chore(motion): L.3 M6 — scrub stale ACDREAM_INTERP_MANAGER + dead fields
Cleans up dead code revealed by L.3 M2/M3:
GameWindow.cs:
- RemoteMotion.LastServerZ field deleted (only consumed by the M2-
removed Step 5 landing fallback in TickAnimations; never read).
- RemoteMotion.TargetOrientation field deleted (audit § 1 flagged as
DEAD; only ever written, never read).
- Stale ACDREAM_INTERP_MANAGER comments removed from RemoteMotion.Interp
and OnLivePositionUpdated (the env-var no longer gates anything as
of M2).
- Doc-comments on Interp + Position rewritten to describe the M2/M3
production semantics (queue catch-up + REPLACE-style combiner).
CLAUDE.md:
- ACDREAM_INTERP_MANAGER env-var entry rewritten as a retirement note
pointing at commit 40d88b9 (M2). The path it gated is now the
default for player remotes.
Build green, dotnet test green (8 pre-existing failures unchanged on
this baseline).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
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2365c8cd6e
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2 changed files with 13 additions and 53 deletions
19
CLAUDE.md
19
CLAUDE.md
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@ -552,17 +552,14 @@ via `PlayerMovementController.ApplyServerRunRate`) or from
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diagnostics (`[UM_RAW]`, `[SCFAST]`, `[SCFULL]`, `[SETCYCLE]`,
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`[FWD_WIRE]`, `[OMEGA_DIAG]`, `[SEQSTATE]`, `[PARTSDIAG]`,
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`[VEL_DIAG]`, `[UPCYCLE]`). Heavy.
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- ⚠️ `ACDREAM_INTERP_MANAGER=1` — **DO NOT ENABLE.** This was an
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experimental rewrite (e94e791) of the per-tick remote motion path.
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It's regressed: the env-var path drops the per-tick collision sweep
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(`ResolveWithTransition`) that the default path retains, causing a
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visible "staircase" pattern when remotes run up/down slopes (body
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Z stays flat between UPs, snaps at each one) plus position blips
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during steady-state motion. Default (env-var unset) uses the
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working retail-port chain. The PositionManager class itself is
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fine and retail-faithful; only the integration into per-tick was
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wrong. To be re-done in a future L.3 follow-up phase as additive
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refinement on top of the working chain.
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- *(retired 2026-05-05 by L.3 M2/M3)* `ACDREAM_INTERP_MANAGER` was an
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env-var gate on an experimental per-tick remote motion path. L.3 M2
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(commit 40d88b9) replaced both gates (`OnLivePositionUpdated` +
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`TickAnimations`) with `IsPlayerGuid(...)` so player remotes use the
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retail-faithful queue routing (InterpolationManager queue catch-up +
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PositionManager combiner) unconditionally. NPCs and airborne player
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remotes still flow through the legacy `apply_current_movement` +
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`ResolveWithTransition` path. The env-var no longer toggles anything.
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### Outbound motion wire format (acdream → ACE)
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@ -295,11 +295,6 @@ public sealed class GameWindow : IDisposable
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/// </summary>
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public double LastMoveToPacketTime;
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/// <summary>
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/// Legacy field — no longer used for slerp (retail hard-snaps
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/// per FUN_00514b90 set_frame). Kept to avoid churn.
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/// </summary>
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public System.Numerics.Quaternion TargetOrientation = System.Numerics.Quaternion.Identity;
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/// <summary>
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/// Angular velocity seeded from UpdateMotion TurnCommand/TurnSpeed
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/// (π/2 × turnSpeed, signed). Applied per tick to body orientation
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/// via manual integration (bypassing <c>PhysicsBody.update_object</c>'s
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@ -334,34 +329,21 @@ public sealed class GameWindow : IDisposable
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/// <summary>
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/// Per-remote position-waypoint queue + catch-up math (retail's
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/// CPhysicsObj::InterpolateTo + InterpolationManager::adjust_offset).
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/// Replaces the hard-snap-then-Euler-extrapolate path when
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/// <c>ACDREAM_INTERP_MANAGER=1</c> — see Phase L.3.1 spec at
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/// <c>docs/superpowers/specs/2026-05-02-l3-remote-entity-motion-design.md</c>.
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/// Field exists from Task 3 onwards; consumed in Tasks 4 + 5.
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/// Drives per-tick body translation for grounded player remotes
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/// via <see cref="Position"/>.
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/// </summary>
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public AcDream.Core.Physics.InterpolationManager Interp { get; } =
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new AcDream.Core.Physics.InterpolationManager();
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/// <summary>
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/// Per-frame combiner for animation root motion + InterpolationManager
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/// correction (Phase L.3.2). Consumed in TickAnimations to compute the
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/// per-frame body.Position delta.
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/// correction. Mirrors retail UpdatePositionInternal @ 0x00512c30:
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/// queue catch-up REPLACES anim when active; anim stands when queue
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/// is idle.
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/// </summary>
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public AcDream.Core.Physics.PositionManager Position { get; } =
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new AcDream.Core.Physics.PositionManager();
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/// <summary>
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/// Most recent server-broadcast Z coordinate from any UpdatePosition
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/// (including mid-arc airborne UPs). Used by the
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/// <c>ACDREAM_INTERP_MANAGER=1</c> per-tick path as a landing-fallback
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/// floor: if gravity drags the body's Z below this value while
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/// <see cref="Airborne"/> is still set, force-land locally because
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/// the server has effectively told us where the ground is even if
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/// it never sent an IsGrounded=true UP. Initialized to NaN so the
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/// fallback is a no-op until the first UP arrives.
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/// </summary>
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public float LastServerZ = float.NaN;
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/// <summary>
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/// Diagnostic-only (gated on <c>ACDREAM_REMOTE_VEL_DIAG=1</c>): the
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/// previous UpdatePosition's world position + timestamp. The per-tick
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@ -3444,30 +3426,12 @@ public sealed class GameWindow : IDisposable
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// from ServerVelocity / ServerMoveTo which the legacy path
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// already handles correctly.
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//
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// Was previously gated on ACDREAM_INTERP_MANAGER=1; the env-var
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// path's per-tick TickAnimations counterpart is regressed
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// (issue #40). M2 keeps the OnLivePositionUpdated half (which
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// is correct) and rewrites the per-tick half — see TickAnimations.
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if (IsPlayerGuid(update.Guid))
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{
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// Orientation always snaps on receipt — InterpolationManager walks
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// position only; heading would otherwise lag the queue.
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rmState.Body.Orientation = rot;
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// Track the most recent GROUNDED server-broadcast Z. Read by
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// the per-tick landing-fallback in TickAnimations: if gravity
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// drags the body more than 0.5 m below this floor while still
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// airborne, we force-land locally even when the server never
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// sent an IsGrounded=true UP for the actual landing frame.
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//
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// Only updated for grounded UPs — mid-arc airborne UPs would
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// raise this value to the player's peak Z, then the body's
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// descent would cross (peak - 0.5) and trigger a force-land
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// mid-air, producing the user-reported "small landing in the
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// air before landing on the ground" when jumping while moving.
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if (update.IsGrounded)
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rmState.LastServerZ = worldPos.Z;
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// Diagnostic (ACDREAM_REMOTE_VEL_DIAG=1): roll the previous
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// server-pos snapshot forward AND print the per-UP comparison
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// between the max sequencer speed observed since last UP and
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@ -3643,7 +3607,6 @@ public sealed class GameWindow : IDisposable
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// a halved "observed" rate → visible slow-start. Formula-only
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// is stable and simple; hard-snap fixes any drift.
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rmState.Body.Orientation = rot;
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rmState.TargetOrientation = rot;
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rmState.LastServerPos = worldPos;
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rmState.LastServerPosTime = nowSec;
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// Align the body's physics clock with our clock so update_object
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