fix(motion): full queue reset on locomotion-cycle direct transitions

When AnimationSequencer.SetCycle transitions between forward-locomotion
cycles (Walk↔Run, Walk↔WalkBackward, etc.) — i.e. when both old and new
motion's low byte is in {0x05 WalkForward, 0x06 WalkBackward, 0x07
RunForward} — do a full queue drain + _currNode/_firstCyclic reset
(matching the existing skipTransitionLink branch) instead of just
ClearCyclicTail. Without this, _currNode is left pointing into the
previous cycle's non-cyclic head (link frames from the prior Ready→walk
transition), and the visible legs continue playing those head frames
before reaching the new run cycle.

Investigation findings (cdb live trace of retail at
tools/cdb-scripts/walk_run_motion_trace.log):

  Retail's actual approach is "additive add_to_queue with no truncate" —
  MotionTableManager handles the natural progression via per-tick
  CheckForCompletedMotions / remove_redundant_links cleanup. Acdream
  doesn't have that machinery, so this fix is the closest viable
  emulation: force the queue back to a clean state and rebuild from
  scratch on the locomotion-cycle transition.

User-reported symptom this addresses (walk→run direct transition,
release shift while W held): visible animation cycle did not switch
until next motion event. Verified via FWD_WIRE + SETCYCLE diags that
both ACE and our SetCycle are firing correctly on the transition.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-03 17:00:55 +02:00
parent b1d8e122ed
commit c06b6c51e1
3 changed files with 408 additions and 2 deletions