docs(spec): Phase L.3 scope revision — combine L.3.1+L.3.2

Visual verification of L.3.1-as-originally-scoped (commit ae79e34
through e08accf) revealed that InterpolationManager corrections alone
cannot produce smooth motion — retail also relies on animation root
motion (the L.3.2 PositionManager work, originally deferred). The two
halves are functionally inseparable.

Spec changes:
- L.3.1 sub-lane absorbs L.3.2's PositionManager
- New section: PositionManager architecture (pure-function ComputeOffset
  returning Vector3 delta; combines body-local seqVel * dt rotated to
  world + InterpolationManager.AdjustOffset correction)
- New section: IsGrounded plumbing through EntityPositionUpdate (the
  PositionFlags.IsGrounded=0x04 is already parsed; just expose it)
- New section: retail-faithful jump pipeline (airborne → no-op per
  MoveOrTeleport's has_contact=0 semantics; landing detected via first
  IsGrounded=true UP after airborne)
- Acceptance criteria updated for combined scope
- Implementation order: 6 commits remaining (after the revert at 1641d6e)
- Stall-blip TAIL annotation (Task 0 resolution) folded in

L.3.3 (MoveToManager) stays a separate sub-lane.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-03 10:03:09 +02:00
parent 1641d6ea1b
commit c4446e76fb

View file

@ -90,17 +90,39 @@ addresses — not guesses):
**Phase L.3 — Remote Entity Motion Conformance.** Slots into the L =
movement category alongside L.1 (animation) and L.2 (collision).
Three sub-lanes, each independently shippable + visually verifiable:
**Scope revision 2026-05-02 (after Task 7 visual verification):**
L.3.1 was originally scoped as "InterpolationManager only", with L.3.2
("PositionManager") deferred. Visual verification proved L.3.1 alone
**cannot produce smooth motion** — retail combines animation root motion
+ InterpolationManager corrections, and only the second half ships in
L.3.1-as-originally-scoped. The two halves are functionally inseparable.
**L.3.1 and L.3.2 are now combined into a single sub-lane** ("L.3.1+L.3.2
combined"). L.3.3 remains a separate sub-lane.
| Sub-lane | Title | Ships |
|---|---|---|
| **L.3.1** | InterpolationManager core + routing | New `InterpolationManager` class, `MoveOrTeleport` routing replacing the hard-snap in `OnLivePositionUpdated`, `VectorUpdate.Omega` application, deletion of `RemoteMotion` soft-snap residual |
| **L.3.2** | PositionManager (root-motion + interpolation-offset combiner) | New `PositionManager` class that combines per-frame animation root-motion offset with the InterpolationManager's catch-up offset before writing the body's frame |
| **L.3.1 + L.3.2 combined** | InterpolationManager + PositionManager + retail-faithful jump | (1) `InterpolationManager` (FIFO queue + AdjustOffset), (2) `MotionInterpreter.GetMaxSpeed`, (3) `PositionManager` class combining animation root motion + Interp correction per frame, (4) `IsGrounded` plumbed through `EntityPositionUpdate`, (5) `OnLivePositionUpdated` retail-faithful routing (airborne no-op + landing transition + grounded routing), (6) per-frame `TickAnimations` calls `PositionManager.ComputeOffset` + `UpdatePhysicsInternal`, (7) `VectorUpdate.Omega` application |
| **L.3.3** | MoveToManager (server-controlled creature MoveTo) | Replaces `RemoteMoveToDriver` MVP with a faithful port: retracking, sticky-to-target, fail-distance progress checks, sphere-cylinder distance variants |
L.3.2 and L.3.3 get their own brainstorm + spec when L.3.1 lands.
**This document specifies L.3.1 in detail; L.3.2 and L.3.3 are
sketches** (above) so the phase shape is on record.
L.3.3 gets its own brainstorm + spec when L.3.1+L.3.2 ships.
**This document specifies L.3.1+L.3.2 in detail; L.3.3 is a sketch**
(above) so the phase shape is on record.
### What changed since original spec
- **L.3.2 PositionManager** is now part of L.3.1, not a separate phase.
- **`IsGrounded` plumbing** added — verified to already exist as
`PositionFlags.IsGrounded = 0x04` in `UpdatePosition.cs:48`, parsed but
not exposed through `EntityPositionUpdate`. Now exposed.
- **Jump pipeline** rewritten to match retail's `MoveOrTeleport`
has_contact=false → no-op semantics. Local arc prediction (the source
of the "endless jump" bug) eliminated. Server is authoritative; landing
detected via the first `IsGrounded=true` UP after airborne.
- **Stall-blip → TAIL** (resolved Task 0 via decomp dive of
`acclient!InterpolationManager::UseTime` @ 0x00555F20).
- **Reverted band-aid commits** `5154a3e` + `f199a6a` (commit `1641d6e`)
before re-implementing properly.
---
@ -163,13 +185,14 @@ internal sealed class InterpolationNode
if (progress < StallProgressMinFraction * (catchUpSpeed * dt * StallCheckFrameInterval)):
_failCount++
if _failCount > StallFailCountForBlip:
// blip: hard-snap and clear queue.
// OPEN PRECISION ITEM: retail's UseTime (acclient!00555f20) decides
// head-vs-tail snap; the agent reports disagreed (R1 implies head, R2 says
// tail). Verify by reading the UseTime disasm before implementing this
// branch. Default for the initial port: snap to HEAD (next intended
// waypoint) which matches the more common pattern.
body.Position = headTarget.Position
// blip: snap to TAIL (most recent server-sent waypoint) and clear queue.
// RESOLVED 2026-05-02 via decomp dive of acclient!InterpolationManager::
// UseTime @ 0x00555F20: lines 353273-353333 read this->position_queue.tail_,
// copy tail.Position into local var, call CPhysicsObj::SetPositionSimple
// on it, then StopInterpolating. Semantic: "warp to where the server
// LAST SAID you are", not "where you were trying to get to next."
tail = queue.Last
body.Position = tail.TargetPosition // SetPositionSimple equivalent
Clear()
return Vector3.Zero
else:
@ -292,13 +315,155 @@ Public method, ~10 lines, no new file.
One commit titled `chore(motion): remove ACDREAM_INTERP_MANAGER flag + dead soft-snap path`:
- Delete the `if/else` env-var gate in `OnLivePositionUpdated` and
`OnLiveRemoteTick`. Keep only the new path.
`TickAnimations` per-frame remote tick. Keep only the new path.
- Delete `RemoteMotion.SnapResidualDecayRate` field + soft-snap
residual fields.
- Delete the apply_current_movement + Euler dead-reckoning code in
the per-frame remote tick (the OLD branch).
Net diff after cleanup: ~50 lines deletion, code shrinks.
Net diff after cleanup: ~80 lines deletion, code shrinks.
---
## L.3.2 architecture (PositionManager — combined into L.3.1)
### New file — `src/AcDream.Core/Physics/PositionManager.cs`
Pure-data class, no game/window deps. Pure function: takes (animation
root motion + body orientation + InterpolationManager + maxSpeed) and
returns the per-frame world-space delta to add to `body.Position`.
Composed into `RemoteMotion` alongside the `Interp` field.
**API:**
```csharp
public sealed class PositionManager
{
/// <summary>
/// Per-frame combiner: animation root motion + InterpolationManager
/// correction. Mirrors retail CPhysicsObj::UpdateObjectInternal
/// (acclient @ 0x00513730):
/// rootOffset = CPartArray::Update(dt) // animation
/// PositionManager::adjust_offset(rootOffset) // adds correction
/// frame.origin += rootOffset
/// </summary>
public Vector3 ComputeOffset(
double dt,
Vector3 currentBodyPosition,
Vector3 seqVel, // body-local velocity from active animation cycle
Quaternion ori, // body orientation (for local→world rotation)
InterpolationManager interp,
float maxSpeed)
{
// Step 1: animation root motion (body-local → world).
Vector3 rootMotionLocal = seqVel * (float)dt;
Vector3 rootMotionWorld = Vector3.Transform(rootMotionLocal, ori);
// Step 2: interpolation correction (world-space already).
Vector3 correction = interp.AdjustOffset(dt, currentBodyPosition, maxSpeed);
// Step 3: combined.
return rootMotionWorld + correction;
}
}
```
### Composition
`RemoteMotion` (in `GameWindow.cs:224`) gains a second field:
```csharp
public AcDream.Core.Physics.PositionManager Position { get; } =
new AcDream.Core.Physics.PositionManager();
```
(Already has `public InterpolationManager Interp` from Task 3.)
### Per-frame `TickAnimations` (env-var-on branch)
```csharp
if (Environment.GetEnvironmentVariable("ACDREAM_INTERP_MANAGER") == "1")
{
// Always-run-all-steps per retail UpdateObjectInternal (0x00513730).
Vector3 seqVel = ae.Sequencer?.CurrentVelocity ?? Vector3.Zero;
float maxSpeed = rm.Motion.GetMaxSpeed();
Vector3 offset = rm.Position.ComputeOffset(
dt, rm.Body.Position, seqVel, rm.Body.Orientation, rm.Interp, maxSpeed);
rm.Body.Position += offset;
rm.Body.UpdatePhysicsInternal(dt); // gravity for airborne; no-op for grounded
}
else { /* legacy path (kept until cleanup commit) */ }
```
Replaces the Task 5 commit's `if (rm.Interp.IsActive) { ... AdjustOffset ... }`
block. PositionManager calls AdjustOffset internally.
### IsGrounded plumbing — `EntityPositionUpdate`
`PositionFlags.IsGrounded = 0x04` is already parsed in
`UpdatePosition.cs:48`. Add a `bool IsGrounded` field to
`EntityPositionUpdate` record, populate at the parse site, consume in
`OnLivePositionUpdated`. ~3 lines.
### Retail-faithful jump pipeline
Rewrites the `OnLivePositionUpdated` env-var-on branch to match retail
`MoveOrTeleport` (acclient @ 0x00516330) — `has_contact=false → return`:
```csharp
if (Environment.GetEnvironmentVariable("ACDREAM_INTERP_MANAGER") == "1")
{
rmState.Body.Orientation = rot; // orientation always snaps
if (!update.IsGrounded) // airborne: no-op
return;
if (rmState.Airborne) // landing transition
{
rmState.Airborne = false;
rmState.Body.Velocity = Vector3.Zero;
rmState.Body.State &= ~PhysicsStateFlags.Gravity;
rmState.Body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
rmState.Interp.Clear();
rmState.Body.Position = worldPos; // hard-snap to landing
return;
}
// Grounded routing (CPhysicsObj::MoveOrTeleport):
const float MaxPhysicsDistance = 96f;
var localPlayerPos = _playerController?.Position ?? Vector3.Zero;
float dist = Vector3.Distance(worldPos, localPlayerPos);
if (dist > MaxPhysicsDistance)
{
rmState.Interp.Clear();
rmState.Body.Position = worldPos;
}
else
{
float headingFromQuat = ExtractYawFromQuaternion(rot);
rmState.Interp.Enqueue(worldPos, headingFromQuat, isMovingTo: false);
}
return;
}
```
`OnLiveVectorUpdated` is **unchanged** — already sets velocity, marks
airborne, enables Gravity, applies Omega (Task 6).
### L.3.2 unit tests
New test file `tests/AcDream.Core.Tests/Physics/PositionManagerTests.cs`,
~6 tests against the pure `ComputeOffset` function:
| Test | Verifies |
|---|---|
| `ComputeOffset_StationaryRemote_BothSourcesZero_NoMotion` | seqVel=0, queue empty → returns Vector3.Zero |
| `ComputeOffset_AnimationOnly_Forward_BodyAdvances` | seqVel=(0,4,0), identity orientation → returns (0, 4*dt, 0) |
| `ComputeOffset_AnimationOnly_OrientedSouth_BodyMovesSouth` | seqVel=(0,4,0), orientation faces -Y → returns (0,-4*dt,0) |
| `ComputeOffset_InterpOnly_NoAnimation_BodyChasesQueue` | seqVel=0, queue active → returns Interp's delta |
| `ComputeOffset_BothActive_Combined` | both nonzero → returns sum |
| `ComputeOffset_LocalToWorldRotation_Yaw90` | seqVel=(0,1,0), yaw=π/2 → returns (sin(π/2), cos(π/2)·1, 0) verifying rotation |
---
@ -320,13 +485,13 @@ no game/window/loader needed.
## Acceptance criteria
L.3.1 is shippable when:
L.3.1+L.3.2 (combined) is shippable when:
1. `dotnet build` green; existing 91 unit tests + new ~13 InterpolationManager + ~5 routing tests all pass.
2. **Visual primary:** parallel retail observer of `+Acdream` standing still, walking, running, strafing, jumping, turning — **all motion glides smoothly**, no 1-Hz popping.
3. **Visual regression check:** `+Acdream`-from-retail-observer behaviors fixed in commit `17a9ff1` (backward jump direction, strafe-run animation, walk-back broadcast direction) all still work.
4. **Visual jump arc:** remote retail toon jumping shows a curved arc as observed from acdream (`Omega` applied), not a flat path.
5. After visual confirmation: cleanup commit lands removing `ACDREAM_INTERP_MANAGER` flag + old hard-snap path + dead `RemoteMotion` fields.
1. `dotnet build` green; existing 105 unit tests + 16 InterpolationManager + 5 GetMaxSpeed + ~6 PositionManager tests all pass.
2. **Visual primary:** parallel retail observer of `+Acdream` standing still, walking, running, strafing, turning — **all motion glides smoothly**, no 1-Hz popping. (PositionManager's animation-root-motion is what eliminates the chop.)
3. **Visual jump:** retail toon jumping shows a curved arc that LANDS correctly (no endless rise). Server-authoritative airborne (`IsGrounded=false → no-op`).
4. **Visual regression check:** behaviors fixed in commit `17a9ff1` (backward jump direction, strafe-run animation, walk-back broadcast direction) all still work.
5. After visual confirmation: cleanup commit lands removing `ACDREAM_INTERP_MANAGER` flag + old hard-snap path + dead `RemoteMotion` soft-snap fields.
---
@ -344,53 +509,58 @@ L.3.1 is shippable when:
## Files
### New
### Already shipped (L.3.1 original scope)
- `src/AcDream.Core/Physics/InterpolationManager.cs` — the manager class
- `tests/AcDream.Core.Tests/Physics/InterpolationManagerTests.cs` — manager tests
- `tests/AcDream.Core.Tests/Physics/MoveOrTeleportRoutingTests.cs` — routing tests (or merged into above)
- `src/AcDream.Core/Physics/InterpolationManager.cs` (commits `f43f168` + `927636e`)
- `tests/AcDream.Core.Tests/Physics/InterpolationManagerTests.cs` (16 tests)
- `src/AcDream.Core/Physics/MotionInterpreter.cs` `GetMaxSpeed()` (commits `9c5634a` + `5b26d28`)
- `tests/AcDream.Core.Tests/Physics/MotionInterpreterTests.cs` (5 GetMaxSpeed tests added)
- `RemoteMotion.Interp` field (commit `517a3ce`)
- `OnLivePositionUpdated` env-var routing v1 (commit `062e19f`)
- Per-frame `Interp.AdjustOffset` v1 (commit `ae79e34`)
- `OnLiveVectorUpdated.Omega` application (commit `e08accf`)
- Reverted band-aid commits (commit `1641d6e`)
### Modified
### To ship (L.3.2 added scope)
**New:**
- `src/AcDream.Core/Physics/PositionManager.cs` — pure-data combiner class
- `tests/AcDream.Core.Tests/Physics/PositionManagerTests.cs` — ~6 tests
**Modified:**
- `src/AcDream.Core.Net/WorldSession.cs` — add `IsGrounded` field to `EntityPositionUpdate` record + populate at parse site (~3 lines)
- `src/AcDream.App/Rendering/GameWindow.cs`:
- `RemoteMotion` (~line 224): add `Interp` field
- `OnLivePositionUpdated` (~line 3151): new routing behind env-var
- `OnLiveVectorUpdated` (~line 3064): apply Omega
- `OnLiveRemoteTick` (per-frame): new offset-add behind env-var
- `src/AcDream.Core/Physics/MotionInterpreter.cs`: add `GetMaxSpeed()`
- `docs/plans/2026-04-11-roadmap.md`: insert Phase L.3 entry between L.2 and M
- `docs/ISSUES.md`: close any motion-related open issues this fixes (none currently filed)
- `RemoteMotion` (~line 224): add `Position` field (alongside existing `Interp`)
- `OnLivePositionUpdated` env-var branch: rewritten — airborne no-op + landing transition + grounded routing (replaces the existing v1 routing)
- `TickAnimations` env-var branch: rewritten — `PositionManager.ComputeOffset` + `UpdatePhysicsInternal` (replaces the existing v1 Interp.AdjustOffset call)
### Cleanup commit (after verification)
Same files as Modified above, with the env-var dual paths collapsed
to single retail-faithful path, and `RemoteMotion` soft-snap fields
deleted.
Single commit: collapses env-var dual paths to retail-faithful path,
deletes `RemoteMotion` soft-snap residual fields. ~80 lines deletion.
---
## Out of scope (deferred to L.3.2 / L.3.3)
## Out of scope (deferred to L.3.3)
- `PositionManager` (combines anim root-motion + interpolation offset before writing body.Frame) — L.3.2
- Server-controlled MoveTo creature behavior (retracking, sticky, fail-distance) — L.3.3
- Replacing `RemoteMoveToDriver.cs` — L.3.3
- VectorUpdate.Omega for other entity types (projectiles, dropped items) — defer; current spec applies only to player/creature/NPC paths
---
## Implementation order (L.3.1)
## Implementation order (L.3.1+L.3.2 combined — remaining work)
1. Add `InterpolationManager.cs` + unit tests. Build green.
2. Add `MotionInterpreter.GetMaxSpeed()`. Build green.
3. Modify `RemoteMotion` to compose `Interp`. Build green.
4. Add env-var gated routing in `OnLivePositionUpdated`. Build green; flag off → existing behavior.
5. Add env-var gated tick in `OnLiveRemoteTick`. Build green; flag off → existing behavior.
6. Apply `OnLiveVectorUpdated.Omega`. Build green.
7. Visual verification (flag on) — confirm acceptance criteria.
8. Cleanup commit: delete env-var, dead paths, dead RemoteMotion fields.
9. Update roadmap.
Original L.3.1 commits 1-6 already shipped. The two band-aid commits (`5154a3e`, `f199a6a`) reverted in `1641d6e`. Remaining:
Each step is a single commit. Direct-to-main per CLAUDE.md.
1. **`feat(physics): PositionManager class + 6 unit tests`** — subagent-implemented. Pure-data class + tests against stub Interp.
2. **`feat(net): plumb IsGrounded through EntityPositionUpdate`** — parent edit, 3 lines.
3. **`feat(motion): retail-faithful per-frame remote tick (PositionManager + IsGrounded routing)`** — subagent. Adds `RemoteMotion.Position` field + rewrites both env-var-on branches (`OnLivePositionUpdated` and the per-frame tick). Single commit because changes are tightly coupled.
4. **USER GATE — visual verification** with retail observer of `+Acdream` performing the test matrix.
5. **`chore(motion): remove ACDREAM_INTERP_MANAGER flag + dead legacy paths`** — subagent. Cleanup commit.
6. **`docs(roadmap+spec): L.3.1+L.3.2 combined; L.3.3 still separate`** — parent. Roadmap entry update + spec status mark.
Each step is one commit. Direct-to-main per CLAUDE.md.
---