docs+cleanup: env-var regression + Run↔Walk cycle bug filed; re-throttle diags
End-of-session cleanup of the 2026-05-03 remote-motion debug session.
Documentation:
- CLAUDE.md: add ⚠️ DO-NOT-ENABLE warning for ACDREAM_INTERP_MANAGER=1
in the diagnostic env-vars list. Add an "Outbound motion wire format"
section documenting acdream's WalkForward+HoldKey.Run encoding (which
ACE auto-upgrades to RunForward on relay) so future sessions don't
re-derive it.
- docs/ISSUES.md: file two new issues:
* #39 — Run↔Walk cycle transition not visible on observed
retail-driven player remotes when watched from acdream. Root cause
located: ApplyServerControlledVelocityCycle is gated by
IsPlayerGuid, excluding the exact case where ACE doesn't broadcast
a UM (shift toggle while direction key held). Fix sketch ~10
lines, separate commit. Cross-references the four-agent
investigation prompt.
* #40 — ACDREAM_INTERP_MANAGER=1 env-var path regressed. Documents
why (e94e791 conflated MoveOrTeleport with update_object), the
visible symptoms (staircase Z, position blips), and why
Commit B (039149a)'s ResolveWithTransition port was insufficient
(env-var path also clears body.Velocity → no horizontal Euler
motion → sweep input is queue catch-up only, which stair-steps).
Fix path = separate L.3 follow-up to re-integrate PositionManager
additively on top of the legacy chain.
Code:
- GameWindow.cs:6042: prepend a ⚠️ REGRESSED warning block at the top
of the env-var per-frame branch so anyone reading the code is
immediately aware not to enable it. Cross-references ISSUES.md #40.
- AnimationSequencer.cs: re-throttle [SCFAST]/[SCFULL] diagnostics to
0.5s per instance (rolled back from A.1's unthrottled experiment).
Already served its purpose; throttled is enough for steady-state
diagnostics. Restore _lastSetCycleDiagTime field.
No behavior change for any current launch (env-var unset = legacy
path unchanged). Build green; baseline test failures (8) unchanged
from prior commit, none introduced by this session.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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docs/ISSUES.md
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docs/ISSUES.md
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@ -46,6 +46,154 @@ Copy this block when adding a new issue:
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# Active issues
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## #39 — Run↔Walk cycle transition not visible on observed player remotes (acdream-as-observer)
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**Status:** OPEN
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**Severity:** MEDIUM (visible animation desync; not a correctness/wire bug)
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**Filed:** 2026-05-03
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**Component:** physics / motion / animation
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**Description:** When observing a remote-driven player character through
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acdream and the actor toggles Shift while keeping a direction key held
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(Run↔Walk demote/promote), the visible leg cycle does NOT update on the
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observer side. Body position eventually corrects via UpdatePosition
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hard-snaps (causing visible position blips), but the animation cycle
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stays at whatever it was last set to (Run sticks; Walk sticks).
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Observation matrix:
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| Observer | Actor | Cycle Run↔Walk | Z on slopes |
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|---|---|---|---|
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| Retail | Retail | ✓ | ✓ |
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| Retail | Acdream | ✓ | ✓ |
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| Acdream | Acdream | ✓ | ✗ (only with env-var path) |
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| Acdream | Retail | ✗ | ✗ |
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**Root cause / status:**
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ACE only broadcasts a fresh `UpdateMotion` (UM) when the wire's
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`ForwardCommand` byte changes — i.e. on direction-key state changes
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(W press, W release). Toggling Shift while W is held changes
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`ForwardSpeed` and `HoldKey` but NOT `ForwardCommand`, so ACE does
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NOT broadcast a UM for the demote/promote. The speed change DOES
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propagate via `UpdatePosition` (position-delta velocity changes
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between Run-pace and Walk-pace), confirmed via `[VEL_DIAG]`
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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
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remotes, exactly the case where the gap matters.
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(Earlier hypothesized as H2 in the 2026-05-03 four-agent investigation
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but marked refuted because the [UPCYCLE] diag never fired — that
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was BECAUSE of the gate; un-gating reveals it firing per UP, which
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is the correct behavior.)
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**Fix sketch (~10 lines):** un-gate `ApplyServerControlledVelocityCycle`
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for player remotes when `currentMotion` is a locomotion cycle
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(Run/Walk/Sidestep/Backward). UMs still drive direction-key changes
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authoritatively; UP-derived velocity refines the speed bucket within
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the same direction. Add a `LastUMUpdateTime` grace window (e.g.
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500ms) so UMs win when fresh.
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**Files:**
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- `src/AcDream.App/Rendering/GameWindow.cs:3274` — `ApplyServerControlledVelocityCycle`
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(the gate `if (IsPlayerGuid(serverGuid)) return;` to remove with conditions)
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- `src/AcDream.App/Rendering/GameWindow.cs:3640-3660` — call site (already
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passes through with HasServerVelocity from synthesized UP-deltas)
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- `src/AcDream.Core/Physics/ServerControlledLocomotion.cs:54-76` —
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`PlanFromVelocity` thresholds (may need re-tuning if banding is observed)
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**Research:**
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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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- 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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**Acceptance:**
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- Observer in acdream watching a retail-driven character toggle Shift
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while holding W: visible leg cycle switches Run↔Walk within ~200ms
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of the wire change.
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- No regression on the working cases (acdream-on-acdream, retail
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observers, idle↔Run, idle↔Walk).
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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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## #40 — ACDREAM_INTERP_MANAGER=1 env-var path regressed (staircase + blips)
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**Status:** OPEN (do-not-enable; pending L.3 follow-up rebuild)
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**Severity:** N/A (gated; default behavior unaffected)
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**Filed:** 2026-05-03
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**Component:** physics / motion (per-tick remote prediction)
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**Description:** The `ACDREAM_INTERP_MANAGER=1` per-frame remote tick
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introduced by commit `e94e791` (L.3.1+L.3.2 Task 3) is a regression and
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should not be enabled. Two visible symptoms:
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1. **Z staircase on slopes:** observed remotes running up/down hills
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sink into rising terrain or float over receding terrain, then snap
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to correct Z at each `UpdatePosition` arrival. Body never follows
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the terrain mesh between UPs.
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2. **Position blips during steady-state motion:** XY drifts
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unconstrained between UPs, then UP hard-snaps cause visible jumps.
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Both symptoms ABSENT when env-var unset (default legacy path).
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**Root cause:** the env-var path was designed to mirror retail
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`CPhysicsObj::MoveOrTeleport` (acclient @ 0x00516330). MoveOrTeleport
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is retail's network-packet entry point — minimal work. The per-frame
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physics tick is retail's `update_object` (FUN_00515020) — full chain
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including `apply_current_movement` → `UpdatePhysicsInternal` →
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`Transition::FindTransitionalPosition` (collision sweep). The legacy
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path mirrors `update_object` correctly. The env-var path stripped the
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collision sweep on a wrong assumption that this was "more retail-
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faithful" — it was the opposite.
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Commit B (039149a, 2026-05-03) ported `ResolveWithTransition` into the
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env-var path, but the symptom persisted because the env-var path also
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clears `body.Velocity` for grounded remotes (no Euler integration of
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horizontal motion → sweep input is the catch-up offset only, which
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itself stair-steps because UPs are sampled at ~1 Hz).
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**Files:**
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- `src/AcDream.App/Rendering/GameWindow.cs:6042-6260` — env-var per-frame branch
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- `src/AcDream.App/Rendering/GameWindow.cs:6260+` — legacy per-frame branch (works)
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- `src/AcDream.Core/Physics/PositionManager.cs` — class itself is retail-faithful
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(port of CPositionManager::adjust_offset), only the integration was wrong
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**Research:**
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- This session's `2026-05-03` chronological commit log + visual verification
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- `docs/research/2026-05-03-remote-anim-cycle/investigation-prompt.md`
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for the four-agent investigation that traced this
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**Fix path (separate L.3 follow-up phase, NOT this session):**
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The PositionManager class is correct retail-port. Re-integrate it as
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ADDITIVE refinement on top of the working legacy chain (small
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correction toward queued server positions, applied AFTER
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`apply_current_movement` + `UpdatePhysicsInternal` + collision sweep)
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— not as a REPLACEMENT for them. Match retail's actual `update_object`
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chain ordering: `position_manager::adjust_offset` runs after the
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primary motion + collision resolution.
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**Acceptance:**
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- New per-tick path enabled via env-var (or default after stabilization)
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produces the same smooth slope motion + zero blips as the legacy path.
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- Inbound `UpdatePosition` queue catch-up nudges body toward server
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authoritative position without overriding terrain Z snap or causing
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position blips.
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- Verification: side-by-side vs legacy default in 2-client setup,
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identical visible behavior.
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## #38 — Chase camera + player feel "30 fps" since L.5 physics-tick gate
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**Status:** OPEN
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