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>
This commit is contained in:
parent
039149a9d0
commit
a3f53c2644
4 changed files with 238 additions and 24 deletions
|
|
@ -6041,6 +6041,28 @@ public sealed class GameWindow : IDisposable
|
|||
{
|
||||
if (System.Environment.GetEnvironmentVariable("ACDREAM_INTERP_MANAGER") == "1")
|
||||
{
|
||||
// ⚠️ REGRESSED 2026-05-03 — DO NOT ENABLE — see docs/ISSUES.md #40 ⚠️
|
||||
//
|
||||
// Introduced by e94e791 (L.3.1+L.3.2 Task 3) intending to
|
||||
// mirror retail CPhysicsObj::MoveOrTeleport (network-packet
|
||||
// entry point — minimal work). Wrong retail function for the
|
||||
// per-frame tick — the actual per-frame chain is retail's
|
||||
// update_object (FUN_00515020), which the LEGACY path below
|
||||
// correctly mirrors (apply_current_movement →
|
||||
// UpdatePhysicsInternal → ResolveWithTransition collision
|
||||
// sweep). This env-var path strips the collision sweep AND
|
||||
// clears body.Velocity, leaving only PositionManager queue
|
||||
// catch-up — which stair-steps with the 1 Hz UP cadence on
|
||||
// slopes and produces visible position blips on flat ground.
|
||||
//
|
||||
// Commit B (039149a, 2026-05-03) ported ResolveWithTransition
|
||||
// here but symptom persists because body.Velocity=0 means
|
||||
// pre/postIntegrate sweep input is just the queue catch-up,
|
||||
// which itself snaps in steps. Fix requires re-integrating
|
||||
// PositionManager as ADDITIVE adjust_offset on top of the
|
||||
// legacy chain — separate L.3 follow-up phase.
|
||||
//
|
||||
// Until that lands, stay on the legacy path (env-var unset).
|
||||
// ── NEW PATH: retail-faithful per-frame remote tick ──
|
||||
// (L.3.1+L.3.2 Task 3/follow-up — ACDREAM_INTERP_MANAGER=1 gates this path)
|
||||
//
|
||||
|
|
|
|||
|
|
@ -283,9 +283,12 @@ public sealed class AnimationSequencer
|
|||
private const double RateEpsilon = 1e-6;
|
||||
|
||||
// ── Diagnostics (Commit A 2026-05-03) ───────────────────────────────────
|
||||
// Removed throttle in A.1 (2026-05-03) — every SCFAST/SCFULL call logs
|
||||
// unthrottled (still gated on ACDREAM_REMOTE_VEL_DIAG=1) so we can read
|
||||
// exact call rate and Run→Ready transitions one tick at a time.
|
||||
// Throttle clock for the [SCFAST] / [SCFULL] / [SCNULLFALLBACK] log lines
|
||||
// emitted from SetCycle. Gated on env var ACDREAM_REMOTE_VEL_DIAG=1; reads
|
||||
// the env var inline rather than caching so a launch can be re-toggled
|
||||
// without restarting. 0.5s per sequencer instance keeps logs readable
|
||||
// while still capturing meaningful state changes.
|
||||
private double _lastSetCycleDiagTime;
|
||||
|
||||
// ── Constructor ──────────────────────────────────────────────────────────
|
||||
|
||||
|
|
@ -413,17 +416,20 @@ public sealed class AnimationSequencer
|
|||
}
|
||||
|
||||
// D3 (Commit A 2026-05-03): SCFAST — proves whether the fast-path
|
||||
// is firing instead of the full rebuild.
|
||||
// A.1 (2026-05-03): unthrottled — we need actual call rate, not
|
||||
// 0.5s-bucketed sample. Keeps cost low (just a Console.WriteLine
|
||||
// per SetCycle call, all gated on env var).
|
||||
// is firing instead of the full rebuild. Throttled to 0.5s per
|
||||
// instance (re-throttled after A.1 unthrottled experiment).
|
||||
if (System.Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1")
|
||||
{
|
||||
System.Console.WriteLine(
|
||||
$"[SCFAST] motion=0x{motion:X8} speedMod={speedMod:F3} "
|
||||
+ $"oldSpeedMod={CurrentSpeedMod:F3} "
|
||||
+ $"qCount={_queue.Count} "
|
||||
+ $"currNodeIsCyclic={(_currNode == _firstCyclic)}");
|
||||
double nowSec = (System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds;
|
||||
if (nowSec - _lastSetCycleDiagTime > 0.5)
|
||||
{
|
||||
System.Console.WriteLine(
|
||||
$"[SCFAST] motion=0x{motion:X8} speedMod={speedMod:F3} "
|
||||
+ $"oldSpeedMod={CurrentSpeedMod:F3} "
|
||||
+ $"qCount={_queue.Count} "
|
||||
+ $"currNodeIsCyclic={(_currNode == _firstCyclic)}");
|
||||
_lastSetCycleDiagTime = nowSec;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
|
@ -546,20 +552,23 @@ public sealed class AnimationSequencer
|
|||
}
|
||||
|
||||
// D3 (Commit A 2026-05-03): SCFULL — counterpart to SCFAST. Fires on
|
||||
// the full-rebuild SetCycle path.
|
||||
// A.1 (2026-05-03): unthrottled — see SCFAST comment. We also print
|
||||
// the previous CurrentMotion so the log directly shows the cycle
|
||||
// transition (e.g. "Run → Ready" indicates the visible cycle just
|
||||
// got reset back to Ready, mid-Run).
|
||||
// the full-rebuild SetCycle path. Throttled to 0.5s per instance.
|
||||
// Logs prev CurrentMotion so the line shows the transition directly
|
||||
// (e.g. "Run → Ready" = cycle just got reset).
|
||||
if (System.Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1")
|
||||
{
|
||||
System.Console.WriteLine(
|
||||
$"[SCFULL] prev=0x{CurrentMotion:X8} -> motion=0x{motion:X8} adjustedMotion=0x{adjustedMotion:X8} "
|
||||
+ $"speedMod={speedMod:F3} "
|
||||
+ $"qCount={_queue.Count} "
|
||||
+ $"firstNewNull={(firstNew is null)} "
|
||||
+ $"currNodeIsCyclic={(_currNode == _firstCyclic)} "
|
||||
+ $"firstCyclicNull={(_firstCyclic is null)}");
|
||||
double nowSec = (System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds;
|
||||
if (nowSec - _lastSetCycleDiagTime > 0.5)
|
||||
{
|
||||
System.Console.WriteLine(
|
||||
$"[SCFULL] prev=0x{CurrentMotion:X8} -> motion=0x{motion:X8} adjustedMotion=0x{adjustedMotion:X8} "
|
||||
+ $"speedMod={speedMod:F3} "
|
||||
+ $"qCount={_queue.Count} "
|
||||
+ $"firstNewNull={(firstNew is null)} "
|
||||
+ $"currNodeIsCyclic={(_currNode == _firstCyclic)} "
|
||||
+ $"firstCyclicNull={(_firstCyclic is null)}");
|
||||
_lastSetCycleDiagTime = nowSec;
|
||||
}
|
||||
}
|
||||
|
||||
CurrentStyle = style;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue