fix(anim): Phase L.1c chase arrival + stale destination

User-observed regressions on commit 186a584:

1. "Monster keeps running in different directions when it should be
   attacking" — chase oscillates around the player at melee range
   instead of stopping. Root cause: arrival check used MinDistance
   only (retail's algorithm), but ACE puts the melee threshold in
   DistanceToObject (default 0.6) and leaves MinDistance at 0. So
   our check was never satisfied; body kept re-targeting around the
   player as each MoveTo refresh moved the destination.

   Fix: arrival = dist <= max(MinDistance, DistanceToObject) + epsilon.
   Honors retail when retail sets MinDistance > 0; falls through to
   ACE's DistanceToObject when MinDistance is 0. Confirmed by
   independent research (named retail decomp, ACE wire writers,
   holtburger client) that DistanceToObject is the documented chase
   threshold in ACE; retail's MinDistance is only meaningful when
   server config overrides the default 0.

2. "Monster disappears, then runs in place" — entity left our
   streaming view, server stopped emitting MoveTo, last destination
   stayed cached. When entity re-entered view, body still steered
   toward the stale point, eventually arrived (V=0), animation kept
   playing → "running on the spot."

   Fix: 1.5 s stale-destination timeout. ACE re-emits MoveTo at
   ~1 Hz during active chase; if no fresh packet for 1.5 s, the
   entity has either left view, transitioned off MoveTo without us
   seeing the cancel UM, or had its move cancelled server-side.
   Clear destination + zero velocity so the next interpreted-motion
   UM (or fresh MoveTo) drives the body cleanly.

Also confirmed (via dispatched research subagent against ACE writer
side, named retail MovementManager::PerformMovement, and holtburger):
the wire's "Origin" field IS the destination, not the start position.
My driver's interpretation was correct; the symptoms were arrival
threshold + staleness, not a misread of the wire.

Tests: 1412 → 1414 (ACE-melee arrival, retail-MinDistance arrival).

Origin-stale lag during active chase remains — server's Origin is
the target's position at packet-emit time, ~1 s behind the player.
For type 6 MoveToObject, the retail-faithful fix is target-guid
live resolution per HandleUpdateTarget @ 0x0052a7d0; deferred per
the pseudocode doc's "out of scope" list. For type 7 there's no
fix without target-velocity prediction.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-29 08:32:54 +02:00
parent 186a584404
commit d247aef2e4
3 changed files with 150 additions and 36 deletions

View file

@ -270,6 +270,16 @@ public sealed class GameWindow : IDisposable
/// chase. False = flee (<c>move_away</c>) or static target.
/// </summary>
public bool MoveToMoveTowards;
/// <summary>
/// Seconds-since-epoch timestamp of the most recent MoveTo packet
/// for this entity. Used by the per-tick driver to give up
/// steering when no refresh has arrived for
/// <see cref="AcDream.Core.Physics.RemoteMoveToDriver.StaleDestinationSeconds"/>
/// — typically because the entity left our streaming view and
/// the server stopped broadcasting its MoveTo updates.
/// </summary>
public double LastMoveToPacketTime;
/// <summary>
/// Legacy field — no longer used for slerp (retail hard-snaps
/// per FUN_00514b90 set_frame). Kept to avoid churn.
@ -2514,6 +2524,8 @@ public sealed class GameWindow : IDisposable
remoteMot.MoveToDistanceToObject = path.DistanceToObject;
remoteMot.MoveToMoveTowards = update.MotionState.MoveTowards;
remoteMot.HasMoveToDestination = true;
remoteMot.LastMoveToPacketTime =
(System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds;
}
else if (!update.MotionState.IsServerControlledMoveTo)
{
@ -5121,35 +5133,54 @@ public sealed class GameWindow : IDisposable
// server-supplied destination, then let
// apply_current_movement set Velocity from the
// RunForward cycle through the now-correct heading.
var driveResult = AcDream.Core.Physics.RemoteMoveToDriver
.Drive(
rm.Body.Position,
rm.Body.Orientation,
rm.MoveToDestinationWorld,
rm.MoveToMinDistance,
(float)dt,
rm.MoveToMoveTowards,
out var steeredOrientation);
rm.Body.Orientation = steeredOrientation;
if (driveResult == AcDream.Core.Physics.RemoteMoveToDriver
.DriveResult.Arrived)
// Stale-destination guard (2026-04-28): if no
// MoveTo packet has refreshed the destination
// recently, the entity has likely left our
// streaming view or the server cancelled the
// move without us seeing the cancel UM. Continuing
// to steer toward a stale point produces the
// "monster runs in place after popping back into
// view" symptom. Clear and stand down.
double moveToAge = nowSec - rm.LastMoveToPacketTime;
if (moveToAge > AcDream.Core.Physics.RemoteMoveToDriver.StaleDestinationSeconds)
{
// Within arrival window — zero velocity until the
// next MoveTo packet refreshes the destination
// (or the server explicitly stops us with an
// interpreted-motion UM cmd=Ready).
rm.HasMoveToDestination = false;
rm.Body.Velocity = System.Numerics.Vector3.Zero;
}
else
{
// Steering active — apply_current_movement reads
// InterpretedState.ForwardCommand=RunForward (set
// when the MoveTo packet arrived) and emits
// velocity along +Y in body local space. Our
// updated orientation rotates that into the right
// world direction toward the target.
rm.Motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
var driveResult = AcDream.Core.Physics.RemoteMoveToDriver
.Drive(
rm.Body.Position,
rm.Body.Orientation,
rm.MoveToDestinationWorld,
rm.MoveToMinDistance,
rm.MoveToDistanceToObject,
(float)dt,
rm.MoveToMoveTowards,
out var steeredOrientation);
rm.Body.Orientation = steeredOrientation;
if (driveResult == AcDream.Core.Physics.RemoteMoveToDriver
.DriveResult.Arrived)
{
// Within arrival window — zero velocity until the
// next MoveTo packet refreshes the destination
// (or the server explicitly stops us with an
// interpreted-motion UM cmd=Ready).
rm.Body.Velocity = System.Numerics.Vector3.Zero;
}
else
{
// Steering active — apply_current_movement reads
// InterpretedState.ForwardCommand=RunForward (set
// when the MoveTo packet arrived) and emits
// velocity along +Y in body local space. Our
// updated orientation rotates that into the right
// world direction toward the target.
rm.Motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
}
}
}
else if (!IsPlayerGuid(serverGuid) && rm.ServerMoveToActive)