docs: file #160-#163 (remote run-pace, landing pose retest, glide adjudication, temp-diag strip) + handoff postscript 2

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Erik 2026-07-03 15:14:57 +02:00
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## #160 — Remote moveto: run animation pace vs actual movement speed mismatch
**Status:** OPEN (2026-07-03, R4-V5 live verify)
**Symptom:** observing a retail player's server MoveToChain from acdream:
close-range movetos WALK correctly; at run distance the RUN cycle plays but
the body moves visibly slower than the legs (treadmilling). The legs' pace
comes from the manager's dispatch (`_DoMotion``apply_run_to_command` ×
`MyRunRate` = the wire's mt-6 `MoveToRunRate`, observed 4.50 for a
high-skill char); the body's position is queue-chased from ACE's actual
UpdatePosition stream — evidently slower than that rate. Speed-source
disagreement: either ACE's chain moves slower than the advertised runRate,
or our dispatched cycle speed over-scales (compare: local player run pace
was correct). **Evidence to gather:** UP cadence Δpos/Δt for the mover vs
`RunAnimSpeed × dispatched speed`; check what speed ACE's MoveToChain
actually steps at (Player_Move.cs / Creature GetRunRate usage).
**Where:** GameWindow `TickRemoteMoveTo` + the L.3 M2 queue chase vs
`MotionTableDispatchSink` dispatch speed. Related: TS-33 cadence rows.
## #161 — Remote jump landing holds the falling pose (no landing anim)
**Status:** OPEN (2026-07-03, R4-V5 live verify)
**Symptom:** observing a retail player jump from acdream: the arc plays,
but on touchdown the character stays in the falling pose instead of the
landing/idle transition. Landing path: the remote resolver landing block
(GameWindow `rm.Motion.HitGround()` + K-fix17 SetCycle) — instrument
whether HitGround's re-apply dispatches, whether the landing SetCycle
fires, and whether the InWorld link fix (350fb5e3) changed it (links were
being stripped on every remote dispatch until then — retest FIRST, this
may already be fixed by TS-40's landing-transition links surviving).
## #162 — Observer-side moveto cancelled by ACE's autonomous MTS reflections (the "glide" class)
**Status:** OPEN — adjudication PENDING USER (2026-07-03)
**Finding (ACE-source-verified):** ACE re-broadcasts every inbound
MoveToState to all observers as an autonomous mt-0 UM (MovementData.cs:162
hardcoded IsAutonomous=true — ACE's own comment: "this is a hack ...
investigate this"; GameActionMoveToState.cs:36 unconditional), and sends a
chain exactly ONE mt-6 (no re-emit; no arrival broadcast). Retail's
unpack head-interrupt (verbatim in acdream) cancels the observer-side
moveto on each reflection → glide when the mover's client emits MTS
mid-chain. A retail observer on ACE should glide identically (parity).
**Pending:** the user's retail-observing-retail A/B; if parity confirmed,
EITHER accept, OR ship a narrow registered ACE-compat adaptation (e.g.
command-less autonomous reflection doesn't cancel an armed remote moveto)
— requires explicit user approval per the no-workarounds rule.
## #163 — Strip the R4-V5 stall-investigation diagnostics
**Status:** OPEN (2026-07-03) — remove `[autowalk-gate]` (
PlayerMovementController, + `_lastAutowalkGateLogTime`) and
`[autowalk-feed]` (GameWindow player tracker feed) once #160-#162 close;
they're TEMPORARY-tagged in-code.
## #159 — CombatAnimationPlanner uses 2013-decomp command numbering, not ACE/DRW
**Status:** OPEN

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> stop transitions, zero exceptions/stalls). Suite: 3,956 green.
> REMAINING: the ONE combined R2+R3+R4 user visual pass, then R5.
> The sections below are the historical entry state, kept verbatim.
>
> **POSTSCRIPT 2 (2026-07-03, the live verify session):** four live bugs
> found+fixed during the user's pass, each root-caused (trail:
> `c2dc1a88` StopCompletely's missing StopCompletely_Internal animation
> dispatch orphaned pending_motions → wait-for-anims wedge; `24569fd2`
> login SetPosition ran before the sink bind → one immortal orphan node;
> `006cf659` remote-player movetos never ticked (glide) + door UMs
> dropped (no RemoteMotion for UP-less entities); `350fb5e3` the
> detached-object guard's ObjCellId proxy stripped ALL remote transition
> links → door-swing snap, register TS-40). CONFIRMED WORKING by user:
> local use-walk + door open + door swing + remote close-range walk.
> STILL OPEN: ISSUES **#160** (remote run-anim pace vs ACE movement
> speed), **#161** (remote landing pose — retest first, TS-40 may have
> fixed it), **#162** (glide-class ACE autonomous-reflection cancels —
> adjudication pending the user's retail-vs-retail A/B; adaptation needs
> explicit approval), **#163** (strip the temp diagnostics).
**Read this first, then the plan of record**
(`docs/plans/2026-07-02-retail-motion-animation-rewrite.md`). This session