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:
Erik 2026-05-04 10:10:10 +02:00
parent 039149a9d0
commit a3f53c2644
4 changed files with 238 additions and 24 deletions

View file

@ -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)
//