docs: file #160-#163 (remote run-pace, landing pose retest, glide adjudication, temp-diag strip) + handoff postscript 2
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@ -46,6 +46,59 @@ Copy this block when adding a new issue:
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## #160 — Remote moveto: run animation pace vs actual movement speed mismatch
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**Status:** OPEN (2026-07-03, R4-V5 live verify)
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**Symptom:** observing a retail player's server MoveToChain from acdream:
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close-range movetos WALK correctly; at run distance the RUN cycle plays but
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the body moves visibly slower than the legs (treadmilling). The legs' pace
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comes from the manager's dispatch (`_DoMotion` → `apply_run_to_command` ×
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`MyRunRate` = the wire's mt-6 `MoveToRunRate`, observed 4.50 for a
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high-skill char); the body's position is queue-chased from ACE's actual
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UpdatePosition stream — evidently slower than that rate. Speed-source
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disagreement: either ACE's chain moves slower than the advertised runRate,
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or our dispatched cycle speed over-scales (compare: local player run pace
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was correct). **Evidence to gather:** UP cadence Δpos/Δt for the mover vs
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`RunAnimSpeed × dispatched speed`; check what speed ACE's MoveToChain
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actually steps at (Player_Move.cs / Creature GetRunRate usage).
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**Where:** GameWindow `TickRemoteMoveTo` + the L.3 M2 queue chase vs
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`MotionTableDispatchSink` dispatch speed. Related: TS-33 cadence rows.
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## #161 — Remote jump landing holds the falling pose (no landing anim)
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**Status:** OPEN (2026-07-03, R4-V5 live verify)
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**Symptom:** observing a retail player jump from acdream: the arc plays,
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but on touchdown the character stays in the falling pose instead of the
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landing/idle transition. Landing path: the remote resolver landing block
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(GameWindow `rm.Motion.HitGround()` + K-fix17 SetCycle) — instrument
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whether HitGround's re-apply dispatches, whether the landing SetCycle
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fires, and whether the InWorld link fix (350fb5e3) changed it (links were
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being stripped on every remote dispatch until then — retest FIRST, this
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may already be fixed by TS-40's landing-transition links surviving).
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## #162 — Observer-side moveto cancelled by ACE's autonomous MTS reflections (the "glide" class)
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**Status:** OPEN — adjudication PENDING USER (2026-07-03)
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**Finding (ACE-source-verified):** ACE re-broadcasts every inbound
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MoveToState to all observers as an autonomous mt-0 UM (MovementData.cs:162
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hardcoded IsAutonomous=true — ACE's own comment: "this is a hack ...
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investigate this"; GameActionMoveToState.cs:36 unconditional), and sends a
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chain exactly ONE mt-6 (no re-emit; no arrival broadcast). Retail's
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unpack head-interrupt (verbatim in acdream) cancels the observer-side
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moveto on each reflection → glide when the mover's client emits MTS
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mid-chain. A retail observer on ACE should glide identically (parity).
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**Pending:** the user's retail-observing-retail A/B; if parity confirmed,
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EITHER accept, OR ship a narrow registered ACE-compat adaptation (e.g.
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command-less autonomous reflection doesn't cancel an armed remote moveto)
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— requires explicit user approval per the no-workarounds rule.
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## #163 — Strip the R4-V5 stall-investigation diagnostics
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**Status:** OPEN (2026-07-03) — remove `[autowalk-gate]` (
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PlayerMovementController, + `_lastAutowalkGateLogTime`) and
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`[autowalk-feed]` (GameWindow player tracker feed) once #160-#162 close;
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they're TEMPORARY-tagged in-code.
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## #159 — CombatAnimationPlanner uses 2013-decomp command numbering, not ACE/DRW
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**Status:** OPEN
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