feat(D6.2b): send retail-faithful raw forward_speed=1.0 on the wire

The outbound MoveToState now sends the RAW forward_speed 1.0 (omitted by
default-difference packing) instead of the pre-computed runRate, matching what
retail's client sends.

Settled the open question with a live echo-test: acdream sends forward_speed=1.0,
ACE broadcasts back RunForward @ runRate (not 1.0), and a retail observer saw
+Acdream run at full pace. So ACE RECOMPUTES the broadcast run speed from the
character's run skill and auto-upgrades WalkForward+HoldKey.Run -> RunForward for
observers. The earlier PlayerMovementController comment citing ACE
MovementData.cs ("ACE relays the speed, so the wire must send run_rate") was
wrong; corrected.

Changes:
- PlayerMovementController section 6: forward wire command is WalkForward @ 1.0
  (+ HoldKey.Run when running); LocalAnimationCommand still carries RunForward for
  the local cycle. Backward already 1.0. The MotionStateChanged detection now
  keys the walk<->run toggle off HoldKey + LocalAnimationCommand (forward_speed is
  constant 1.0); the forward_speed comparison is retained but never fires.
- GameWindow: reverted the D6.2b echo-test one-liner; the wire RawMotionState
  takes forward_speed from result (now 1.0).

The wire and the D6.2a local velocity are now both raw-1.0. Threading them onto
one shared RawMotionState (removing section-6's duplicate build) is a
behavior-neutral cleanup follow-up.

Full suite green (3255). Docs: roadmap + pseudocode doc updated with the
echo-test finding.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-02 10:36:46 +02:00
parent 4740750649
commit d34721fa94
4 changed files with 45 additions and 37 deletions

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@ -627,8 +627,16 @@ change must keep both phase plans in sync.
lateral, turn feel unchanged; no crash/rejection). Retired register
TS-22 + UN-5; added TS-34 (IsCreature guard no-op). `WalkAnimSpeed` unified to
the retail-exact 3.11999989f. Pseudocode:
`docs/research/2026-07-01-d6-motion-interp-pseudocode.md`. NEXT D6.2b: the
echo-gated wire `forward_speed=1.0` question.)
`docs/research/2026-07-01-d6-motion-interp-pseudocode.md`.)*
*(D6.2b, shipped 2026-07-01:* the wire now sends the retail-faithful RAW
`forward_speed=1.0` (omitted by default-difference packing) instead of runRate.
Echo-test settled the open question: ACE RECOMPUTES the broadcast run speed from
run skill and auto-upgrades WalkForward+HoldKey.Run → RunForward — sending 1.0
still broadcasts RunForward @ runRate, and a retail observer saw +Acdream run at
full pace. The stale `MovementData.cs`-citing "ACE relays" comment was
corrected. Wire + velocity are now both raw-1.0; threading them onto one shared
RawMotionState (removing section-6's duplicate build) is a no-op-behavior
cleanup follow-up.)
- **L.1c — Combat animation wiring.** Combat mode tracking, draw/sheath
style transitions, attack swings by stance/power/height, hit reactions,
evades/blocks/parries, and death handoff.

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@ -166,7 +166,13 @@ Integration seams:
AND the local velocity/turn pipeline (`apply_raw_movement`
`get_state_velocity` + turn omega). The separate GameWindow wire-construction
is retired; `MovementResult` carries the raw state, GameWindow packs it.
2. **`forward_speed = 1.0` on run (decomp-forced).** The raw `forward_speed`
2. **`forward_speed = 1.0` on run — CONFIRMED viable (echo-test 2026-07-01).**
The echo-test settled it: acdream sends `forward_speed=1.0`, ACE broadcasts
back `RunForward @ runRate` (not `1.0`), and a retail observer saw +Acdream run
at full pace — so **ACE recomputes the broadcast run speed from run skill**
(the `MovementData.cs`-citing "ACE relays" assumption was wrong). The wire now
sends the retail-faithful raw `1.0` (D6.2b). Original reasoning below stands:
The raw `forward_speed`
must be `1.0` when running, because `apply_run_to_command` multiplies by
run-rate — carrying `runRate` in the raw state would double-scale to
`runRate²`. So the wire now sends `forward_speed=1.0` (omitted by