docs(#171): file the group-melee interpenetration issue + R5-V3 handoff/pickup

User report during the #170 gate: pack-melee monsters partly inside each
other with slightly stale facings vs retail on the same ACE. Investigation
(report-only) pinned two code-grounded causes, both already-tracked R5-V3
scope, fix APPROVED by the user:

1. TS-39 — sticky melee is a no-op: ACE arms melee chases with Sticky
   (Monster_Navigation.cs:416); retail's arrival hands off to
   PositionManager::StickTo -> StickyManager::adjust_offset (0x00555430,
   per-tick 0.3m edge gap + facing tracking); acdream's StickTo/Unstick
   seams are unbound so attackers freeze at stale arrival poses.
2. Arrival radii are zero: getOwnRadius () => 0f (the R5-V3 pin) and
   RouteServerMoveTo never sets MovementStruct.Radius/Height — retail/ACE
   arrive edge-to-edge with setup-derived radii (ACE PhysicsObj.MoveToObject
   reads the TARGET's PartArray radius/height).

Ruled out: the between-snap collision sweep (remotes run full
ResolveWithTransition; CollisionExemption keeps creatures collidable).
Caveat recorded: ACE has no server-side monster avoidance — acceptance is
retail PARITY, not zero overlap.

ISSUES #171 filed; handoff docs/research/2026-07-04-171-sticky-melee-handoff.md
+ pickup docs/research/2026-07-04-171-pickup-prompt.md; memory index updated.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-04 22:38:58 +02:00
parent 4cad626ff5
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# Pickup prompt — #171 sticky melee / R5-V3 (paste into a fresh session)
Read `docs/research/2026-07-04-171-sticky-melee-handoff.md` first — it is the
SSOT for this task (root causes, retail anchors, approved scope, gotchas).
Then implement R5-V3.
**Context:** #170 (chase slide) is CLOSED — gate passed at `4cad626f`; do not
reopen that machinery. During its gate the user observed #171: in a pack
melee, monsters sit partly inside each other with slightly stale facings vs
retail on the same ACE. Investigated + **fix approved by the user 2026-07-04**.
**The two causes (both R5-V3 scope, already register-tracked):**
1. Sticky melee is a no-op (TS-39): ACE arms melee chases with `Sticky`;
retail's arrival hands off to `PositionManager::StickTo`
`StickyManager::adjust_offset` (0x00555430, per-tick 0.3 m gap + facing
tracking). Our `MoveToManager.StickTo`/`Unstick` seams are unbound —
attackers freeze at stale arrival poses.
2. Arrival radii are zero: `getOwnRadius: () => 0f` (the R5-V3 pin in
`EnsureRemoteMotionBindings`) + `RouteServerMoveTo` never sets
`MovementStruct.Radius/Height` — retail/ACE arrive edge-to-edge with
setup-derived radii (ACE `PhysicsObj.MoveToObject` reads the TARGET's
PartArray radius/height).
**Do, in order:**
1. Grep the named decomp for `StickyManager::` + `PositionManager::` bodies
(adjust_offset 0x00555430; per-tick anchors already pinned:
`PositionManager::adjust_offset` @0x00512d0e inside UpdatePositionInternal,
`PositionManager::UseTime` @0x005159b3 in UpdateObjectInternal).
Pseudocode, then port verbatim; cross-check
`references/ACE/Source/ACE.Server/Physics/Managers/{StickyManager,PositionManager}.cs`.
Groundwork already in tree: `MoveToMath.CylinderDistanceNoZ` /
`GlobalToLocalVec` / `NormalizeCheckSmall`; `ConstraintManager` (R5-V1) is
the port-style reference. Do NOT arm ConstraintManager (#167 separate).
2. Bind `StickTo`/`UnStick` in `EnsureRemoteMotionBindings` AND the player
wiring; wire PositionManager into the tick at the retail-matching points.
3. Thread real cylsphere radii (own from the entity's Setup; target resolved
at `RouteServerMoveTo`'s MoveToObject branch). Sweep remote + player.
4. Same-commit register bookkeeping: retire TS-39, update the radius pin.
5. Extend `RemoteChaseEndToEndHarnessTests` with a sticky scenario (arrive →
target strafes → follower tracks gap + facing; UnStick on next
PerformMovement). Harness bodies MUST mirror the live RemoteMotion
construction (InWorld=true, RemoteWeenie — see RemoteChaseDrainBisectTests).
6. `dotnet build` + full `dotnet test` green → commit → launch for the user's
visual gate: pack melee side-by-side vs retail, strafe around the pack;
attackers should reshuffle + keep facing like retail. Acceptance is retail
PARITY — some overlap is ACE-server-side and shows on retail too.
**Gotchas:** revert-prone remote-motion area — verbatim port, no redesign;
per-entity probes must print the guid (memory
`feedback_probe_identity_attribution`); PowerShell Tee logs are UTF-16
(`tr -d '\000'` before grep); the user manages client lifecycle (graceful
close); both clients hit the same local ACE (127.0.0.1:9000).

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# Handoff — #171 group-melee interpenetration + facing drift (R5-V3: StickyManager + arrival radii) — 2026-07-04
Fresh session picks up HERE for #171. Worktree `vigorous-joliot-f0c3ad`, branch
`claude/vigorous-joliot-f0c3ad`, tree CLEAN after the #170 close-out
(`4cad626f`). The fix scope below is USER-APPROVED ("Ok I approve",
2026-07-04). Pickup prompt: `docs/research/2026-07-04-171-pickup-prompt.md`.
## Symptom (user report, #170 gate session)
In a pack melee vs the player, acdream monsters end up **partly inside each
other** with **slightly stale facings**, vs retail on the same local ACE.
The #170 chase itself (turn → sustained run → plant → swing) is CLOSED and
gate-passed — do not reopen that machinery.
## Root causes (code-grounded, investigated 2026-07-04)
1. **Sticky melee is a no-op — register TS-39.** ACE arms EVERY melee chase
with `Sticky | UseFinalHeading | MoveAway | FailWalk`
(`references/ACE/Source/ACE.Server/WorldObjects/Monster_Navigation.cs:406-419`).
The retail arrival chain: `MoveToManager::BeginNextNode` (sticky bit set,
queue empty) reads `SoughtObjectId/Radius/Height` BEFORE `CleanUp` zeroes
them (that ordering IS already ported — `MoveToManager.cs` ~700-714) and
calls `PositionManager::StickTo(tlid, radius, height)`; from then on
`StickyManager::adjust_offset` (0x00555430) runs per tick and holds a
~0.3 m edge gap + facing against the moving target. Every
`MovementManager::PerformMovement` head calls `unstick_from_object`
`PositionManager::UnStick` (our `MoveToManager.PerformMovement:414`
invokes the seam). acdream's `StickTo`/`Unstick` seams are UNBOUND
(GameWindow `EnsureRemoteMotionBindings` + the player wiring bind
neither) → attackers complete-and-freeze at stale arrival poses until the
next wire re-arm. This is the direct cause of BOTH observed symptoms.
2. **Arrival radii are zero.** Retail/ACE arrive EDGE-TO-EDGE: ACE
`PhysicsObj.MoveToObject` (`references/ACE/…/Physics/PhysicsObj.cs:936-956`)
reads the TARGET's `PartArray.GetRadius()/GetHeight()` and passes them into
`MoveToObject_Internal`; the mover's own radius feeds
`GetCurrentDistance`'s `cylinder_distance` when `UseSpheres` (ACE default
TRUE, `DistanceToObject` default 0.6). acdream:
- `GameWindow.EnsureRemoteMotionBindings` binds `getOwnRadius/getOwnHeight
: () => 0f` — the comment IS the R5-V3 pin ("setup cylsphere radius lands
with R5-V3");
- `GameWindow.RouteServerMoveTo` never sets `MovementStruct.Radius/Height`
(target radii) → 0.
Net: every attacker closes ~one body-radius deeper than retail → dogpile.
3. **Server-side caveat:** ACE has no monster-vs-monster avoidance; UP
hard-snaps plant bodies where ACE says (retail hard-snaps identically).
Some overlap is server-authoritative and visible on retail too —
**acceptance is retail parity, not zero overlap.**
Ruled out: the between-snap collision sweep. Remotes run the full
`ResolveWithTransition` (GameWindow ~10100) and `CollisionExemption` keeps
creature cylinders collidable for non-viewer movers.
## Approved fix scope (= the R5-V3 slice, roadmap-aligned)
1. **Port `StickyManager` verbatim** (grep `docs/research/named-retail/
acclient_2013_pseudo_c.txt` for `StickyManager::` first — `StickTo`,
`UnStick`, `adjust_offset` 0x00555430, `HandleUpdateTarget`; cross-check
`references/ACE/Source/ACE.Server/Physics/Managers/StickyManager.cs`).
Groundwork ALREADY in tree (`MoveToMath`): `CylinderDistanceNoZ` (signed —
the adjust_offset gap math), `GlobalToLocalVec`, `NormalizeCheckSmall`
all documented as adjust_offset consumers. `ConstraintManager` (the sibling
PositionManager member) was ported R5-V1 (TS-35, unarmed — #167 is
SEPARATE, do not arm it here).
2. **PositionManager**: the facade that owns Sticky + Constraint
(`references/ACE/…/Managers/PositionManager.cs`). Retail per-tick anchors
pinned this session from the named decomp:
- `PositionManager::adjust_offset` called inside
`CPhysicsObj::UpdatePositionInternal` @0x00512d0e (BEFORE process_hooks);
- `PositionManager::UseTime` called in `UpdateObjectInternal` @0x005159b3
(AFTER `CPartArray::HandleMovement`).
Wire the acdream equivalents at the matching points of the remote tick
(GameWindow `TickAnimations`) and the player path.
3. **Bind the seams**: `MoveToManager.StickTo` → PositionManager.StickTo;
`MoveToManager.Unstick` → PositionManager.UnStick — in
`EnsureRemoteMotionBindings` AND the player wiring (`EnterPlayerModeNow`
area, ~13128). The TargetManager voyeur fan-out already delivers target
info; the R5-V2 comment at GameWindow ~4327 says exactly this:
"PositionManager sticky joins the fan-out in V3" — StickyManager is a
voyeur consumer in retail (its own HandleUpdateTarget).
4. **Thread real radii**: own radius/height from the entity's Setup (the
spawn path already reads `setup.Radius`/`setup.Height` for collision
registration, GameWindow ~4187); target radius/height at the
`RouteServerMoveTo` MoveToObject branch (resolve the target entity's
setup — retail reads the TARGET object, not the wire). Sweep BOTH the
remote and player MoveToManager bindings.
5. **Register bookkeeping (same commit):** retire TS-39; retire/narrow the
radius pin note; new rows for any adaptation introduced.
6. **Conformance:** extend `RemoteChaseEndToEndHarnessTests` with a sticky
scenario — arm a sticky MoveToObject, arrive, then MOVE the target
sideways: assert the follower tracks (gap ≈ stick distance, facing follows)
and `UnStick` fires on the next PerformMovement head. The harness already
models the full tick order; add a PositionManager step where retail has it.
## Gotchas
- **Revert-prone area** (remote motion). Follow the workflow: grep named
decomp FIRST, pseudocode, port verbatim, ACE cross-check, harness, then
wire. No redesigns; the two prior #170 reverts were redesigns.
- The harness gotcha from #170: any new harness body MUST replicate the live
`RemoteMotion` construction (`InWorld=true`, `RemoteWeenie`,
Contact|OnWalkable|Active) or the TS-40 guard strips links and everything
wedges (`RemoteChaseDrainBisectTests` documents the shape).
- Per-entity probes must print the guid (memory:
`feedback_probe_identity_attribution` — the #170 misread).
- `StickyManager::adjust_offset` sign semantics: inside the gap the signed
distance goes NEGATIVE and the per-tick delta inverts (backs off) — ACE
StickyManager.cs:156, already noted on `MoveToMath.CylinderDistanceNoZ`.
- Do NOT arm ConstraintManager (#167 — two unknown x87 constants).
- Visual gate at the end: pack melee side-by-side vs retail; the user strafes
around the pack; attackers should reshuffle + keep facing like retail.
## Where things are (quick map)
- `MoveToManager.cs`: `PerformMovement:411` (Unstick head), `BeginNextNode`
sticky arrival ~700-714, `GetCurrentDistance` (UseSpheres cylinder math).
- `MoveToMath.cs`: `CylinderDistance`, `CylinderDistanceNoZ`,
`GlobalToLocalVec`, `NormalizeCheckSmall`.
- `GameWindow.cs`: `EnsureRemoteMotionBindings` ~4251 (seams + radius 0f pin),
`RouteServerMoveTo` ~4457 (MovementStruct — Radius/Height unset), remote
tick `TickAnimations` (PositionManager wiring points), player wiring ~13128.
- `ConstraintManager.cs` (R5-V1) — PositionManager sibling, reference for the
port style.
- Register rows: TS-39 (sticky seams), TS-35 (ConstraintManager), TS-41/42
(#170 rows, adjacent machinery).