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>
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4 changed files with 101 additions and 10 deletions
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@ -290,13 +290,33 @@ internal sealed class LiveSessionRuntimeFactory
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}
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/// <summary>
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/// Re-applies the current <see cref="RuntimeMovementSkillState"/>
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/// snapshot (skills/burden/stamina) to the live player controller and
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/// forces an immediate movement re-evaluation via
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/// <c>MotionInterpreter.ReportExhaustion</c> — the retail
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/// <c>CMotionInterp::ReportExhaustion</c> dual-dispatch re-apply, now
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/// wired to a real consumer (Campaign P Slice P1).
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/// Tracks the previous "stamina exhausted" state so
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/// <see cref="ApplyMovementStats"/> can fire retail's exhaustion
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/// notification on the EDGE only. Null = no stamina reading applied yet.
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/// </summary>
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private bool? _lastStaminaExhausted;
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/// <summary>
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/// Re-applies the current <see cref="RuntimeMovementSkillState"/>
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/// snapshot (skills/burden/stamina) to the live player controller.
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/// </summary>
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/// <remarks>
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/// Stuck-cast fix (2026-07-30): retail fires
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/// <c>CPhysicsObj::report_exhaustion</c> from exactly ONE site —
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/// <c>CommandInterpreter::HandleExhaustion</c> (0x006b3c70), a
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/// notification-handler vtable slot invoked on the stamina-exhaustion
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/// EVENT — not on every vitals refresh. The P1 wiring called
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/// <c>ReportExhaustion()</c> on EVERY movement-stats application
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/// (every stamina regen/drain tick), and each call re-dispatches the
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/// current movement state through the animation sink — truncating any
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/// in-flight action animation (cast gestures wedged mid-play; the
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/// diagnostic session showed 490 spurious stance re-queues). The
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/// re-apply now fires only when the exhausted state (stamina == 0)
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/// actually TRANSITIONS, matching retail's event semantics. Skill/
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/// burden changes still reach <see cref="PlayerWeenie"/> immediately
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/// via <see cref="RuntimeMovementSkillProjection.ApplyTo"/> — the next
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/// natural dispatch picks up the new rates, exactly as retail.
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/// </remarks>
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private void ApplyMovementStats(string reason)
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{
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PlayerMovementController? controller = _player.Controller.Controller;
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@ -307,9 +327,16 @@ internal sealed class LiveSessionRuntimeFactory
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return;
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}
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controller!.Motion.ReportExhaustion();
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RuntimeMovementSkillSnapshot snapshot = _domain.Character.MovementSkills.Snapshot;
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bool exhausted = snapshot.CurrentStamina == 0;
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if (_lastStaminaExhausted != exhausted)
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{
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bool isEdge = _lastStaminaExhausted is not null;
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_lastStaminaExhausted = exhausted;
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if (isEdge)
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controller!.Motion.ReportExhaustion();
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}
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_log(
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$"player: applied server movement {reason} "
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+ $"run={snapshot.RunSkill} jump={snapshot.JumpSkill} "
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