feat(#184): Slice 2b — unify the remote player/NPC fork (players collide faithfully)

Collapse the two-path fork in RemotePhysicsUpdater.Tick: the former Path A
(grounded PLAYER remotes advanced by the interp catch-up with ResolveWithTransition
deliberately OMITTED, per the now-retired issue-#40 premise) is gone. Every remote --
player and NPC -- now runs the SAME per-tick catch-up + sweep + shadow-follows-resolved.
Retail's UpdateObjectInternal (0x005156b0) has no player/remote fork; this is the
faithful shape. Player remotes now get terrain-Z snap (no slope staircase), wall
collision, and MONSTER collision -- previously (Path A) they skipped ALL collision.

RETAIL PvP (adversarial review caught this): two non-PK players WALK THROUGH each
other in AC (you can stand inside another non-PK player) -- they do NOT de-overlap.
The remote-player mover now carries IsPlayer|EdgeSlide (mirroring the LOCAL player at
PlayerMovementController), so CollisionExemption's PvP block exempts a non-PK pair,
exactly as retail sets IsPlayer on every object's own transition (OBJECTINFO::init
0x0050cf30) and FindObjCollisions (pc:276812) exempts it. The first 2b draft passed
bare EdgeSlide and de-overlapped players (MORE solid than retail); the 3-lens review
flagged it. PK/PKLite/Impenetrable are not plumbed onto the remote mover yet -- the
same M1.5 gap the local player carries (TS-23, extended).

#40 proven dead in code (before the gate): PlayerVsMonster_DeOverlapsAndAbsorbsTheStallBlip
drives the real ComputeOffset -> InterpolationManager catch-up (incl. the fail_count
blip-to-tail) for a player mover converging on a monster and asserts de-overlap +
maxSpike<0.30 -- the sweep absorbs the stall-blip. ConvergingPlayers_WalkThroughEachOther
proves the PvP exemption (non-PK players pass through). Path B already ran the
#40-feared config stably; #40 (May 2026) predates the CSphere/#137/#170/#171 rebuild.

Placement (HIGH, review finding 3): the player UP routing gains the SAME placement-snap
backstop Slice 1 gave NPCs (AP-87). Without it a UM-first player (RemoteMotion seeded
to the spawn pos, then a first UP in a different cell) would sweep from a stale cell ->
garbage -> the digest's invisible/misplaced-player bug. The 4 m bodyToTarget guard +
!willBeDrTicked + dist>96 snap; near placed corrections still enqueue for smooth
catch-up. Also seed Body.Position=worldPos at UP-handler RemoteMotion creation
(mirrors the UM handler :5176) for the UP-first case.

Coupled shadow edits (research finding 9): RETIRED the players-only raw-worldPos shadow
sync -- now that players run the sweep + shadow-follows-resolved, the raw sync would
re-snap a packed player's shadow into overlap each UP. Player shadows follow the
RESOLVED body via the DR-tick loop + a new player UP-branch-tail SyncRemoteShadowToBody.

Surviving player/NPC split (AP-88): the omega -- grounded PLAYERS keep the
ObservedOmega-or-seqOmega world-frame (Concatenate) fallback ("rectangle when running
circles"); NPCs + airborne keep ObservedOmega-only body-frame (Multiply). They commute
for an upright body + yaw omega, so the fork is faithful.

Register: TS-23 extended (remote-player mover PK gap); AP-86 updated (raw sync retired
for players too, Where column fixed); AP-88 added (omega fork + eval-order note).

Tests: Core 2623 / App 741 green, 0 warnings. 3-lens adversarial review + per-finding
verification (10 agents); all 6 confirmed findings addressed (2 substantive: PvP mover
flags + player placement-snap; 4 doc/cosmetic).

VISUAL GATE (acceptance test) owed by the user -- NOTE the corrected expectation:
  (a) a player remote on a hill -- no slope staircase;
  (b) two packed player remotes -- they WALK THROUGH each other (retail PvP), NOT
      de-overlap (this corrects the design's original "players de-overlap" gate);
  (c) a player remote cannot stand inside a MONSTER (new: player-vs-monster collision);
  (d) remote walk/run/jump/land/turn UNCHANGED.

Handoff: docs/research/2026-07-07-184-slice2-unify-extract-handoff.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-08 00:45:44 +02:00
parent e1ac56cce9
commit ddb5a96799
4 changed files with 303 additions and 309 deletions

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@ -104,7 +104,7 @@ accepted-divergence entries (#96, #49, #50).
---
## 3. Documented approximation (AP) — 76 rows (AP-79 retired R5-V2 — the P4 TargetTracker adapter replaced by the ported TargetManager voyeur system; AP-82 added R5-V3 — sticky deep-overlap sign pin; AP-6 retired 2026-07-05 — full CCylSphere family ported verbatim, residual AP-83 added same commit; AP-84 added 2026-07-07 — CSphere collide_with_point PerfectClip TOI decoded via ACE, dead in M1.5, alongside the CSphere family port that retired TS-45; AP-86/AP-87 added 2026-07-07 — the remote-creature de-overlap #184: shadow-follows-resolved via a movement-gated re-flood, and the NPC MoveOrTeleport 4 m/no-Sequencer placement snap)
## 3. Documented approximation (AP) — 77 rows (AP-79 retired R5-V2 — the P4 TargetTracker adapter replaced by the ported TargetManager voyeur system; AP-82 added R5-V3 — sticky deep-overlap sign pin; AP-6 retired 2026-07-05 — full CCylSphere family ported verbatim, residual AP-83 added same commit; AP-84 added 2026-07-07 — CSphere collide_with_point PerfectClip TOI decoded via ACE, dead in M1.5, alongside the CSphere family port that retired TS-45; AP-86/AP-87 added 2026-07-07 — the remote-creature de-overlap #184: shadow-follows-resolved via a movement-gated re-flood, and the NPC MoveOrTeleport 4 m/no-Sequencer placement snap; AP-88 added 2026-07-08 — the remote omega player/NPC fork surviving #184 Slice 2b's fork collapse; AP-86 updated same day — the per-UP raw-pos shadow sync is now retired for players too)
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
@ -188,8 +188,9 @@ accepted-divergence entries (#96, #49, #50).
| AP-84 | **BSP shadow-shape part poses = motion-table default-state frame snapshot at registration, not retail's live CPhysicsPart pose** (#175): server entities with a wire MotionTableId register their BSP part shapes at the default style's first-cycle LowFrame pose (the closed pose for doors — `GameWindow.MotionTableDefaultPose`); retail collision reads each part's CURRENT pose every test. Equivalent for the door lifecycle (closed = default pose; open = ETHEREAL bypasses collision entirely, #150) and for idle statics | `src/AcDream.App/Rendering/GameWindow.cs` (`MotionTableDefaultPose` + the RegisterServerEntityCollision override); `src/AcDream.Core/Physics/ShadowShapeBuilder.cs` (`partPoseOverride`) | Registration is one-shot in acdream (retail re-poses parts per frame); the default-state pose is the correct idle pose and the only non-ethereal pose doors ever collide in | An entity whose server-driven motion state materially MOVES a BSP-bearing part while NON-ethereal would collide at the stale default pose (no known case — doors are the dominant BSP-part weenies); revisit if animated non-ethereal BSP movers appear | `CPhysicsPart` live pose (see #150 notes); motion-table default state = CPartArray init; ShadowShapeBuilder placement-frame fallback for table-less entities |
| AP-83 | **CylCollideWithPoint PerfectClip TOI sub-branches decoded via ACE, not the binary**: the CCylSphere family port (2026-07-05, retires AP-6) reads `collide_with_point`'s PerfectClip time-of-impact math (0x0053adb6+) from ACE `CylSphere.CollideWithPoint` because the BN x87 mush is unreadable there; two ACE-verbatim quirks ported as-is (`movement.Z + radius` in the not-definite ascending case; `GlobalCurrCenter[0]` used even for head-sphere hits — the latter matches the raw decomp read). NOT exercised in M1.5: no mover sets PerfectClip (players never do; the non-PerfectClip path — SetCollisionNormal + Collided — is decomp-verified). Separately, the grounded head-sphere slide passes the HEAD disp per retail 0x0053b843 where ACE passes the foot disp — retail wins (ACE bug, not copied) | `src/AcDream.Core/Physics/TransitionTypes.cs` (`CylCollideWithPoint`; pseudocode doc `docs/research/2026-07-05-ccylsphere-collision-family-pseudocode.md` §7-8) | The load-bearing paths (non-PerfectClip Collided; the family's step-up/step-down/land) are decomp-verified; the TOI tail is dead code until missiles arm PerfectClip | If missiles (F.3) arm PerfectClip, the two ACE quirks may diverge from retail — clip-through or wrong deflection on cylinder targets; re-decompile 0x0053acb0 in Ghidra before shipping missiles | `CCylSphere::collide_with_point` 0x0053acb0 (pc:324173, x87 mush from 0x0053adb6); ACE CylSphere.cs `CollideWithPoint` |
| AP-84 | **CSphere `collide_with_point` PerfectClip TOI decoded via ACE, not the binary**: the CSphere family port (2026-07-07, retires TS-45) reads `collide_with_point`'s PerfectClip time-of-impact math from ACE `Sphere.CollideWithPoint` + `FindTimeOfCollision` (ported as `FindSphereTimeOfCollision`) because the BN x87 mush is unreadable there. NOT exercised in M1.5: no mover sets PerfectClip (players never do; the non-PerfectClip path — `SetCollisionNormal` + Collided — is decomp-verified). Sibling of AP-83 (the cylinder family's identical dead branch) | `src/AcDream.Core/Physics/TransitionTypes.cs` (`SphereCollideWithPoint` PerfectClip branch + `FindSphereTimeOfCollision`; pseudocode doc `docs/research/2026-07-07-csphere-collision-family-pseudocode.md` §6/§8.2) | The load-bearing path (non-PerfectClip Collided; the family's step-up/slide/land) is decomp-verified; the TOI tail is dead code until missiles arm PerfectClip | If missiles (F.3) arm PerfectClip, the ACE-derived TOI may diverge from retail — clip-through / wrong deflection on sphere targets; re-decompile 0x00537230 in Ghidra before shipping missiles | `CSphere::collide_with_point` 0x00537230 (pc:321327); ACE Sphere.cs `CollideWithPoint` |
| AP-86 | **Remote SHADOW-follows-resolved via a movement-gated per-tick re-flood** (remote-creature de-overlap #184, 2026-07-07): a moving NPC remote's collision shadow is re-registered at its RESOLVED body position (`SyncRemoteShadowToBody``ShadowObjects.UpdatePosition`) so neighbours + the player de-overlap / collide against where the monster actually is (== where it renders), and the de-overlap PERSISTS. This is retail-faithful in EFFECT (retail re-registers a moved object's shadow every accepted transition step, `SetPositionInternal``remove/add_shadows_to_cells` 0x00515330), but the IMPLEMENTATION differs: acdream runs the FULL `RegisterMultiPart` cell-flood, gated on `|BodyLastShadowSyncPos| > 1 cm`, rather than an in-place sphere translate with cell-relink-only-on-change; and the per-UP raw-worldPos shadow sync (`:5669`) is now PLAYERS-ONLY (a player remote tracks the server pos closely, so raw-pos is fine; an NPC's body is de-overlapped behind it, so raw-pos there would snap the shadow into overlap for a frame each UP). Proven: `RemoteDeOverlapMechanismTests` (with-sync 0.86 m stable vs without-sync <0.40 m; real-interp loop absorbs the stall-blip) | `src/AcDream.App/Rendering/GameWindow.cs` (`SyncRemoteShadowToBody`, the Path B tick guard, the players-only `:5669`, the NPC-branch tail sync); `src/AcDream.Core/Physics/ShadowObjectRegistry.cs` (`UpdatePosition`) | The movement gate is exact at the de-overlap equilibrium (the resolved position genuinely stops moving there, so no needed sync is skipped) and the flood result is identical to retail's per-step re-register; the cost is the only divergence | A dense town of many animated remotes re-floods per moving creature per tick (Gen0 churn the MP-track FPS class); a still crowd is gated out. Optimize with an in-place shadow-move if profiling shows it. `rm.CellId==0` on a partial resolve keeps the prior cell (same pre-existing exposure as `:5669`) only a landblock-crossing on that tick misplaces the shadow | `SetPositionInternal` 0x00515bd0 `change_cell`/`add_shadows_to_cells` 0x00515330 (registers shadow from resolved `m_position`) |
| AP-86 | **Remote SHADOW-follows-resolved via a movement-gated per-tick re-flood** (remote-creature de-overlap #184, 2026-07-07): a moving NPC remote's collision shadow is re-registered at its RESOLVED body position (`SyncRemoteShadowToBody``ShadowObjects.UpdatePosition`) so neighbours + the player de-overlap / collide against where the monster actually is (== where it renders), and the de-overlap PERSISTS. This is retail-faithful in EFFECT (retail re-registers a moved object's shadow every accepted transition step, `SetPositionInternal``remove/add_shadows_to_cells` 0x00515330), but the IMPLEMENTATION differs: acdream runs the FULL `RegisterMultiPart` cell-flood, gated on `|BodyLastShadowSyncPos| > 1 cm`, rather than an in-place sphere translate with cell-relink-only-on-change; and the per-UP raw-worldPos shadow sync is RETIRED for EVERY remote (Slice 2b, 2026-07-08 — was players-only through Slice 1): every remote's shadow (player + NPC) is written ONLY by this per-tick loop + the UP-branch tail, both to the RESOLVED body, since Slice 2b collapsed the player/NPC fork so grounded PLAYER remotes also run the sweep + shadow-follows-resolved. Proven: `RemoteDeOverlapMechanismTests` (with-sync 0.86 m stable vs without-sync <0.40 m; real-interp loop absorbs the stall-blip incl. the `ConvergingPlayers_RealInterpLoop` player-config pair added in Slice 2b) | `src/AcDream.App/Rendering/GameWindow.cs` (`RemotePhysicsUpdater.SyncRemoteShadowToBody` + the DR-tick movement gate; the NPC UP-branch tail sync + the player UP-branch tail sync; the RETIRED raw-pos sync site a comment where the players-only `:5669` block used to be); `src/AcDream.Core/Physics/ShadowObjectRegistry.cs` (`UpdatePosition`) | The movement gate is exact at the de-overlap equilibrium (the resolved position genuinely stops moving there, so no needed sync is skipped) and the flood result is identical to retail's per-step re-register; the cost is the only divergence | A dense town of many animated remotes re-floods per moving creature per tick (Gen0 churn the MP-track FPS class); a still crowd is gated out. Optimize with an in-place shadow-move if profiling shows it. `rm.CellId==0` on a partial resolve keeps the prior cell (same pre-existing exposure as `:5669`) only a landblock-crossing on that tick misplaces the shadow | `SetPositionInternal` 0x00515bd0 `change_cell`/`add_shadows_to_cells` 0x00515330 (registers shadow from resolved `m_position`) |
| AP-87 | **NPC MoveOrTeleport placement adds a 4 m body-to-target snap + a no-Sequencer snap** beyond retail's <96 m-unconditional interpolate (remote-creature de-overlap #184, 2026-07-07): retail `CPhysicsObj::MoveOrTeleport` (0x00516330) hard-places only on the teleport-timestamp / cell==0 branch or the 96 m far-snap, and InterpolateTo-queues every near correction; acdream ADDS two snap conditions `|Body.Position worldPos| > 4 m` (a large correction / an unplaced first-UP body) and `!willBeDrTicked` (no Sequencer to consume the queue). Without them an unplaced body (origin / spawn seed) would enqueue, the InterpolationManager's 100 m far-blip would fire, and the per-tick sweep would run over a huge distance in a cell not containing the body garbage resolved pos the reverted attempt's INVISIBLE monster. `firstUp` (`LastServerPosTime<=0`) is a belt hint only the 4 m guard is the load-bearing backstop | `src/AcDream.App/Rendering/GameWindow.cs` (`OnLivePositionUpdated` NPC MoveOrTeleport routing, `BodySnapThresholdNpc`/`willBeDrTickedNpc`) | acdream's catch-up+sweep needs the body already near the target (a valid nearby cell) for the per-frame sweep to be small; the 4 m snap keeps it there, and retail's own large-correction path (the 100 m far-blip) is upstream of it. The de-overlap sweep also uses the fixed human sphere (R 0.48 / H 1.835) for the mover regardless of creature size, so large packed creatures de-overlap at human radii inherits **TS-46** | A grounded remote that legitimately lags >4 m from its server pos snaps (a small pop) where retail would slide; a no-Sequencer server-moved entity hard-snaps every UP (no DR smoothing). Both are rare | `CPhysicsObj::MoveOrTeleport` 0x00516330 (near-interpolate <96 m; teleport/cell-0 snap; far-snap 96 m); `InterpolationManager` 100 m `AutonomyBlipDistance` (the retail large-correction path) |
| AP-88 | **Remote omega is reconstructed with a player/NPC fork retail does not have** (remote-creature de-overlap #184 Slice 2b, 2026-07-08): retail's `UpdateObjectInternal` applies ONE angular-velocity integration to every object; acdream reconstructs remote omega from the wire and keeps a player/NPC split inherited from the two former DR paths — a grounded PLAYER remote applies `ObservedOmega ∥ seqOmega` (falls back to the sequencer's synthesised cycle omega when the wire-TurnCommand-derived `ObservedOmega` is 0 — the "circling player sends RunForward+TurnLeft on ONE UM" case) in the WORLD frame (pre-multiply, `Quaternion.Concatenate`); an NPC or an AIRBORNE body applies `ObservedOmega`-only in the BODY frame (post-multiply, `Quaternion.Multiply`). Both feed the same downstream integrate; `calc_acceleration` zeroes `Body.Omega` for grounded bodies so `UpdatePhysicsInternal` never double-integrates | `src/AcDream.App/Physics/RemotePhysicsUpdater.cs` (`Tick`, Step 2 omega fork) | For an UPRIGHT body (the only remote pose — creatures/players never pitch or roll; the wire orientation is yaw-only) rotating about world-Z (the only turn axis) the pre- and post-multiply orders COMMUTE and both branches reduce to the same yaw increment; the seqOmega fallback only adds rotation a circling player genuinely has, and applying it to NPCs would spuriously add their baked cycle omega — so the fork is behaviourally faithful for every reachable pose (it is what the pre-2b Path A / Path B already did, now explicit in one method). ALSO: the merge applies omega BEFORE `ComputeOffset` for everyone (Path B's order), whereas pre-2b Path A applied a grounded PLAYER's omega AFTER its compose — so the `ori` fed to the anim-root-motion fallback (`Transform(seqVel·dt, ori)`, used only when the interp queue is empty/head-reached) is yaw-advanced by one tick (~ω·dt ≈ 2° at 2.24 rad/s, non-accumulating, zero while the catch-up is active). Keeping Path B's order leaves the shipped/gate-passed NPC omega untouched and only nudges a turning grounded player's fallback direction ~2° in rare queue-empty frames — cosmetically negligible; adopting Path A's order instead would have perturbed NPCs by the same amount | If a remote ever acquires a non-yaw orientation (pitch/roll — a future flying mount / ragdoll) the two multiplication orders diverge and a player would rotate differently from an NPC at the same omega; collapse to one order + a shared fallback policy then | `CPhysicsObj::UpdateObjectInternal` 0x005156b0 (single apply_physics omega integration, no object-class fork); `apply_interpreted_movement` 0x00528600 (retail's server-driven omega source acdream reconstructs) |
## 4. Temporary stopgap (TS) — 38 rows (TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-44 narrowed same day — NPC UP unified onto the interp queue, gate retained for orientation)
@ -215,7 +216,7 @@ accepted-divergence entries (#96, #49, #50).
| TS-19 | Legacy non-retail ChaseCamera (invented pitch/distance, K-fix12 airborne Z-pin) retained behind `ACDREAM_RETAIL_CHASE=0` / DebugPanel toggle; both update every frame | `src/AcDream.App/Rendering/ChaseCamera.cs:49` | Diagnostic before/after comparison path, "pending the follow-up deletion commit" | When toggled on, the eye diverges from retail's spring-arm — and the render roots at the VIEWER cell, so a non-retail eye changes the render root near doorways, masking or manufacturing flap symptoms during debugging | `CameraManager::UpdateCamera` (retail path in RetailChaseCamera.cs) |
| TS-20 | GfxObj polys drawn by dictionary iteration, not DrawingBSP traversal (**#113**): physics/no-draw polys referenced by no BSP node render as visible surfaces; the `CollectDrawingBspPolygonIds` filter exists (:1004) but is NOT applied (naive walk made doors disappear, `e46d3d9` un-applied, user-gated 2026-06-11) | `src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs:1027` | Correct fix is full BSP-traversal-order drawing per the holistic port handoff (docs/research/2026-06-11-building-render-holistic-port-handoff.md); the id filter must first be diagnosed on a door GfxObj (Issue113PhantomStairsDumpTests) | Phantom geometry visible NOW (Holtburg meeting-hall "staircase" wall ramp 0x010014C3; 8 orphan polys on hill cottage 0x01000827); draw order also diverges from retail's BSP order | D3DPolyRender drawing-BSP traversal; ConstructMesh 0x0059dfa0 |
| TS-21 | Default run/jump skills 200/300 tuned to feel until the first PlayerDescription lands (the stale "we don't parse yet" comment was FIXED in R4-V5; K-fix7 parses PD → SetCharacterSkills) | `src/AcDream.App/Input/PlayerMovementController.cs:311` | Defaults rule only pre-PD or on PD parse failure; jump bumped 200→300 on user complaint (3.01 m max felt too low) | Any window with defaults live predicts run/jump speeds the server disagrees with — observer rubber-banding, local snap-backs | retail height = (skill/(skill+1300))×22.2 + 0.05 |
| TS-23 | PK/PKLite/Impenetrable mover bits never set (PlayerKillerStatus not parsed from PD); moverFlags always `IsPlayer EdgeSlide` | `src/AcDream.App/Input/PlayerMovementController.cs:1177` | Non-PK pair walks through other non-PK players — retail's default for ACE's character-creation defaults too | On a PK/PKLite character, local client lets players walk through where retail collides — prediction vs server disagree the moment PvP statuses enter play | PWD._bitfield acclient.h:6431-6463; pc:406898-406918 |
| TS-23 | PK/PKLite/Impenetrable mover bits never set (PlayerKillerStatus not parsed from PD); moverFlags always `IsPlayer EdgeSlide` — for BOTH the LOCAL player mover and, as of **#184 Slice 2b**, every remote-PLAYER dead-reckoning mover | `src/AcDream.App/Input/PlayerMovementController.cs:1177`; `src/AcDream.App/Physics/RemotePhysicsUpdater.cs` (`Tick` sweep, `IsPlayerGuid` branch) | Non-PK pair walks through other non-PK players — retail's default for ACE's character-creation defaults. Slice 2b gave the remote-player mover `IsPlayer` (was bare `EdgeSlide`) so remote-vs-remote non-PK players WALK THROUGH exactly like the local player and like retail (they still collide with monsters + terrain + walls); without it Slice 2b would have de-overlapped players (MORE solid than retail) | On a PK/PKLite character the client lets players walk through where retail collides — now for the local player AND remote-vs-remote — the moment PvP statuses enter play (M2+) | PWD._bitfield acclient.h:6431-6463; pc:406898-406918; FindObjCollisions PvP block pc:276812 (mover IsPlayer via OBJECTINFO::init 0x0050cf30 `state\|=0x100`) |
| TS-24 | RawMotionState action list always empty at runtime — the packer emits `num_actions` (bits 1115) + per-action u16 pairs (L.2b, `RawMotionState::Pack` 0x0051ed10), and R3-W1 gives `RawMotionState`/`InterpretedMotionState` the retail-faithful action FIFO (`AddAction`/`RemoveAction`/`ApplyMotion`/`RemoveMotion`, `src/AcDream.Core/Physics/RawMotionState.cs` + `MotionInterpreter.cs`), but nothing calls `AddAction` yet — the outbound caller still builds an empty `Actions` list, so discrete motion events (emotes, one-shots) are still never broadcast | `src/AcDream.App/Rendering/GameWindow.cs:8297` (empty Actions); packer `src/AcDream.Core.Net/Messages/RawMotionStatePacker.cs:91`; FIFO capability `src/AcDream.Core/Physics/RawMotionState.cs` | Discrete client-initiated motions (D2) not wired yet; packer-ready, state-ready (W1), runtime emission lands with R3-W2's `add_to_queue`/`DoInterpretedMotion` population | When player-triggered emotes land, they silently never broadcast — observers see idle while the local client animates | `RawMotionState::Pack` 0x0051ed10; num_actions `PackBitfield` acclient.h:46487 |
| TS-25 | `current_style` (stance, flag bit 0x2) never populated at runtime — the packer now emits it when it differs from the retail default 0x8000003D (L.2b), but the outbound caller leaves `CurrentStyle` at default (stance not tracked here) | `src/AcDream.App/Rendering/GameWindow.cs:8286` (CurrentStyle left default); packer `src/AcDream.Core.Net/Messages/RawMotionStatePacker.cs:80` | Stance switching is M2 combat scope | Once combat-mode switching ships, mid-stance MoveToStates omit the style — server/observers keep the stale stance, wrong cycle family for every subsequent movement | `RawMotionState::Pack` current_style 0x0051ed10 |
| TS-26 | UpdatePosition's four u16 sequence numbers parsed but never checked for freshness; retail rejects stale/out-of-order packets. (The 0xF74C UpdateMotion side of this gap CLOSED 2026-07-02 — L.2g S1 `MotionSequenceGate` ports the retail instance/movement/server-control gate; the UP side + teleport/force-position stamps remain open) | `src/AcDream.Core.Net/Messages/UpdatePosition.cs:30` | Loopback ACE rarely reorders, so the gap is invisible in the dev loop | On a real network, a reordered/post-teleport straggler applies as-is — remotes snap backward / flicker; a teleport-vs-position race renders an entity in the wrong cell | PositionPack trailer (ACE PositionPack.cs::Write); `CPhysicsObj::newer_event` 0x00451b10 |

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@ -12,12 +12,16 @@ namespace AcDream.App.Physics;
/// (<c>ae.Sequencer != null &amp;&amp; serverGuid != 0 &amp;&amp; serverGuid != _playerServerGuid
/// &amp;&amp; rm.LastServerPosTime &gt; 0</c>).
///
/// <para>Behaviour is byte-for-byte the pre-extraction body: the player/NPC
/// FORK is PRESERVED here unchanged — Path A (grounded PLAYER remotes,
/// <c>IsPlayerGuid(serverGuid) &amp;&amp; !rm.Airborne</c>) advances by the interp
/// catch-up and deliberately OMITS the sweep; Path B (NPCs + airborne player
/// remotes) runs <c>ResolveWithTransition</c> + shadow-follows-resolved. Slice
/// 2b collapses the fork inside this class. See
/// <para>Slice 2a extracted this verbatim (fork intact). Slice 2b then COLLAPSED
/// the player/NPC fork: the former Path A (grounded PLAYER remotes advanced by the
/// interp catch-up with the sweep deliberately OMITTED, per the now-retired issue
/// #40 premise) is gone — <b>every</b> remote now runs the SAME catch-up +
/// <c>ResolveWithTransition</c> sweep + shadow-follows-resolved, so packed PLAYER
/// remotes de-overlap exactly like NPCs (retail <c>UpdateObjectInternal</c>
/// 0x005156b0 has no player/remote fork). The only surviving player/NPC split is
/// the omega handling (players keep the <c>ObservedOmega||seqOmega</c> world-frame
/// fallback; NPCs + airborne bodies use <c>ObservedOmega</c>-only body-frame) and
/// the <c>!IsPlayerGuid</c>-gated stale-velocity anim-cycle stop. See
/// <c>docs/research/2026-07-07-184-slice2-unify-extract-handoff.md</c>.</para>
///
/// <para>Shared helpers that GameWindow also calls elsewhere are injected:
@ -72,269 +76,21 @@ internal sealed class RemotePhysicsUpdater
// TickRemoteMoveTo). No-op for entities with no target + no voyeurs.
rm.Host?.HandleTargetting();
if (IsPlayerGuid(serverGuid) && !rm.Airborne)
// #184 Slice 2b — the UNIFIED per-remote tick. The former Path A
// (grounded PLAYER remotes: interp catch-up with the ResolveWithTransition
// sweep OMITTED, per the now-retired issue-#40 "collision is the sender's
// problem" premise) is GONE — every remote now runs the SAME catch-up +
// sweep + shadow-follows-resolved, so packed PLAYER remotes de-overlap
// exactly like NPCs. Retail's UpdateObjectInternal (0x005156b0) has NO
// player/remote fork; the only surviving player/NPC split is the omega
// handling (Step 2 below) and the !IsPlayerGuid-gated anim-cycle stop.
//
// Stop detection stays explicit on packet receipt (UpdateMotion
// ForwardCommand cleared -> Ready; UpdatePosition HasVelocity cleared ->
// StopCompletely). Mirrors retail update_object -> UpdatePositionInternal
// -> UpdatePhysicsInternal (FUN_00515020 / FUN_00513730 / FUN_005111D0).
// The bare block scopes this update's locals (formerly the else body).
{
// ── L.3 M2/M3 (2026-05-05): queue + anim chase for grounded player remotes ──
//
// Per retail spec (docs/research/2026-05-04-l3-port/01-per-tick.md +
// 04-interp-manager.md +
// 05-position-manager-and-partarray.md):
//
// - For a grounded REMOTE player, m_velocityVector stays at 0.
// - apply_current_movement is NEVER called per tick on remotes
// (it's the local-player-only velocity feed).
// - UpdatePhysicsInternal's translation step is gated on
// velocity² > 0, so it's a no-op when body.Velocity = 0.
// - ResolveWithTransition is NOT called — the server already
// collision-resolved the broadcast position.
// - Per-tick body translation per retail UpdatePositionInternal:
// 1. CPartArray::Update writes anim root motion (body-local
// seqVel × dt) into the local frame.
// 2. PositionManager::adjust_offset OVERWRITES the local
// frame's origin with the queue catch-up vector when
// the queue is active and the head is not yet reached
// — REPLACE, not additive.
// 3. Frame::combine composes the local frame with the
// body's world pose.
// Net: catch-up replaces anim during the chase phase, anim
// stands when the queue is empty / head reached. PositionManager.
// ComputeOffset implements this exact REPLACE dichotomy.
//
// Airborne player remotes (rm.Airborne) and NPCs fall through to
// the legacy path below — unchanged from main per the M2 plan.
System.Numerics.Vector3 seqVel = ae.Sequencer?.CurrentVelocity
?? System.Numerics.Vector3.Zero;
System.Numerics.Vector3 seqOmega = ae.Sequencer?.CurrentOmega
?? System.Numerics.Vector3.Zero;
// Step 1: transient flags (Contact + OnWalkable for grounded;
// Active always so UpdatePhysicsInternal doesn't early-return).
if (!rm.Airborne)
{
rm.Body.TransientState |= AcDream.Core.Physics.TransientStateFlags.Contact
| AcDream.Core.Physics.TransientStateFlags.OnWalkable
| AcDream.Core.Physics.TransientStateFlags.Active;
// For grounded remotes the body should not be carrying
// velocity — retail's m_velocityVector for a remote is
// 0 unless the server explicitly pushed one. Clear any
// stale velocity from a prior airborne arc so
// UpdatePhysicsInternal doesn't double-apply it on top
// of the seqVel-driven ComputeOffset translation below.
rm.Body.Velocity = System.Numerics.Vector3.Zero;
}
else
{
rm.Body.TransientState |= AcDream.Core.Physics.TransientStateFlags.Active;
}
// R4-V5 glide fix (2026-07-03 user report: a retail
// player using an object GLIDES to it — position moves
// via the UP queue but no walk/run legs): remote
// PLAYERS' MoveToManagers were armed by mt-6 but never
// TICKED — the V4 UseTime slot lived only in the
// NPC/legacy branch below, gated !IsPlayerGuid
// (inherited from the deleted RemoteMoveToDriver's
// NPC-only scope). Retail ticks every entity's
// MovementManager (UpdateObjectInternal has no entity-
// class fork). The manager's dispatches produce the
// locomotion cycle through the funnel sink (the LEGS);
// position stays queue-chased per the L.3 M2 spec, so
// the two compose exactly like an NPC's tick.
TickRemoteMoveTo(rm);
// Step 2 (M3): queue + anim translation via PositionManager.
// ComputeOffset returns:
// - Vector3.Zero when queue is empty AND seqVel is zero
// (idle remote between UPs after head reached) — body
// stays still.
// - Direction × min(catchUpSpeed × dt, dist) when the
// queue is active and head is not reached — body chases
// the head waypoint at up to 2× motion-table max speed
// (REPLACES anim for this frame).
// - Anim root motion (seqVel × dt rotated into world) when
// the queue is empty OR head is within DesiredDistance —
// body advances with the locomotion cycle's baked
// velocity, keeping legs and body pace synchronized.
// - Blip-to-tail (tail body) when fail_count > 3.
float maxSpeed = rm.Motion.GetMaxSpeed();
// Slope-staircase fix (2026-05-05): sample terrain normal
// at the body's current XY so PositionManager can project
// the seqVel-only fallback onto the local slope. Without
// this, the queue-empty interval between UPs left Z flat
// (anim cycles bake Z=0 body-local) — visible ~5 Hz
// staircase when a remote runs up/down hills. The
// projection is a no-op on flat ground.
System.Numerics.Vector3? terrainNormal = _physicsEngine.SampleTerrainNormal(
rm.Body.Position.X, rm.Body.Position.Y);
System.Numerics.Vector3 bodyPosBefore = rm.Body.Position;
System.Numerics.Vector3 offset = rm.Position.ComputeOffset(
dt: (double)dt,
currentBodyPosition: rm.Body.Position,
seqVel: seqVel,
ori: rm.Body.Orientation,
interp: rm.Interp,
maxSpeed: maxSpeed,
terrainNormal: terrainNormal);
// R5-V3 (#171): retail chains Interpolation → Sticky over
// ONE shared delta frame (PositionManager::adjust_offset
// 0x00555190). The combiner's catch-up IS acdream's
// interpolation stage, so its offset SEEDS the frame
// (converted to mover-local) and StickyManager::
// adjust_offset OVERWRITES it when armed+initialized
// (0x00555430 assigns m_fOrigin rather than accumulating).
// With no stick armed the frame comes back untouched and
// this reduces to the pre-V3 `Position += offset`.
if (rm.Host is { } plHost)
{
var pmDelta = new AcDream.Core.Physics.Motion.MotionDeltaFrame
{
Origin = AcDream.Core.Physics.Motion.MoveToMath.GlobalToLocalVec(
rm.Body.Orientation, offset),
};
plHost.PositionManager.AdjustOffset(pmDelta, dt);
ApplyPositionManagerDelta(rm.Body, pmDelta);
}
else
{
rm.Body.Position += offset;
}
// Slope-staircase diagnostic — gated on ACDREAM_SLOPE_DIAG=1.
// Prints per-tick body Z trajectory + queue state + projected
// offset.Z so we can grep before/after the fix and confirm Z
// changes continuously between UPs on slopes (no flat
// intervals followed by snaps).
if (System.Environment.GetEnvironmentVariable("ACDREAM_SLOPE_DIAG") == "1")
{
bool queueActive = rm.Interp.IsActive;
float nz = terrainNormal?.Z ?? 1.0f;
System.Console.WriteLine(
$"[SLOPE] guid={serverGuid:X8} bodyZ={bodyPosBefore.Z:F3}->{rm.Body.Position.Z:F3} "
+ $"offset=({offset.X:F3},{offset.Y:F3},{offset.Z:F3}) "
+ $"queue={queueActive} cpN.Z={nz:F3}");
}
// Step 2.5: angular velocity → body orientation. Prefer
// ObservedOmega (set explicitly in OnLiveMotionUpdated from
// the wire's TurnCommand + signed TurnSpeed) over the
// sequencer's synthesized omega: when the player runs in
// a circle ACE broadcasts ForwardCommand=RunForward AND
// TurnCommand=TurnLeft on the same UpdateMotion. The
// sequencer's animCycle picker chooses RunForward (legs
// running), whose synthesized CurrentOmega is zero. Body
// would not rotate between UPs and body.Velocity stays in
// an out-of-date world direction, producing the
// user-reported "rectangle when running circles" effect.
// ObservedOmega has the correct turn rate even when the
// visible cycle is RunForward.
System.Numerics.Vector3 omegaToApply =
rm.ObservedOmega.LengthSquared() > 1e-9f
? rm.ObservedOmega
: seqOmega;
if (omegaToApply.LengthSquared() > 1e-9f)
{
float angleDelta = omegaToApply.Length() * (float)dt;
System.Numerics.Vector3 axis = System.Numerics.Vector3.Normalize(omegaToApply);
var rot = System.Numerics.Quaternion.CreateFromAxisAngle(axis, angleDelta);
rm.Body.Orientation = System.Numerics.Quaternion.Normalize(
System.Numerics.Quaternion.Concatenate(rm.Body.Orientation, rot));
// Diagnostic (ACDREAM_REMOTE_VEL_DIAG=1): print seqOmega direction
// once per remote per ~1 second so we can confirm whether the omega
// sign actually being applied matches the retail-observed turn
// direction. Z>0 = CCW (TurnLeft); Z<0 = CW (TurnRight).
if (System.Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1")
{
double nowSec = (System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds;
if (nowSec - rm.LastOmegaDiagLogTime > 0.5)
{
uint seqMotion = ae.Sequencer?.CurrentMotion ?? 0;
System.Console.WriteLine(
$"[OMEGA_DIAG] guid={serverGuid:X8} motion=0x{seqMotion:X8} "
+ $"omegaApplied.Z={omegaToApply.Z:F3} "
+ $"(seq.Z={seqOmega.Z:F3} obs.Z={rm.ObservedOmega.Z:F3}) "
+ $"(Z>0=CCW=TurnLeft, Z<0=CW=TurnRight)");
rm.LastOmegaDiagLogTime = nowSec;
}
}
}
// Step 3: calc_acceleration sets body.Acceleration from the Gravity flag
// (mirrors retail CPhysicsObj::calc_acceleration @ FUN_00511420, called
// per-frame in update_object). Without this, body.Acceleration stays stale
// or zero → gravity never decays jump velocity → endless rise on jumps.
rm.Body.calc_acceleration();
// Step 4: physics integration (Euler: pos += vel*dt + 0.5*accel*dt²).
rm.Body.UpdatePhysicsInternal(dt);
// Step 4b INTENTIONALLY OMITTED in M2:
// ResolveWithTransition is NOT called — the server has
// already collision-resolved the broadcast position, and
// running our sweep on tiny per-frame queue catch-up deltas
// amplifies micro-bounces into visible position blips
// (issue #40 staircase + flat-ground blips). Per retail
// spec the per-tick body advance for a remote is purely
// the queue catch-up; collision is the sender's problem.
//
// Step 5 (landing fallback) is unreachable in this branch —
// we're gated on !rm.Airborne. Airborne player remotes fall
// through to the legacy path below where K-fix15 still fires.
// Step 6: speed-overshoot diagnostic (ACDREAM_REMOTE_VEL_DIAG=1).
// Track the maximum sequencer velocity magnitude seen since
// the last UpdatePosition arrival (carried on the
// RemoteMotion struct), then on each UP arrival the
// OnLivePositionUpdated path prints the comparison against
// the server's actual broadcast pace
// ((LastServerPos - PrevServerPos) / Δt). This guarantees
// both sides are sampled during the same window and the
// ratio reflects the real overshoot.
if (System.Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1")
{
// body.Velocity is now the source of bulk translation
// (set above by apply_current_movement). Track its
// magnitude so VEL_DIAG can compare against the actual
// server broadcast pace.
float seqSpeedNow = rm.Body.Velocity.Length();
if (seqSpeedNow > rm.MaxSeqSpeedSinceLastUP)
rm.MaxSeqSpeedSinceLastUP = seqSpeedNow;
}
ae.Entity.SetPosition(rm.Body.Position); // A.5 T18: SetPosition propagates AabbDirty
if (rm.CellId != 0)
ae.Entity.ParentCellId = rm.CellId;
ae.Entity.Rotation = rm.Body.Orientation;
}
else
{
// ── LEGACY PATH (UNCHANGED — kept until Task 8 cleanup) ──
//
// Stop detection is handled explicitly on packet receipt:
// - UpdateMotion with ForwardCommand flag CLEARED → Ready.
// - UpdatePosition with HasVelocity flag CLEARED → StopCompletely.
// Both map to retail's "flag-absent = Invalid = reset to
// default" semantics (FUN_0051F260 bulk-copy). No timer-based
// inference needed — the server sends the right signal every
// time a remote stops.
// Retail per-tick motion pipeline applied to every remote.
// Mirrors retail FUN_00515020 update_object → FUN_00513730
// UpdatePositionInternal → FUN_005111D0 UpdatePhysicsInternal:
//
// 1. apply_current_movement (FUN_00529210) — recomputes
// body.Velocity from InterpretedState via get_state_velocity.
// 2. Pull omega from the sequencer (baked MotionData.Omega
// for TurnRight / TurnLeft cycles, scaled by speedMod).
// 3. body.update_object(now) — Euler-integrates
// position += Velocity × dt + 0.5 × Accel × dt² AND
// orientation += omega × dt.
//
// On UpdatePosition receipt we hard-snap body.Position and
// body.Orientation — if integration matched server physics,
// each snap is small/invisible.
double nowSec = (System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds;
// Step 1: re-apply current motion commands → body.Velocity.
@ -367,8 +123,8 @@ internal sealed class RemotePhysicsUpdater
// (get_state_velocity / SERVERVEL Body.Velocity = ServerVelocity):
// retail's UpdateObjectInternal (0x005156b0) has NO synth-velocity
// leg — a remote translates by adjust_offset and the UP is a gentle
// target. Matches Path A's grounded model (:10113); clearing
// velocity mirrors Path A (:10125).
// target. As of #184 Slice 2b this grounded model is the SINGLE
// remote path (players + NPCs) — retail has no fork.
rm.Body.Velocity = System.Numerics.Vector3.Zero;
// Stale server-velocity → stop the locomotion CYCLE (the legs).
@ -427,8 +183,37 @@ internal sealed class RemotePhysicsUpdater
// ObservedOmega derived from server UP rotation deltas so
// the rate exactly matches server physics — hard-snap on
// next UP becomes invisible by construction.
rm.Body.Omega = System.Numerics.Vector3.Zero; // don't double-integrate in update_object
if (rm.ObservedOmega.LengthSquared() > 1e-8f)
// #184 Slice 2b: PLAYERS keep the ObservedOmega||seqOmega fallback +
// world-frame (pre-multiply, Concatenate) application inherited from the
// former Path A — a circling player sends RunForward+TurnLeft on ONE UM
// whose RunForward cycle synthesises zero omega, so ObservedOmega (from
// the wire TurnCommand) must carry the turn or the body would not rotate
// between UPs ("rectangle when running circles"). NPCs + AIRBORNE bodies
// keep ObservedOmega-only, body-frame (post-multiply, Multiply) — a
// seqOmega fallback would change NPC turning (handoff 4.1), so the split
// is preserved. For an upright body + a yaw (world-Z) omega the two
// multiplication orders commute, so this fork is faithful, not cosmetic.
// calc_acceleration zeroes Body.Omega for grounded bodies before
// UpdatePhysicsInternal; the explicit zero here covers the airborne case
// (a wire-set Body.Omega would otherwise double-integrate on top of the
// manual rotation).
rm.Body.Omega = System.Numerics.Vector3.Zero;
if (IsPlayerGuid(serverGuid) && !rm.Airborne)
{
System.Numerics.Vector3 seqOmega = ae.Sequencer?.CurrentOmega
?? System.Numerics.Vector3.Zero;
System.Numerics.Vector3 omegaToApply =
rm.ObservedOmega.LengthSquared() > 1e-9f ? rm.ObservedOmega : seqOmega;
if (omegaToApply.LengthSquared() > 1e-9f)
{
float angleDelta = omegaToApply.Length() * (float)dt;
System.Numerics.Vector3 axis = System.Numerics.Vector3.Normalize(omegaToApply);
var rot = System.Numerics.Quaternion.CreateFromAxisAngle(axis, angleDelta);
rm.Body.Orientation = System.Numerics.Quaternion.Normalize(
System.Numerics.Quaternion.Concatenate(rm.Body.Orientation, rot));
}
}
else if (rm.ObservedOmega.LengthSquared() > 1e-8f)
{
float omegaMag = rm.ObservedOmega.Length();
var axis = rm.ObservedOmega / omegaMag;
@ -580,10 +365,26 @@ internal sealed class RemotePhysicsUpdater
// we hit on the local jump).
isOnGround: !rm.Airborne,
body: rm.Body, // persist ContactPlane across frames for slope tracking
// Retail default physics state includes EdgeSlide.
// Remote dead-reckoning should exercise the same
// edge/cliff branch as local movement.
moverFlags: AcDream.Core.Physics.ObjectInfoState.EdgeSlide,
// Retail default physics state includes EdgeSlide; remote DR
// should exercise the same edge/cliff branch as local movement.
// #184 Slice 2b: a remote PLAYER mover ALSO carries IsPlayer, so
// CollisionExemption's PvP block fires exactly as it does for the
// LOCAL player (PlayerMovementController :920) — two non-PK players
// WALK THROUGH each other (retail sets IsPlayer on every object's
// own transition via OBJECTINFO::init 0x0050cf30 `state |= 0x100`
// from its weenie IsPlayer(); FindObjCollisions pc:276812 exempts a
// non-PK player pair). Without IsPlayer the mover would de-overlap
// two players — MORE solid than retail (you can stand inside another
// non-PK player in AC). Players still COLLIDE with monsters (target
// not IsPlayer → no exemption) + terrain + walls. PK/PKLite/
// Impenetrable are NOT plumbed onto the remote mover yet, so a PK
// pair walks through where retail collides — the SAME M1.5 gap the
// local player carries (see TS-23; PlayerDescription PK status
// unparsed).
moverFlags: IsPlayerGuid(serverGuid)
? AcDream.Core.Physics.ObjectInfoState.IsPlayer
| AcDream.Core.Physics.ObjectInfoState.EdgeSlide
: AcDream.Core.Physics.ObjectInfoState.EdgeSlide,
// Fix #42 (2026-05-05): skip the moving remote's
// own ShadowEntry. _animatedEntities is keyed by
// entity.Id so kv.Key matches the EntityId the
@ -613,9 +414,10 @@ internal sealed class RemotePhysicsUpdater
// de-overlap PERSIST and keeps collision == render. Re-flood is cheap
// MOVEMENT-GATED (#184 review): re-flood only when the resolved
// body moved > ~1 cm since the last shadow registration. This is
// SAFE now that the per-UP :5669 sync is players-only — the NPC
// shadow's only writers are this loop + the UP-branch tail, both to
// the resolved body, so a net-stationary (de-overlapped, sweep-
// SAFE now that #184 Slice 2b RETIRED the per-UP raw-pos sync for
// players too — every remote's shadow (player + NPC) is written ONLY
// by this loop + the UP-branch tail, both to the resolved body, so a
// net-stationary (de-overlapped, sweep-
// blocked) creature keeps its correct shadow and never re-floods,
// while a moving/de-overlapping crowd (which moves every tick) still
// syncs every tick. Bounds the per-tick RegisterMultiPart flood cost

View file

@ -5654,21 +5654,17 @@ public sealed class GameWindow : IDisposable
// (its body is the simulator, not a target). Retail does the
// equivalent via SetPosition → change_cell → AddShadowObject
// (acclient_2013_pseudo_c.txt:284276 / 281200 / 282862).
if (update.Guid != _playerServerGuid && IsPlayerGuid(update.Guid))
{
// Remote PLAYERS only (#184): a player remote (Path A, no sweep) tracks
// the server position closely, so syncing its shadow to the raw pos is
// fine. NPC shadows are synced to the RESOLVED body instead — by the
// NPC-branch tail below and the per-tick DR loop (SyncRemoteShadowToBody)
// — because an NPC's body is de-overlapped BEHIND its raw server pos;
// writing the raw pos here would snap the shadow into overlap for a frame
// each UP and fight the de-overlap (the #184 review's :5669 finding).
// BR-7: the wire position's full cell id seeds the re-flood
// (retail SetPosition → calc_cross_cells from m_position).
_physicsEngine.ShadowObjects.UpdatePosition(
entity.Id, worldPos, rot, origin.X, origin.Y, p.LandblockId,
seedCellId: p.LandblockId);
}
// #184 Slice 2b: the former players-only RAW-pos shadow sync is RETIRED.
// It was a Slice-1 stopgap while grounded player remotes (old Path A) skipped
// the sweep and tracked the server position closely. Now that Slice 2b runs
// the SAME per-tick sweep + shadow-follows-resolved for players, writing the
// raw (overlapping) server pos here would re-snap a packed player's shadow
// into overlap once per UP and fight the in-tick de-overlap (research
// finding 9). Player shadows now follow the RESOLVED body — via the DR-tick
// loop (SyncRemoteShadowToBody, movement-gated) and the player UP-branch tail
// below (first-UP / no-Sequencer case), exactly like NPCs. Local-player
// broadphase still tests an up-to-date remote shadow; it is just the resolved
// body now, not the raw wire pos.
// Track remote-entity motion for stop detection. Only record the
// timestamp when position moved MEANINGFULLY (> 0.05m). Updates
@ -5710,6 +5706,18 @@ public sealed class GameWindow : IDisposable
// Hard-snap orientation on first spawn so the per-tick
// slerp doesn't visibly rotate from Identity to truth.
rmState.Body.Orientation = rot;
// #184 Slice 2b: PLACE the body at the server position on creation,
// mirroring the UM handler's seed (:5176 `Body.Position =
// entity.Position`). A UP-first RemoteMotion (created here before any
// UM) was left at the default (0,0,0). Path A never swept, so that
// stale origin was harmless — it caught up gradually. Now that Slice
// 2b runs the sweep for grounded PLAYERS too, an unplaced body would
// sweep from (0,0,0) in the server cell that does not contain it →
// garbage resolved pos → the digest's INVISIBLE/misplaced-body bug.
// Seeding here is the root-cause fix (the UP creation path should
// seed exactly like the UM path); worldPos == entity.Position (the
// unconditional snap at the top of this handler already ran).
rmState.Body.Position = worldPos;
}
// L.3 M2 (2026-05-05): retail-faithful MoveOrTeleport routing for
@ -5819,25 +5827,45 @@ public sealed class GameWindow : IDisposable
}
// ── GROUNDED ROUTING (CPhysicsObj::MoveOrTeleport) ────────────
const float MaxPhysicsDistance = 96f;
const float MaxPhysicsDistance = 96f; // retail player_distance far-snap
const float BodySnapThreshold = 4f; // large correction / teleport / unplaced -> snap
var localPlayerPos = _playerController?.Position ?? System.Numerics.Vector3.Zero;
float dist = System.Numerics.Vector3.Distance(worldPos, localPlayerPos);
// #184 Slice 2b: the player UP routing gains the SAME placement-snap
// backstop the NPC routing got in Slice 1 (AP-87). Now that grounded
// PLAYER remotes run the sweep, an unplaced / stale-cell body — a
// UM-first RemoteMotion seeded to the spawn pos (:5176) then a first UP
// in a DIFFERENT cell, which the UP-creation seed (:5720) does NOT cover
// — would enqueue and the per-tick sweep would run from a cell that does
// not contain the body -> garbage resolved pos -> the digest's
// INVISIBLE/misplaced player. The 4 m bodyToTarget guard is the
// LOAD-BEARING backstop (AP-87; firstUp via LastServerPosTime is a poor
// signal for players — it is already set by the VEL_DIAG block above);
// !willBeDrTicked snaps a no-Sequencer player whose queue nothing would
// consume; dist>96 is retail's far-snap. Placed + near corrections still
// enqueue for the smooth catch-up.
float bodyToTarget = System.Numerics.Vector3.Distance(
rmState.Body.Position, worldPos);
bool willBeDrTicked =
_animatedEntities.TryGetValue(entity.Id, out var aeDrPl)
&& aeDrPl.Sequencer is not null;
if (dist > MaxPhysicsDistance)
if (dist > MaxPhysicsDistance || !willBeDrTicked
|| bodyToTarget > BodySnapThreshold)
{
// Beyond view bubble: SetPositionSimple slide-snap. Clear queue.
// Beyond view bubble / large correction / unplaced body:
// SetPositionSimple slide-snap. Clear queue.
rmState.Interp.Clear();
rmState.Body.Position = worldPos;
}
else
{
// Within view bubble: enqueue waypoint for adjust_offset to walk to.
// The per-frame TickAnimations player-remote path drives the
// actual body advancement via InterpolationManager.AdjustOffset.
// Pass body's current position so the InterpolationManager can
// detect a far-distance enqueue (>100 m from body) and pre-arm
// an immediate blip — avoids body drifting visibly toward a
// far waypoint instead of teleporting to it.
// Within view bubble, placed + near: enqueue waypoint for
// adjust_offset to walk to. The per-frame TickAnimations player-
// remote path drives the actual body advancement via
// InterpolationManager.AdjustOffset. Pass body's current position so
// the InterpolationManager can detect a far-distance enqueue (>100 m
// from body) and pre-arm an immediate blip.
float headingFromQuat = ExtractYawFromQuaternion(rot);
rmState.Interp.Enqueue(
worldPos,
@ -5871,6 +5899,18 @@ public sealed class GameWindow : IDisposable
// the near-enqueue branch this prevents a 1-frame teleport-then-
// yank-back rubber-band as TickAnimations chases worldPos via the
// queue.
//
// #184 Slice 2b: sync the player-remote shadow to the RESOLVED/placed
// body (mirrors the NPC UP-branch tail). Now that grounded players run
// the DR-tick sweep + shadow-follows-resolved, the retired raw-pos sync
// (top of this handler) would have re-snapped the shadow into overlap
// each UP; this keeps collision == render for the first UP (before any
// DR tick) and for no-Sequencer players. rmState.CellId is the server
// cell adopted above (:5735). The per-tick loop keeps it current
// between UPs (movement-gated).
if (rmState.CellId != 0)
_remotePhysicsUpdater.SyncRemoteShadowToBody(
entity.Id, rmState, _liveCenterX, _liveCenterY);
entity.SetPosition(rmState.Body.Position);
return;
}
@ -6105,8 +6145,8 @@ public sealed class GameWindow : IDisposable
}
// #184: sync the NPC shadow to the resolved/placed body (NOT the raw
// server pos — the :5669 sync is players-only now) so collision ==
// render and the de-overlap isn't snapped away for a frame each UP.
// server pos — the raw-pos sync was RETIRED for players too in Slice 2b)
// so collision == render and the de-overlap isn't snapped away each UP.
// Covers the first UP (before any DR tick) and no-Sequencer NPCs (which
// the per-tick loop skips). The per-tick loop keeps it current between
// UPs, movement-gated. rmState.CellId is the server cell adopted above.

View file

@ -64,6 +64,16 @@ public class RemoteDeOverlapMechanismTests
0f, 0f, Lb, ShadowCollisionType.Sphere, 0f, 1f, 0u,
EntityCollisionFlags.IsCreature, isStatic: false);
// #184 Slice 2b: a PLAYER remote's shadow — flagged IsPlayer (BF_PLAYER,
// 0x8 → EntityCollisionFlags.IsPlayer) and IsCreature (a player IS an
// ItemType.Creature). Non-PK (no IsPK/IsPKLite), so the PvP walk-through
// exemption's only live disqualifier would be an IsPlayer *mover* — which
// the production remote sweep never sets (it passes moverFlags: EdgeSlide).
private static void RegisterPlayerAt(PhysicsEngine e, uint id, Vector3 c)
=> e.ShadowObjects.Register(id, 0u, c, Quaternion.Identity, R,
0f, 0f, Lb, ShadowCollisionType.Sphere, 0f, 1f, 0u,
EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsCreature, isStatic: false);
private static PhysicsBody GroundedBody(Vector3 pos) => new PhysicsBody
{
Position = pos,
@ -303,4 +313,145 @@ public class RemoteDeOverlapMechanismTests
Assert.True(sep > ContactDist + 0.4f,
$"large creatures must spread materially WIDER than the human contact ({ContactDist:F2} m); got {sep:F3} m");
}
/// <summary>
/// #184 Slice 2b — RETAIL PvP: two non-PK PLAYER remotes must WALK THROUGH each
/// other, NOT de-overlap. Slice 2b collapses the remote fork so grounded players
/// run the sweep, but the production remote-player mover carries
/// <see cref="ObjectInfoState.IsPlayer"/> (mirroring the LOCAL player at
/// <c>PlayerMovementController</c>), so <see cref="CollisionExemption"/>'s PvP
/// block (mover-IsPlayer AND target-IsPlayer, neither PK/PKLite/Impenetrable)
/// EXEMPTS the pair — you can stand inside another non-PK player in AC. Retail
/// sets IsPlayer on every object's own transition (OBJECTINFO::init 0x0050cf30
/// <c>state |= 0x100</c> from its weenie <c>IsPlayer()</c>); FindObjCollisions
/// pc:276812 exempts the non-PK pair. This test drives the real interp loop with
/// two IsPlayer movers converging on a shared point and asserts they reach it
/// (pass through, sep &lt; 0.40 m) instead of stopping at contact-distance. The
/// adversarial review of the first 2b draft caught the missing IsPlayer bit — the
/// draft de-overlapped players (MORE solid than retail).
/// </summary>
[Fact]
public void ConvergingPlayers_WalkThroughEachOther_PerRetailPvpExemption()
{
var engine = BuildEngine();
uint idA = 0x50000001u, idB = 0x50000002u; // player guids (0x50…)
var target = new Vector3(10f, 10f, GroundZ); // shared point → coincide if not blocked
var a = GroundedBody(new Vector3(9f, 10f, GroundZ));
var b = GroundedBody(new Vector3(11f, 10f, GroundZ));
RegisterPlayerAt(engine, idA, a.Position);
RegisterPlayerAt(engine, idB, b.Position);
uint cellA = Cell, cellB = Cell;
var interpA = new InterpolationManager();
var interpB = new InterpolationManager();
var combA = new RemoteMotionCombiner();
var combB = new RemoteMotionCombiner();
const float maxSpeed = 4f;
const float dt = 1f / 60f;
const int upEvery = 10;
// Production remote-PLAYER mover flags (RemotePhysicsUpdater sweep, IsPlayerGuid branch).
const ObjectInfoState playerMover = ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide;
for (int tick = 0; tick < 600; tick++)
{
if (tick % upEvery == 0)
{
interpA.Enqueue(target, 0f, isMovingTo: false, currentBodyPosition: a.Position);
interpB.Enqueue(target, 0f, isMovingTo: false, currentBodyPosition: b.Position);
}
var preA = a.Position;
a.Position += combA.ComputeOffset(dt, a.Position, Vector3.Zero, a.Orientation, interpA, maxSpeed);
var rA = engine.ResolveWithTransition(preA, a.Position, cellA, R, H, StepUp, StepDown,
isOnGround: true, body: a, moverFlags: playerMover, movingEntityId: idA);
a.Position = rA.Position; if (rA.CellId != 0) cellA = rA.CellId;
engine.ShadowObjects.UpdatePosition(idA, a.Position, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellA);
var preB = b.Position;
b.Position += combB.ComputeOffset(dt, b.Position, Vector3.Zero, b.Orientation, interpB, maxSpeed);
var rB = engine.ResolveWithTransition(preB, b.Position, cellB, R, H, StepUp, StepDown,
isOnGround: true, body: b, moverFlags: playerMover, movingEntityId: idB);
b.Position = rB.Position; if (rB.CellId != 0) cellB = rB.CellId;
engine.ShadowObjects.UpdatePosition(idB, b.Position, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellB);
}
float sep = Vector2.Distance(new(a.Position.X, a.Position.Y), new(b.Position.X, b.Position.Y));
_out.WriteLine($"player-vs-player (PvP exempt): sep={sep:F3} m (contact {ContactDist:F2})");
// The PvP exemption fires (both movers IsPlayer, non-PK) → nothing stops them
// reaching the shared centre → they coincide, exactly like the without-sync
// creature case. If this asserts >= contact-distance, the mover lost its
// IsPlayer bit and players are wrongly de-overlapping (MORE solid than retail).
Assert.True(sep < 0.40f,
$"two non-PK player remotes must WALK THROUGH each other (retail PvP exemption); " +
$"got sep={sep:F3} m — if this is near contact-distance the remote mover is missing IsPlayer");
}
/// <summary>
/// #184 Slice 2b — a PLAYER remote DOES collide with (and de-overlap) a MONSTER,
/// and the #40 stall-blip is absorbed on the IsPlayer mover. This is the other
/// half of the PvP story: the exemption only fires player-vs-player, so a player
/// mover (IsPlayer) vs a creature target (IsCreature, not IsPlayer) proceeds to
/// collision. Drives the real interp loop with a player converging on a monster
/// and asserts (a) they de-overlap to near contact-distance and (b) no tick's net
/// move spikes — proving #40 is dead for the player-mover sweep (the reason Path A
/// omitted it), the property the visual gate can't measure.
/// </summary>
[Fact]
public void PlayerVsMonster_DeOverlapsAndAbsorbsTheStallBlip()
{
var engine = BuildEngine();
uint idPlayer = 0x50000001u, idMonster = 0x80000002u;
var target = new Vector3(10f, 10f, GroundZ);
var p = GroundedBody(new Vector3(9f, 10f, GroundZ)); // player
var m = GroundedBody(new Vector3(11f, 10f, GroundZ)); // monster
RegisterPlayerAt(engine, idPlayer, p.Position);
RegisterCreatureAt(engine, idMonster, m.Position);
uint cellP = Cell, cellM = Cell;
var interpP = new InterpolationManager();
var interpM = new InterpolationManager();
var combP = new RemoteMotionCombiner();
var combM = new RemoteMotionCombiner();
const float maxSpeed = 4f;
const float dt = 1f / 60f;
const int upEvery = 10;
const ObjectInfoState playerMover = ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide;
float maxSpikeP = 0f, maxSpikeM = 0f;
for (int tick = 0; tick < 600; tick++)
{
if (tick % upEvery == 0)
{
interpP.Enqueue(target, 0f, isMovingTo: false, currentBodyPosition: p.Position);
interpM.Enqueue(target, 0f, isMovingTo: false, currentBodyPosition: m.Position);
}
var preP = p.Position;
p.Position += combP.ComputeOffset(dt, p.Position, Vector3.Zero, p.Orientation, interpP, maxSpeed);
var rP = engine.ResolveWithTransition(preP, p.Position, cellP, R, H, StepUp, StepDown,
isOnGround: true, body: p, moverFlags: playerMover, movingEntityId: idPlayer);
p.Position = rP.Position; if (rP.CellId != 0) cellP = rP.CellId;
engine.ShadowObjects.UpdatePosition(idPlayer, p.Position, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellP);
var preM = m.Position;
m.Position += combM.ComputeOffset(dt, m.Position, Vector3.Zero, m.Orientation, interpM, maxSpeed);
var rM = engine.ResolveWithTransition(preM, m.Position, cellM, R, H, StepUp, StepDown,
isOnGround: true, body: m, moverFlags: ObjectInfoState.EdgeSlide, movingEntityId: idMonster);
m.Position = rM.Position; if (rM.CellId != 0) cellM = rM.CellId;
engine.ShadowObjects.UpdatePosition(idMonster, m.Position, Quaternion.Identity, 0f, 0f, Lb, seedCellId: cellM);
if (tick > 120)
{
maxSpikeP = MathF.Max(maxSpikeP, Vector2.Distance(new(p.Position.X, p.Position.Y), new(preP.X, preP.Y)));
maxSpikeM = MathF.Max(maxSpikeM, Vector2.Distance(new(m.Position.X, m.Position.Y), new(preM.X, preM.Y)));
}
}
float sep = Vector2.Distance(new(p.Position.X, p.Position.Y), new(m.Position.X, m.Position.Y));
_out.WriteLine($"player-vs-monster: sep={sep:F3} m, maxSpike P={maxSpikeP:F3} M={maxSpikeM:F3}");
Assert.True(sep >= ContactDist - 0.16f,
$"a player converging on a monster must de-overlap to near contact-distance (no PvP exemption vs a creature); got {sep:F3} m");
Assert.True(maxSpikeP < 0.30f && maxSpikeM < 0.30f,
$"#40 reintroduced for the player mover — a stall-blip escaped the sweep: maxSpike P={maxSpikeP:F3} M={maxSpikeM:F3} m (limit 0.30)");
}
}