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>
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CLAUDE.md
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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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