aware path. Find the symbol, read the
|
||||
decomp, document the conditions.
|
||||
3. **What threshold/grace logic is in place?** Retail must have some way
|
||||
to prevent UP-velocity refinement from fighting a fresh UM. Usually
|
||||
a timestamp comparison.
|
||||
|
||||
---
|
||||
|
||||
## The fix
|
||||
|
||||
The fix lives in `src/AcDream.App/Rendering/GameWindow.cs:3274`
|
||||
(`ApplyServerControlledVelocityCycle`). Current code returns early for
|
||||
player remotes. The fix is to:
|
||||
|
||||
1. **Un-gate the early return** when the current motion is a locomotion
|
||||
cycle. Locomotion cycles to detect: `0x44000007` (Run forward),
|
||||
`0x45000005` (Walk forward), backward equivalents, sidestep variants.
|
||||
Keep the gate when the motion is non-locomotion (e.g. emotes, attacks).
|
||||
2. **Add a `LastUMUpdateTime` per remote.** Touch it in the UM handler
|
||||
path. In `ApplyServerControlledVelocityCycle`, skip refinement if
|
||||
`(now - LastUMUpdateTime) < graceMs`. Start with `graceMs = 500`
|
||||
and tune against the TTD findings.
|
||||
3. **Use UP-derived velocity to pick the speed bucket.** Existing logic
|
||||
in `ServerControlledLocomotion.PlanFromVelocity` already does this —
|
||||
verify thresholds match retail's bucketing (TTD will tell you the
|
||||
exact boundaries retail uses).
|
||||
|
||||
For direction-flip transitions (phases 3, 6, 7), the UM handler path
|
||||
should already work — the visible cycle should update from the UM
|
||||
directly. Confirm in-client that those transitions are clean BEFORE
|
||||
shipping the velocity-fallback fix; if they're broken too, that's a
|
||||
separate UM-handler bug that needs its own investigation.
|
||||
|
||||
---
|
||||
|
||||
## Acceptance criteria
|
||||
|
||||
In acdream observing a retail-driven character:
|
||||
|
||||
- **Phases 1, 2, 4, 5 (Shift toggles):** visible leg cycle switches
|
||||
Run↔Walk / Fast↔Slow within ~200 ms of the wire change.
|
||||
- **Phases 3, 6, 7 (direction flips):** visible cycle updates within
|
||||
~100 ms (UM is direct-path, faster than UP).
|
||||
- **No regression** on already-working cases:
|
||||
- acdream-on-acdream (matrix row in #39)
|
||||
- retail observers viewing acdream (works today)
|
||||
- Idle ↔ Run transitions
|
||||
- Idle ↔ Walk transitions
|
||||
- Combat-mode locomotion (if testable)
|
||||
- **No spurious cycle thrashing during turning while running** —
|
||||
ObservedOmega-driven body rotation must not trigger
|
||||
velocity-bucket changes mid-cycle.
|
||||
|
||||
---
|
||||
|
||||
## Files to read first
|
||||
|
||||
In this order:
|
||||
|
||||
1. `docs/ISSUES.md` — issue #39 (Run↔Walk specific) and #44 (TTD toolchain)
|
||||
2. `docs/research/2026-05-03-remote-anim-cycle/investigation-prompt.md` —
|
||||
prior investigation, what's been tried, what works
|
||||
3. `CLAUDE.md` — "Retail debugger toolchain" section (live cdb +
|
||||
"TTD recordings (offline replay)" subsection)
|
||||
4. `memory/project_retail_debugger.md` — durable lessons + TTD addendum
|
||||
5. `memory/project_retail_motion_outbound.md` — what retail's outbound
|
||||
motion path looks like (cdb live trace from 2026-05-01)
|
||||
|
||||
Then:
|
||||
|
||||
6. `src/AcDream.App/Rendering/GameWindow.cs` — `OnLiveMotionUpdated`
|
||||
(~line 3203) and `ApplyServerControlledVelocityCycle` (~line 3274)
|
||||
7. `src/AcDream.Core/Physics/ServerControlledLocomotion.cs` — speed
|
||||
bucket thresholds in `PlanFromVelocity`
|
||||
8. `docs/research/named-retail/acclient_2013_pseudo_c.txt` — grep by
|
||||
the symbol names you discover from the TTD trace
|
||||
9. `references/ACE/Source/ACE.Server/Network/GameMessages/Messages/GameMessageUpdateMotion.cs`
|
||||
— what ACE actually sends for each transition (ground truth for
|
||||
wire content)
|
||||
|
||||
---
|
||||
|
||||
## Watchouts
|
||||
|
||||
- **The named-retail leaf `MoveToStatePack::UnPack` returned 0 hits in
|
||||
TTD.** Don't query it directly; start at `CPhysicsObj::unpack_movement`
|
||||
or `MovementManager::unpack_movement` and walk down the call chain.
|
||||
Release-build inlining + virtual dispatch hide leaf decoders from
|
||||
TTD's static call counting (#44 lesson).
|
||||
- **Verify positioning IN-CLIENT before recording.** A trace where
|
||||
retail #1 can't see retail #2 is wasted bytes. Walk both characters
|
||||
to within visible range, confirm the actor is rendered on the
|
||||
observer's screen, THEN attach TTD. The 30-min validation experiment
|
||||
on 2026-05-06 wasted its main probe because of this — don't repeat.
|
||||
- **Outbound encoding quirk in our wire path** (CLAUDE.md "Outbound
|
||||
motion wire format"): acdream sends `WalkForward (0x05) + HoldKey.Run`
|
||||
for run, which ACE auto-upgrades to `RunForward (0x07)` when relaying
|
||||
to remote observers. So the inbound parser sees `fwd=0x07` for
|
||||
"remote is running." Don't get confused if outbound code shows 0x05
|
||||
but inbound shows 0x07 — that's normal ACE behavior.
|
||||
- **TTD ring buffer with 512 MB max + ~60 sec recording** should fit
|
||||
the whole scenario without rollover. If you record longer, consider
|
||||
bumping to 1024 MB or chopping the scenario into multiple recordings.
|
||||
- **Don't kill the TTD process** with Stop-Process — it kills retail
|
||||
too. Use Ctrl+C in the TTD window or `TTD.exe -stop <pid>` from
|
||||
another elevated shell.
|
||||
|
||||
---
|
||||
|
||||
## Definition of done
|
||||
|
||||
This investigation is done when:
|
||||
|
||||
1. The TTD trace + queries identify the exact retail function(s) that
|
||||
refine the cycle from UP-derived velocity. Function name(s) +
|
||||
address(es) documented in `docs/research/2026-05-06-locomotion-cycle-transitions/findings.md`.
|
||||
2. The threshold/grace logic retail uses is documented (timing values,
|
||||
conditions).
|
||||
3. `ApplyServerControlledVelocityCycle` un-gating shipped in acdream
|
||||
with the corresponding test and visual verification on all 7 phases.
|
||||
4. ISSUES.md #39 closed with the commit SHA.
|
||||
5. Memory `project_retail_motion_outbound.md` (or a new note for the
|
||||
inbound side) gets the durable lessons appended.
|
||||
|
||||
---
|
||||
|
||||
## Time estimate
|
||||
|
||||
- Recording: ~30 min (setup, two retail clients, scenario execution)
|
||||
- Initial query passes + decomp cross-reference: ~1–2 hours
|
||||
- Implementation + iteration: ~2–4 hours
|
||||
- Visual verification + commit: ~30 min
|
||||
|
||||
Total: half a day to a full day depending on how clean retail's path is.
|
||||
|
||||
If after the first TTD pass the retail receive code looks fundamentally
|
||||
different from what `ApplyServerControlledVelocityCycle` is doing, stop
|
||||
and reassess — the fix shape may need to change. Don't try to ram a
|
||||
mismatched approach through.
|
||||
|
|
@ -383,6 +383,19 @@ public sealed class GameWindow : IDisposable
|
|||
/// </summary>
|
||||
public float MaxSeqSpeedSinceLastUP;
|
||||
|
||||
/// <summary>
|
||||
/// Seconds-since-epoch timestamp of the most recent UpdateMotion (UM)
|
||||
/// for this remote. Used by the player-remote velocity-fallback cycle
|
||||
/// refinement to skip refinement while a fresh UM is authoritative —
|
||||
/// retail's outbound MoveToState gives us direction-explicit cycles
|
||||
/// on direction-key changes (W press, W release, W↔S flip), and we
|
||||
/// only want UP-derived velocity to refine the speed bucket within
|
||||
/// a direction when no UM has arrived recently. Defaults to 0
|
||||
/// (epoch) so the first UP after spawn is allowed to refine
|
||||
/// immediately if velocity already differs from the spawn cycle.
|
||||
/// </summary>
|
||||
public double LastUMTime;
|
||||
|
||||
public RemoteMotion()
|
||||
{
|
||||
Body = new AcDream.Core.Physics.PhysicsBody
|
||||
|
|
@ -2590,6 +2603,19 @@ public sealed class GameWindow : IDisposable
|
|||
if (!_entitiesByServerGuid.TryGetValue(update.Guid, out var entity)) return;
|
||||
if (!_animatedEntities.TryGetValue(entity.Id, out var ae)) return;
|
||||
|
||||
// #39 (2026-05-06): stamp the per-remote LastUMTime so the
|
||||
// UP-velocity fallback path in ApplyServerControlledVelocityCycle
|
||||
// can skip refinement while a UM is fresh. UMs are authoritative
|
||||
// for direction-key changes (W press / release / W↔S flip);
|
||||
// velocity refinement only helps for HoldKey-only changes (Shift
|
||||
// toggle while a direction key is held — retail does NOT broadcast
|
||||
// a fresh MoveToState in that case).
|
||||
if (_remoteDeadReckon.TryGetValue(update.Guid, out var rmStateForUm))
|
||||
{
|
||||
rmStateForUm.LastUMTime =
|
||||
(System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds;
|
||||
}
|
||||
|
||||
// Re-resolve using the new stance/command. Keep the setup and
|
||||
// motion-table we already know about — the server's motion
|
||||
// updates override state within the same table, not swap tables.
|
||||
|
|
@ -3317,13 +3343,38 @@ public sealed class GameWindow : IDisposable
|
|||
return low is 0x05 or 0x06 or 0x07 or 0x0F or 0x10;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Grace window in seconds after a UM arrives during which UP-derived
|
||||
/// velocity refinement is suppressed for a player remote. UMs are
|
||||
/// authoritative; the velocity fallback only fills the gap when retail
|
||||
/// does not send a fresh MoveToState (Shift toggle while direction key
|
||||
/// held). 0.5 s is a defensible default — UPs arrive at ~5–10 Hz, so
|
||||
/// a Shift toggle's first UP after the toggle is typically ~100–200 ms
|
||||
/// after the most recent UM, well past the grace.
|
||||
/// </summary>
|
||||
private const double UmGraceSeconds = 0.5;
|
||||
|
||||
/// <summary>
|
||||
/// Speed (m/s) above which a player-remote currently in WalkForward
|
||||
/// is promoted to RunForward by velocity refinement. Tuned to player
|
||||
/// speeds: walk ≈ 3.12 m/s (WalkAnimSpeed × 1.0), run ≈ 8–12 m/s
|
||||
/// (RunAnimSpeed × runRate ≈ 4.0 × 2.0–3.0). Hysteresis with
|
||||
/// <see cref="PlayerRunDemoteSpeed"/> avoids thrashing at the boundary.
|
||||
/// </summary>
|
||||
private const float PlayerRunPromoteSpeed = 5.5f;
|
||||
|
||||
/// <summary>
|
||||
/// Speed (m/s) below which a player-remote currently in RunForward
|
||||
/// is demoted to WalkForward by velocity refinement.
|
||||
/// </summary>
|
||||
private const float PlayerRunDemoteSpeed = 4.5f;
|
||||
|
||||
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;
|
||||
// MoveTo packets already seeded the retail speed/runRate cycle.
|
||||
|
|
@ -3332,6 +3383,32 @@ public sealed class GameWindow : IDisposable
|
|||
// velocity-estimated animation.
|
||||
if (rm.ServerMoveToActive) return;
|
||||
|
||||
if (IsPlayerGuid(serverGuid))
|
||||
{
|
||||
// #39 (2026-05-06): player-remote forward-direction speed-bucket
|
||||
// refinement. The bug case: actor toggles Shift while holding W
|
||||
// (or releases Shift). Retail's outbound apparently does NOT
|
||||
// broadcast a fresh MoveToState for HoldKey-only changes
|
||||
// (verified via static analysis of CommandInterpreter::SendMovementEvent
|
||||
// call sites; needs cdb confirmation). ACE has nothing to
|
||||
// broadcast → no UM arrives at the observer → cycle stays at
|
||||
// whichever direction-bucket was last set. Velocity DOES change
|
||||
// (UP carries new pace), so this code path uses UP-derived
|
||||
// velocity to refine the speed bucket within the same direction.
|
||||
//
|
||||
// Conservative scope:
|
||||
// - Forward direction only (low byte 0x05 or 0x07). Sidestep
|
||||
// and backward HoldKey toggles are deferred until the TTD
|
||||
// trace described in
|
||||
// docs/research/2026-05-06-locomotion-cycle-transitions/
|
||||
// confirms retail's exact algorithm.
|
||||
// - Hysteresis (4.5 m/s demote / 5.5 m/s promote) prevents
|
||||
// thrashing at the boundary.
|
||||
// - 500 ms UM grace window — a fresh UM is always authoritative.
|
||||
ApplyPlayerLocomotionRefinement(serverGuid, ae, rm, velocity);
|
||||
return;
|
||||
}
|
||||
|
||||
var plan = AcDream.Core.Physics.ServerControlledLocomotion
|
||||
.PlanFromVelocity(velocity);
|
||||
uint currentMotion = ae.Sequencer.CurrentMotion;
|
||||
|
|
@ -3344,10 +3421,7 @@ public sealed class GameWindow : IDisposable
|
|||
|
||||
// D2 (Commit A 2026-05-03): UPCYCLE diag — proves whether
|
||||
// ApplyServerControlledVelocityCycle is racing UpdateMotion-driven
|
||||
// SetCycle for player-driven remotes. If this fires every ~100-200ms
|
||||
// during a Walk→Run press with `motion` flipping between buckets,
|
||||
// H2 (UP-vs-UM race) is confirmed. UPs (5-10 Hz) would then
|
||||
// perpetually overwrite the cycle the UM just set.
|
||||
// SetCycle for non-player remotes (NPCs / monsters).
|
||||
if (System.Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1")
|
||||
{
|
||||
System.Console.WriteLine(
|
||||
|
|
@ -3361,6 +3435,103 @@ public sealed class GameWindow : IDisposable
|
|||
ae.Sequencer.SetCycle(style, plan.Motion, plan.SpeedMod);
|
||||
}
|
||||
|
||||
private void ApplyPlayerLocomotionRefinement(
|
||||
uint serverGuid,
|
||||
AnimatedEntity ae,
|
||||
RemoteMotion rm,
|
||||
System.Numerics.Vector3 velocity)
|
||||
{
|
||||
// UM grace: a fresh UM is authoritative.
|
||||
double nowSec = (System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds;
|
||||
double sinceUm = nowSec - rm.LastUMTime;
|
||||
if (sinceUm < UmGraceSeconds) return;
|
||||
|
||||
uint currentMotion = ae.Sequencer!.CurrentMotion;
|
||||
uint lowByte = currentMotion & 0xFFu;
|
||||
|
||||
// Forward-only refinement scope. WalkForward = 0x05, RunForward = 0x07.
|
||||
// Sidestep (0x0F/0x10), WalkBackward (0x06), turns and any other
|
||||
// motion (emote, attack, etc.) are left to UM-driven SetCycle.
|
||||
const uint LowWalkForward = 0x05u;
|
||||
const uint LowRunForward = 0x07u;
|
||||
bool isForward = lowByte == LowWalkForward || lowByte == LowRunForward;
|
||||
if (!isForward) return;
|
||||
|
||||
float horizSpeed = MathF.Sqrt(velocity.X * velocity.X + velocity.Y * velocity.Y);
|
||||
|
||||
// Hysteresis: stay in current bucket unless we cross the appropriate
|
||||
// threshold. Below StopSpeed → don't refine (let UM Ready stop signal
|
||||
// handle the stop transition; we don't want UP momentary 0-velocity
|
||||
// to drop the cycle to Ready while the actor is mid-stride).
|
||||
if (horizSpeed < AcDream.Core.Physics.ServerControlledLocomotion.StopSpeed)
|
||||
return;
|
||||
|
||||
uint targetMotion;
|
||||
float speedMod;
|
||||
if (lowByte == LowRunForward)
|
||||
{
|
||||
if (horizSpeed < PlayerRunDemoteSpeed)
|
||||
{
|
||||
targetMotion = AcDream.Core.Physics.MotionCommand.WalkForward;
|
||||
speedMod = MathF.Min(MathF.Max(
|
||||
horizSpeed / AcDream.Core.Physics.MotionInterpreter.WalkAnimSpeed,
|
||||
AcDream.Core.Physics.ServerControlledLocomotion.MinSpeedMod),
|
||||
AcDream.Core.Physics.ServerControlledLocomotion.MaxSpeedMod);
|
||||
}
|
||||
else
|
||||
{
|
||||
targetMotion = AcDream.Core.Physics.MotionCommand.RunForward;
|
||||
speedMod = MathF.Min(MathF.Max(
|
||||
horizSpeed / AcDream.Core.Physics.MotionInterpreter.RunAnimSpeed,
|
||||
AcDream.Core.Physics.ServerControlledLocomotion.MinSpeedMod),
|
||||
AcDream.Core.Physics.ServerControlledLocomotion.MaxSpeedMod);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// currently WalkForward (0x05)
|
||||
if (horizSpeed > PlayerRunPromoteSpeed)
|
||||
{
|
||||
targetMotion = AcDream.Core.Physics.MotionCommand.RunForward;
|
||||
speedMod = MathF.Min(MathF.Max(
|
||||
horizSpeed / AcDream.Core.Physics.MotionInterpreter.RunAnimSpeed,
|
||||
AcDream.Core.Physics.ServerControlledLocomotion.MinSpeedMod),
|
||||
AcDream.Core.Physics.ServerControlledLocomotion.MaxSpeedMod);
|
||||
}
|
||||
else
|
||||
{
|
||||
targetMotion = AcDream.Core.Physics.MotionCommand.WalkForward;
|
||||
speedMod = MathF.Min(MathF.Max(
|
||||
horizSpeed / AcDream.Core.Physics.MotionInterpreter.WalkAnimSpeed,
|
||||
AcDream.Core.Physics.ServerControlledLocomotion.MinSpeedMod),
|
||||
AcDream.Core.Physics.ServerControlledLocomotion.MaxSpeedMod);
|
||||
}
|
||||
}
|
||||
|
||||
// Skip the SetCycle if neither motion nor speedMod changed
|
||||
// meaningfully — avoids replaying transition links every UP.
|
||||
bool motionChanged = currentMotion != targetMotion
|
||||
&& (currentMotion & 0xFFu) != (targetMotion & 0xFFu);
|
||||
bool speedChanged = MathF.Abs(ae.Sequencer.CurrentSpeedMod - speedMod) > 0.05f;
|
||||
if (!motionChanged && !speedChanged)
|
||||
return;
|
||||
|
||||
if (System.Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1")
|
||||
{
|
||||
System.Console.WriteLine(
|
||||
$"[UPCYCLE_PLAYER] guid={serverGuid:X8} "
|
||||
+ $"|v|={horizSpeed:F2} cur=0x{currentMotion:X8} "
|
||||
+ $"-> motion=0x{targetMotion:X8} speedMod={speedMod:F2} "
|
||||
+ $"sinceUM={sinceUm:F2}s "
|
||||
+ $"motionChg={motionChanged} speedChg={speedChanged}");
|
||||
}
|
||||
|
||||
uint style = ae.Sequencer.CurrentStyle != 0
|
||||
? ae.Sequencer.CurrentStyle
|
||||
: 0x8000003Du;
|
||||
ae.Sequencer.SetCycle(style, targetMotion, speedMod);
|
||||
}
|
||||
|
||||
private void OnLivePositionUpdated(AcDream.Core.Net.WorldSession.EntityPositionUpdate update)
|
||||
{
|
||||
// Phase A.1: track the most recently updated entity's landblock so the
|
||||
|
|
@ -3685,15 +3856,20 @@ public sealed class GameWindow : IDisposable
|
|||
rmState.Body.Velocity = rmState.ServerVelocity;
|
||||
}
|
||||
|
||||
if (!IsPlayerGuid(update.Guid)
|
||||
&& rmState.HasServerVelocity
|
||||
if (rmState.HasServerVelocity
|
||||
&& _animatedEntities.TryGetValue(entity.Id, out var aeForVelocity))
|
||||
{
|
||||
// #39 (2026-05-06): un-gated for player remotes — the
|
||||
// function itself routes player remotes into the dedicated
|
||||
// ApplyPlayerLocomotionRefinement path (forward-direction
|
||||
// speed bucket only, with UM grace + hysteresis). Non-player
|
||||
// remotes use the existing PlanFromVelocity path.
|
||||
//
|
||||
// D2 (Commit A 2026-05-03): tag whether the velocity feeding
|
||||
// ApplyServerControlledVelocityCycle is wire-explicit (rare for
|
||||
// player remotes — ACE almost never sets HasVelocity on player
|
||||
// UPs) or synthesized from position deltas (the common case).
|
||||
// Pairs with the [UPCYCLE] line printed inside the call.
|
||||
// Pairs with the [UPCYCLE]/[UPCYCLE_PLAYER] line printed inside.
|
||||
if (System.Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1")
|
||||
{
|
||||
string velSrc = update.Velocity is null ? "synth" : "wire";
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue