fix #270: fire ReportExhaustion on the stamina-exhaustion edge only, not every stats tick

Retail calls CPhysicsObj::report_exhaustion from exactly one site -
CommandInterpreter::HandleExhaustion (0x006b3c70), a notification handler
for the stamina-exhaustion EVENT. Campaign P P1 wired it to every
movement-stats application instead (every stamina regen/drain tick), and
each call re-dispatches the current movement state through the animation
sink - truncating any in-flight action animation. The diagnostic session
log shows 490 spurious casting-stance re-queues in one short session:
'sometimes stuck in spell animations' was every stamina tick that
collided with a cast gesture's play window.

The re-apply now fires only when the exhausted state (stamina == 0)
transitions, matching retail's event semantics. Stats still reach
PlayerWeenie immediately via RuntimeMovementSkillProjection.ApplyTo.

Also adds the [remote-edge] probe (rides ACDREAM_DUMP_MOTION=1): one
line per remote HitGround/LeaveGround - each such edge drains the
mover's pending action animations (retail HandleEnterWorld), the
working theory for intermittently missing monster attack swings.

Complete Release suite: 10,026 passed / 5 skips / 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-30 22:11:20 +02:00
parent 5788fdaa02
commit a46c8e65b2
4 changed files with 101 additions and 10 deletions

View file

@ -98,6 +98,38 @@ Copy this block when adding a new issue:
---
## #270 — Stuck spell animations + intermittently missing monster attack animations
**Status:** LOCAL CAUSE FIXED 2026-07-30 (pending user re-test); remote
attack-animation misses under investigation with the [remote-edge] probe
**Severity:** HIGH (combat/casting presentation)
**Component:** motion re-dispatch cadence / remote action animations
**Local stuck casts — root cause CONFIRMED and fixed:** Campaign P P1 wired
`ApplyMovementStats` to call `MotionInterpreter.ReportExhaustion()` on EVERY
movement-stats application — i.e. every stamina regen/drain tick. Each call
re-dispatches the current movement state through the animation sink,
truncating any in-flight action animation; the diagnostic session log shows
490 spurious casting-stance re-queues while the user was in magic mode.
Retail fires `CPhysicsObj::report_exhaustion` from exactly ONE site —
`CommandInterpreter::HandleExhaustion` (0x006b3c70), a notification handler
invoked on the stamina-EXHAUSTION EVENT. Fix: the re-apply now fires only
when the exhausted state (stamina == 0) transitions; skills/burden/stamina
still reach `PlayerWeenie` immediately (the next natural dispatch picks up
rate changes, exactly retail).
**Monster attack misses — theory + probe:** every logged attack UM
(cmd=0x00D3, spd=2.0) DID dispatch (`SetCycle 0x400000D3`), so the wire →
animation path works. Working theory: remote ground-contact edges (bounce
hops / contact flickers on dead-reckoned bodies) each drain the mover's
pending action animations (retail `HandleEnterWorld` semantics — faithful
per edge, wrong if we generate edges retail doesn't). A `[remote-edge]`
probe (rides `ACDREAM_DUMP_MOTION=1`) now logs every remote
HitGround/LeaveGround with the guid — one repro session with a missed swing
will convict or acquit.
---
## #269 — Slope-stop slide runs too far (post-bounce-rework residual)
**Status:** OPEN (user live gate 2026-07-30 — "almost pass with merits")

View file

@ -290,13 +290,33 @@ internal sealed class LiveSessionRuntimeFactory
}
/// <summary>
/// Re-applies the current <see cref="RuntimeMovementSkillState"/>
/// snapshot (skills/burden/stamina) to the live player controller and
/// forces an immediate movement re-evaluation via
/// <c>MotionInterpreter.ReportExhaustion</c> — the retail
/// <c>CMotionInterp::ReportExhaustion</c> dual-dispatch re-apply, now
/// wired to a real consumer (Campaign P Slice P1).
/// Tracks the previous "stamina exhausted" state so
/// <see cref="ApplyMovementStats"/> can fire retail's exhaustion
/// notification on the EDGE only. Null = no stamina reading applied yet.
/// </summary>
private bool? _lastStaminaExhausted;
/// <summary>
/// Re-applies the current <see cref="RuntimeMovementSkillState"/>
/// snapshot (skills/burden/stamina) to the live player controller.
/// </summary>
/// <remarks>
/// Stuck-cast fix (2026-07-30): retail fires
/// <c>CPhysicsObj::report_exhaustion</c> from exactly ONE site —
/// <c>CommandInterpreter::HandleExhaustion</c> (0x006b3c70), a
/// notification-handler vtable slot invoked on the stamina-exhaustion
/// EVENT — not on every vitals refresh. The P1 wiring called
/// <c>ReportExhaustion()</c> on EVERY movement-stats application
/// (every stamina regen/drain tick), and each call re-dispatches the
/// current movement state through the animation sink — truncating any
/// in-flight action animation (cast gestures wedged mid-play; the
/// diagnostic session showed 490 spurious stance re-queues). The
/// re-apply now fires only when the exhausted state (stamina == 0)
/// actually TRANSITIONS, matching retail's event semantics. Skill/
/// burden changes still reach <see cref="PlayerWeenie"/> immediately
/// via <see cref="RuntimeMovementSkillProjection.ApplyTo"/> — the next
/// natural dispatch picks up the new rates, exactly as retail.
/// </remarks>
private void ApplyMovementStats(string reason)
{
PlayerMovementController? controller = _player.Controller.Controller;
@ -307,9 +327,16 @@ internal sealed class LiveSessionRuntimeFactory
return;
}
controller!.Motion.ReportExhaustion();
RuntimeMovementSkillSnapshot snapshot = _domain.Character.MovementSkills.Snapshot;
bool exhausted = snapshot.CurrentStamina == 0;
if (_lastStaminaExhausted != exhausted)
{
bool isEdge = _lastStaminaExhausted is not null;
_lastStaminaExhausted = exhausted;
if (isEdge)
controller!.Motion.ReportExhaustion();
}
_log(
$"player: applied server movement {reason} "
+ $"run={snapshot.RunSkill} jump={snapshot.JumpSkill} "

View file

@ -61,6 +61,18 @@ public static class PhysicsDiagnostics
public static bool ProbeCellEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_PROBE_CELL") == "1";
/// <summary>
/// Stuck-cast/missing-attack investigation (2026-07-30). When true,
/// every REMOTE ground-contact edge (HitGround / LeaveGround — each of
/// which drains the mover's pending action animations via retail's
/// <c>HandleEnterWorld</c>) emits one <c>[remote-edge]</c> line with the
/// server guid. Correlates eaten attack animations with spurious
/// contact flickers. Rides <c>ACDREAM_DUMP_MOTION=1</c> so one flag
/// captures the whole animation story.
/// </summary>
public static bool DumpMotionEnabled { get; set; } =
Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1";
/// <summary>
/// L.2d slice 1 (2026-05-13). When true, every BSP-shadow-entry hit
/// attributed by <c>TransitionTypes.FindObjCollisions</c> emits a

View file

@ -747,6 +747,26 @@ internal sealed class RuntimeRemotePhysicsUpdater
rm.Body.Position = resolved.Position;
if (resolved.CellId != 0)
committedCellId = resolved.CellId;
// [remote-edge] probe (stuck-cast/missing-attack investigation,
// 2026-07-30): each ground edge drains the mover's pending
// action animations (retail HandleEnterWorld) — one line per
// edge correlates eaten attack gestures with contact flickers.
Action hitGround = rm.Movement.HitGround;
Action leaveGround = rm.Motion.LeaveGround;
if (AcDream.Core.Physics.PhysicsDiagnostics.DumpMotionEnabled)
{
uint edgeGuid = record.ServerGuid;
hitGround = () =>
{
Console.WriteLine($"[remote-edge] guid={edgeGuid:X8} HitGround");
rm.Movement.HitGround();
};
leaveGround = () =>
{
Console.WriteLine($"[remote-edge] guid={edgeGuid:X8} LeaveGround");
rm.Motion.LeaveGround();
};
}
if (!AcDream.Core.Physics.PhysicsObjUpdate.CommitSetPositionTransition(
rm.Body,
resolved.InContact,
@ -755,8 +775,8 @@ internal sealed class RuntimeRemotePhysicsUpdater
resolved.CollisionNormal,
previousContact,
previousOnWalkable,
rm.Movement.HitGround,
rm.Motion.LeaveGround,
hitGround,
leaveGround,
() => IsCurrentOwner(
record,
rm,