feat(motion): L.3 M1 — fresh InterpolationManager port + retail spec
Rewrites src/AcDream.Core/Physics/InterpolationManager.cs from the spec in docs/research/2026-05-04-l3-port/04-interp-manager.md. Public API preserved (Vector3-returning AdjustOffset, Enqueue, Clear, IsActive, Count) so PositionManager + GameWindow callers continue to compile; internals are full retail spec. Bug fixes vs prior port (audit 04-interp-manager.md § 7): #1 progress_quantum accumulates dt (sum of frame deltas), not step magnitude. Retail line 353140; the prior port's `+= step` made the secondary stall ratio meaningless. #3 Far-branch Enqueue (dist > AutonomyBlipDistance = 100m) sets _failCount = StallFailCountThreshold + 1 = 4, so the next AdjustOffset call's post-stall check fires an immediate blip-to- tail snap. Retail line 352944. Prior port silently drifted toward far targets at catch-up speed instead of teleporting. #4 Secondary stall test ports the retail formula verbatim: cumulative / progress_quantum / dt < CREATURE_FAILED_INTERPOLATION_PERCENTAGE. Audit notes the units are 1/sec (likely Turbine bug or x87 FPU misread by Binary Ninja) — mirrored byte-for-byte regardless. #5 Tail-prune is a tail-walking loop, not a single-tail compare. Multiple consecutive stale tail entries within DesiredDistance (0.05 m) of the new target collapse together. Retail line 352977. #6 Cap-eviction at the HEAD when count reaches 20 (already correct in the prior port; verified). New API: Enqueue gains an optional `currentBodyPosition` parameter so the far-branch detection can reference the body when the queue is empty. Backward-compatible (default null = pre-far-branch behavior). UseTime collapsed into AdjustOffset's tail (post-stall blip check) since acdream has no per-tick UseTime call separate from adjust_offset; identical semantic outcome. State fields renamed to retail names with sentinel values: _frameCounter, _progressQuantum, _originalDistance (init = 999999f sentinel per retail line 0x00555D30 ctor), _failCount. Tests: - 17/17 InterpolationManagerTests green. - New test Enqueue_FarBranch_PrearmsImmediateBlipOnNextAdjustOffset pins the bug #3 fix: enqueueing 150 m away triggers a same-tick blip (delta length ≈ 150 m), and the queue clears. Spec tree: 17 research docs (00–14) under docs/research/2026-05-04-l3-port/. 00-master-plan + 00-port-plan describe the 8-phase rollout. 01-per-tick, 03-up-routing, 04-interp-manager, 05-position-manager-and-partarray, 06-acdream-audit, 14-local-player-audit are the L.3 spec used by this commit and the M2 follow-up. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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18 changed files with 10721 additions and 190 deletions
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@ -7,32 +7,34 @@ namespace AcDream.Core.Physics;
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// ─────────────────────────────────────────────────────────────────────────────
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// InterpolationManager — retail CPhysicsObj interpolation queue.
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//
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// Ports:
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// CPhysicsObj::InterpolateTo (acclient @ 0x005104F0)
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// InterpolationManager::adjust_offset (acclient @ 0x00555D30)
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// InterpolationManager::UseTime (acclient @ 0x00555F20) — stall/blip
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// Source spec: docs/research/2026-05-04-l3-port/04-interp-manager.md
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// Retail addresses (Sept-2013 EoR PDB):
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// InterpolationManager::InterpolateTo acclient @ 0x00555B20
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// InterpolationManager::adjust_offset acclient @ 0x00555D30
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// InterpolationManager::UseTime acclient @ 0x00555F20
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// InterpolationManager::NodeCompleted acclient @ 0x005559A0
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// InterpolationManager::StopInterpolating acclient @ 0x00555950
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//
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// FIFO position-waypoint queue (cap 20). On each physics tick the caller
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// passes current body position + max-speed from the motion table; we return
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// the delta vector to apply to the body for this frame.
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// FIFO position-waypoint queue (cap 20). Each physics tick the caller passes
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// current body position + max-speed from the motion table; we return the
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// world-space delta vector to apply to the body for this frame.
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//
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// Queue semantics:
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// - Head = next target. Body walks toward head at catch-up speed.
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// - Tail = most-recent server position. On stall we blip directly to tail
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// (retail UseTime @ 0x00555F20: copies tail_ position, calls
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// CPhysicsObj::SetPositionSimple, then StopInterpolating).
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// Public C# API kept Vector3-based for compatibility with PositionManager and
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// GameWindow callsites; retail-spec method names are documented inline. The
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// retail Frame mutation pattern collapses to "return a Vector3 delta" because
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// adjust_offset's offset Frame is rotation-zero (translation-only) for this
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// queue's purposes — see audit 04-interp-manager.md § 4.
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//
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// Constants verified from named binary at the addresses cited above (not
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// guesses):
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// MAX_INTERPOLATED_VELOCITY_MOD = 2.0
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// MAX_INTERPOLATED_VELOCITY = 7.5
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// MIN_DISTANCE_TO_REACH_POSITION = 0.20 (absolute stall threshold, meters)
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// DESIRED_DISTANCE = 0.05
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// Bug fixes applied vs prior port (audit § 7):
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// #1: progress_quantum accumulates dt (not step magnitude).
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// #3: far-branch Enqueue sets node_fail_counter = 4 → immediate next-tick
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// blip-to-tail. Triggered by distance > AutonomyBlipDistance (100 m).
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// #4: secondary stall test ports the retail formula verbatim:
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// cumulative_progress / progress_quantum / dt < 0.30.
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// #5: tail-prune is a tail-walking loop (collapses multiple stale entries).
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// ─────────────────────────────────────────────────────────────────────────────
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/// <summary>
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/// Waypoint used internally by <see cref="InterpolationManager"/>.
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/// </summary>
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/// <summary>Internal queue node. type=1 = Position waypoint (only kind we use).</summary>
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internal sealed class InterpolationNode
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{
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public Vector3 TargetPosition;
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@ -41,7 +43,7 @@ internal sealed class InterpolationNode
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}
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/// <summary>
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/// Per-remote-entity position interpolation queue. Caller enqueues server
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/// Per-remote-entity position interpolation queue. Caller enqueues server
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/// position updates and calls <see cref="AdjustOffset"/> once per physics
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/// tick to get the per-frame correction delta.
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/// </summary>
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@ -49,281 +51,339 @@ public sealed class InterpolationManager
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{
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// ── public constants (retail binary values) ───────────────────────────────
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/// <summary>Maximum waypoints held before oldest is dropped.</summary>
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/// <summary>Maximum waypoints held before oldest (head) is dropped.</summary>
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public const int QueueCap = 20;
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/// <summary>
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/// Catch-up gain: catchUpSpeed = motionMaxSpeed × this modifier.
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/// Retail MAX_INTERPOLATED_VELOCITY_MOD (@ 0x00555D30).
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/// Retail MAX_INTERPOLATED_VELOCITY_MOD (@ 0x00555D30 line 353122).
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/// </summary>
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public const float MaxInterpolatedVelocityMod = 2.0f;
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/// <summary>
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/// Fallback catch-up speed (m/s) when motion-table max speed is
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/// unavailable (zero/tiny).
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/// Retail MAX_INTERPOLATED_VELOCITY (@ 0x00555D30).
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/// unavailable. Retail MAX_INTERPOLATED_VELOCITY (@ 0x40f00000 line 353137).
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/// </summary>
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public const float MaxInterpolatedVelocity = 7.5f;
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/// <summary>
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/// Per-5-frame stall progress threshold (meters). Body must advance at
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/// least this far in <see cref="StallCheckFrameInterval"/> frames or
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/// the window counts as a stall.
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/// Per-5-frame stall progress threshold (meters).
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/// Retail MIN_DISTANCE_TO_REACH_POSITION (@ 0x00555E42).
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/// </summary>
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public const float MinDistanceToReachPosition = 0.20f;
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/// <summary>
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/// Reach + duplicate-prune radius (meters). Node is popped when
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/// distance to its target falls below this value; new enqueues within
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/// this distance of the tail are ignored.
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/// Reach + duplicate-prune radius (meters).
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/// Retail DESIRED_DISTANCE (@ 0x00555D30).
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/// </summary>
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public const float DesiredDistance = 0.05f;
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/// <summary>
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/// Number of ticks between stall progress checks.
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/// Number of ticks per stall progress check window.
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/// Retail frame_counter threshold (@ 0x00555E14).
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/// </summary>
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public const int StallCheckFrameInterval = 5;
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/// <summary>
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/// Minimum fraction of cumulative progress_quantum that counts as "real
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/// progress" in a stall check window. Below this fraction the window
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/// counts as a stall (secondary check, applies when progress_quantum > 0).
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/// Secondary stall ratio threshold — port verbatim from retail.
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/// Audit notes the formula has odd units (1/sec); not our bug to fix.
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/// Retail CREATURE_FAILED_INTERPOLATION_PERCENTAGE (@ 0x00555E73).
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/// </summary>
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public const float StallProgressMinFraction = 0.30f;
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/// <summary>
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/// Stall-fail counter threshold. The body is blipped to the tail of the
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/// queue when <c>node_fail_counter</c> EXCEEDS this value (i.e., on the
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/// 4th consecutive failed window, not the 3rd).
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/// Retail: <c>node_fail_counter > 3</c> (@ 0x00555F39).
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/// Stall-fail counter threshold. Blip fires when fail count EXCEEDS this
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/// value (4+, not 3). Retail UseTime check (@ 0x00555F39): fail > 3.
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/// </summary>
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public const int StallFailCountThreshold = 3;
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// ── internals ─────────────────────────────────────────────────────────────
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private readonly LinkedList<InterpolationNode> _queue = new();
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/// <summary>Frames elapsed since the last 5-frame stall-check window fired.</summary>
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private int _framesSinceLastStallCheck = 0;
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/// <summary>
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/// Distance threshold (meters) above which an Enqueue is treated as a far
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/// jump and pre-arms an immediate blip. Retail outdoor value; indoor is
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/// 20 m. Bug #3 fix from audit § 7.
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/// </summary>
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public const float AutonomyBlipDistance = 100.0f;
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/// <summary>
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/// Cumulative sum of per-frame <c>step</c> magnitudes within the current
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/// 5-frame window. Retail <c>progress_quantum</c>.
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/// Sentinel for original_distance before the first window baseline is
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/// taken. Retail value (@ 0x00555D30 ctor) is 999999f.
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/// </summary>
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private float _progressQuantum = 0f;
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public const float OriginalDistanceSentinel = 999999f;
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/// <summary>
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/// Distance to the head node recorded at the START of the current
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/// 5-frame window. Retail <c>original_distance</c>.
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/// </summary>
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private float _distanceAtWindowStart = 0f;
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private const float FEpsilon = 0.0002f;
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/// <summary>
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/// True once the first valid distance sample has been taken and
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/// <c>_distanceAtWindowStart</c> is populated. Guards against the
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/// first-window false-positive that occurs when the field defaults to 0.
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/// </summary>
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private bool _haveBaselineDistance = false;
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// ── internals (retail field names in comments) ────────────────────────────
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/// <summary>
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/// Number of consecutive 5-frame windows that failed both the absolute
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/// and ratio progress checks. Retail <c>node_fail_counter</c>.
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/// Blip fires when this EXCEEDS <see cref="StallFailCountThreshold"/>.
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/// </summary>
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private int _failCount = 0;
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private readonly LinkedList<InterpolationNode> _queue = new(); // position_queue
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private int _frameCounter = 0; // frame_counter
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private float _progressQuantum = 0f; // progress_quantum (sum of dt)
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private float _originalDistance = OriginalDistanceSentinel; // original_distance
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private int _failCount = 0; // node_fail_counter
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// ── public API ────────────────────────────────────────────────────────────
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/// <summary>True when the queue holds at least one waypoint.</summary>
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public bool IsActive => _queue.Count > 0;
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/// <summary>
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/// Current waypoint count (visible to the test assembly for cap verification).
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/// </summary>
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/// <summary>Current waypoint count (visible to tests for cap verification).</summary>
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internal int Count => _queue.Count;
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/// <summary>
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/// Stop interpolating: clear the queue and reset all stall counters.
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/// Retail StopInterpolating / destructor cleanup.
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/// Stop interpolating: drain queue and reset all stall state to sentinel
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/// values. Retail StopInterpolating (@ 0x00555950).
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/// </summary>
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public void Clear()
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{
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_queue.Clear();
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_framesSinceLastStallCheck = 0;
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_progressQuantum = 0f;
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_distanceAtWindowStart = 0f;
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_haveBaselineDistance = false;
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_failCount = 0;
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_frameCounter = 0;
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_progressQuantum = 0f;
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_originalDistance = OriginalDistanceSentinel;
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_failCount = 0;
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}
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/// <summary>
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/// Enqueue a new server-authoritative position waypoint.
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///
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/// <para>
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/// Step 1: Duplicate-prune — if the new target is within
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/// <see cref="DesiredDistance"/> of the current tail, ignore it.<br/>
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/// Step 2: Cap — if the queue is already at <see cref="QueueCap"/>,
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/// drop the oldest (head) entry.<br/>
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/// Step 3/4: Append a new <see cref="InterpolationNode"/>.
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/// </para>
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///
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/// Retail CPhysicsObj::InterpolateTo (@ 0x005104F0).
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/// Enqueue a new server-authoritative waypoint. Implements retail
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/// <c>InterpolateTo</c> branching:
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/// <list type="bullet">
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/// <item><b>Already-close</b>: if distance(body, target) ≤
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/// <see cref="DesiredDistance"/>, queue is wiped (StopInterpolating)
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/// and no node is enqueued.</item>
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/// <item><b>Far</b>: if distance(reference, target) >
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/// <see cref="AutonomyBlipDistance"/>, enqueue and set
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/// node_fail_counter = StallFailCountThreshold + 1 — pre-arms an
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/// immediate blip on the next AdjustOffset call.</item>
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/// <item><b>Near</b>: tail-prune loop collapses adjacent stale entries
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/// within <see cref="DesiredDistance"/>; cap at 20 (head eviction);
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/// enqueue.</item>
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/// </list>
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/// </summary>
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/// <param name="targetPosition">Server-reported world position.</param>
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/// <param name="heading">Server-reported heading (radians, AC convention).</param>
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/// <param name="isMovingTo">True when the body is in motion — gates heading validity.</param>
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public void Enqueue(Vector3 targetPosition, float heading, bool isMovingTo)
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/// <param name="heading">Server-reported heading (radians).</param>
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/// <param name="isMovingTo">True when body is currently following an MTP.</param>
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/// <param name="currentBodyPosition">
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/// Body's current world position. Used for the already-close check (versus
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/// body) and as the fallback distance reference when the queue is empty.
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/// Pass <c>null</c> if not available — far/near classification falls back
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/// to "near" (no pre-armed blip).
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/// </param>
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public void Enqueue(
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Vector3 targetPosition,
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float heading,
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bool isMovingTo,
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Vector3? currentBodyPosition = null)
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{
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// Step 1: duplicate-prune
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if (_queue.Last is { } last)
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// Retail compares dist against either the tail's stored position
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// (if tail exists AND tail->type == 1) or the body's m_position.
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Vector3 reference;
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bool haveTail = _queue.Last is { } tail;
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if (haveTail)
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{
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if (Vector3.Distance(targetPosition, last.Value.TargetPosition) < DesiredDistance)
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return;
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reference = _queue.Last!.Value.TargetPosition;
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}
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else if (currentBodyPosition.HasValue)
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{
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reference = currentBodyPosition.Value;
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}
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else
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{
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reference = targetPosition; // dist = 0 → near branch
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}
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// Step 2: enforce cap
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float dist = Vector3.Distance(reference, targetPosition);
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// Far branch (retail line 352918, dist > GetAutonomyBlipDistance):
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if (dist > AutonomyBlipDistance)
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{
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EnqueueRaw(targetPosition, heading, isMovingTo);
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// Pre-arm immediate blip on next AdjustOffset (audit § 7 #3).
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_failCount = StallFailCountThreshold + 1;
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return;
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}
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// Near & already-close branch (retail line 352962):
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// distance(body, target) ≤ DesiredDistance → wipe queue, no enqueue.
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if (currentBodyPosition.HasValue)
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{
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float bodyDist = Vector3.Distance(currentBodyPosition.Value, targetPosition);
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if (bodyDist <= DesiredDistance)
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{
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Clear();
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return;
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}
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}
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// Near & not-close branch:
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// 1. Tail-prune loop — collapse all consecutive stale tail entries
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// within DesiredDistance of the new target (audit § 7 #5).
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while (_queue.Last is { } stale &&
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Vector3.Distance(stale.Value.TargetPosition, targetPosition) <= DesiredDistance)
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{
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_queue.RemoveLast();
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}
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// 2. Cap at 20 — drop head (audit § 7 #6).
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if (_queue.Count >= QueueCap)
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_queue.RemoveFirst();
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// Steps 3+4: add node
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var node = new InterpolationNode
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// 3. Append.
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EnqueueRaw(targetPosition, heading, isMovingTo);
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}
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private void EnqueueRaw(Vector3 target, float heading, bool isMovingTo)
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{
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_queue.AddLast(new InterpolationNode
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{
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TargetPosition = targetPosition,
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TargetPosition = target,
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Heading = heading,
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IsHeadingValid = isMovingTo,
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};
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_queue.AddLast(node);
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});
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}
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/// <summary>
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/// Compute the per-frame position correction delta.
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/// Compute the per-frame world-space correction delta. Combines the retail
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/// <c>UseTime</c> blip-check (fail_count > 3 → snap to tail, clear queue)
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/// with the per-frame <c>adjust_offset</c> step computation.
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///
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/// <para>
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/// Returns <see cref="Vector3.Zero"/> when the queue is empty or when
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/// the head node has been reached. Returns a snap delta (tail −
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/// currentBodyPosition) after <see cref="StallFailCountThreshold"/>
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/// consecutive stall failures (i.e., fail count EXCEEDS the threshold),
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/// then clears the queue.
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/// </para>
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/// Returns <see cref="Vector3.Zero"/> when:
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/// • queue is empty,
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/// • head reached (distance < <see cref="DesiredDistance"/>) — head pops,
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/// • dt is invalid (≤ 0 or NaN).
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///
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/// Retail InterpolationManager::adjust_offset (@ 0x00555D30) +
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/// UseTime stall/blip (@ 0x00555F20).
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/// Returns the snap delta (tail − currentBodyPosition) when fail_count
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/// exceeds <see cref="StallFailCountThreshold"/>, then clears the queue.
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/// </summary>
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/// <param name="dt">Frame delta time (seconds).</param>
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/// <param name="currentBodyPosition">Current world-space body position.</param>
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/// <param name="maxSpeedFromMinterp">
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/// Max motion-table speed for this entity's current cycle (m/s), as
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/// reported by MotionInterpreter. Pass 0 if unavailable; the fallback
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/// <see cref="MaxInterpolatedVelocity"/> will be used.
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/// Max motion-table speed for this entity's current cycle (m/s).
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/// Pass 0 to use the <see cref="MaxInterpolatedVelocity"/> fallback.
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/// </param>
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/// <returns>World-space delta to apply to the body this frame.</returns>
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public Vector3 AdjustOffset(double dt, Vector3 currentBodyPosition, float maxSpeedFromMinterp)
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{
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// Guard: bad dt → skip entirely to prevent NaN poisoning PhysicsBody.Position.
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if (dt <= 0 || double.IsNaN(dt)) return Vector3.Zero;
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// dt sanity guard — protects PhysicsBody.Position from NaN poisoning.
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if (dt <= 0 || double.IsNaN(dt))
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return Vector3.Zero;
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// Step 1: empty queue → no correction
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if (_queue.First is null)
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||||
return Vector3.Zero;
|
||||
|
||||
// Step 2: peek head
|
||||
var headNode = _queue.First.Value;
|
||||
// Distance to head node (retail line 353083).
|
||||
var head = _queue.First.Value;
|
||||
float dist = Vector3.Distance(head.TargetPosition, currentBodyPosition);
|
||||
|
||||
// Step 3: distance to head target
|
||||
float dist = (headNode.TargetPosition - currentBodyPosition).Length();
|
||||
|
||||
// Step 4: reached node
|
||||
if (dist < DesiredDistance)
|
||||
// Reach test (retail line 353089): dist ≤ DESIRED_DISTANCE → pop and
|
||||
// re-baseline. NodeCompleted(1) advances to next head, also resets the
|
||||
// window state.
|
||||
if (dist <= DesiredDistance)
|
||||
{
|
||||
_queue.RemoveFirst();
|
||||
NodeCompleted(popHead: true, currentBodyPosition);
|
||||
return Vector3.Zero;
|
||||
}
|
||||
|
||||
// Step 5: compute catch-up speed
|
||||
float scaled = maxSpeedFromMinterp * MaxInterpolatedVelocityMod;
|
||||
float catchUpSpeed = scaled > 1e-6f ? scaled : MaxInterpolatedVelocity;
|
||||
// Catch-up speed (retail line 353122 + 353128 fallback).
|
||||
float scaled = maxSpeedFromMinterp * MaxInterpolatedVelocityMod;
|
||||
float catchUp = scaled > FEpsilon ? scaled : MaxInterpolatedVelocity;
|
||||
|
||||
// Step 6: step magnitude (no overshoot)
|
||||
float step = catchUpSpeed * (float)dt;
|
||||
if (step > dist)
|
||||
step = dist;
|
||||
// Accumulate progress_quantum (audit § 7 #1: SUM OF DT, not step).
|
||||
_progressQuantum += (float)dt;
|
||||
_frameCounter++;
|
||||
|
||||
// Step 7: direction × step
|
||||
Vector3 delta = ((headNode.TargetPosition - currentBodyPosition) / dist) * step;
|
||||
|
||||
// Step 8: stall detection (retail adjust_offset @ 0x00555E08-0x00555E92)
|
||||
//
|
||||
// Retail tracks two quantities across each 5-frame window:
|
||||
// progress_quantum — cumulative sum of per-frame step magnitudes
|
||||
// original_distance — distance to head at the START of the window
|
||||
//
|
||||
// At window end (frame_counter >= 5):
|
||||
// cumulative_progress = original_distance - currentDist
|
||||
//
|
||||
// Primary check (@ 0x00555E42):
|
||||
// cumulative_progress < MIN_DISTANCE_TO_REACH_POSITION (0.20 m)
|
||||
// → window is a stall; increment node_fail_counter.
|
||||
//
|
||||
// Secondary check (@ 0x00555E73, only when progress_quantum > 0):
|
||||
// cumulative_progress / progress_quantum < CREATURE_FAILED_INTERPOLATION_PERCENTAGE (0.30)
|
||||
// → window is a stall; increment node_fail_counter.
|
||||
//
|
||||
// Both checks operate with sticky_object_id == 0 (we never have one).
|
||||
// Either check failing counts the window as a stall.
|
||||
//
|
||||
// Blip fires when node_fail_counter > 3 (retail UseTime @ 0x00555F39).
|
||||
// Window always resets (frame_counter=0, progress_quantum=0,
|
||||
// original_distance=currentDist) after the check.
|
||||
|
||||
// Initialise window baseline on first call after Clear / new motion.
|
||||
if (!_haveBaselineDistance)
|
||||
// 5-frame stall window check (retail line 353146).
|
||||
if (_frameCounter >= StallCheckFrameInterval)
|
||||
{
|
||||
_distanceAtWindowStart = dist;
|
||||
_haveBaselineDistance = true;
|
||||
}
|
||||
float cumulative = _originalDistance - dist;
|
||||
|
||||
_progressQuantum += step;
|
||||
_framesSinceLastStallCheck++;
|
||||
// Primary check (retail line 353150-353166):
|
||||
// cumulative >= MIN_DISTANCE_TO_REACH_POSITION (0.20)
|
||||
bool primaryPass = cumulative >= MinDistanceToReachPosition;
|
||||
|
||||
if (_framesSinceLastStallCheck >= StallCheckFrameInterval)
|
||||
{
|
||||
float cumulativeProgress = _distanceAtWindowStart - dist;
|
||||
// Secondary check (retail line 353169-353172, audit § 7 #4):
|
||||
// cumulative > F_EPSILON
|
||||
// AND (cumulative / progress_quantum / dt) >= 0.30
|
||||
//
|
||||
// Port verbatim despite weird units; audit notes this may be a
|
||||
// Turbine bug or x87-stack misread by Binary Ninja. Mirroring bytes.
|
||||
bool secondaryPass = false;
|
||||
if (cumulative > FEpsilon && _progressQuantum > 0f && dt > 0)
|
||||
{
|
||||
float ratio = (cumulative / _progressQuantum) / (float)dt;
|
||||
secondaryPass = ratio >= StallProgressMinFraction;
|
||||
}
|
||||
|
||||
bool primaryFail = cumulativeProgress < MinDistanceToReachPosition;
|
||||
bool secondaryFail = _progressQuantum > 0f &&
|
||||
(cumulativeProgress / _progressQuantum) < StallProgressMinFraction;
|
||||
|
||||
if (primaryFail || secondaryFail)
|
||||
if (!primaryPass && !secondaryPass)
|
||||
{
|
||||
_failCount++;
|
||||
// Blip-to-tail: retail UseTime (@ 0x00555F20) reads
|
||||
// position_queue.tail_, copies its position to a local,
|
||||
// calls CPhysicsObj::SetPositionSimple, then
|
||||
// StopInterpolating. Snap target is the TAIL (the most
|
||||
// recent server position), not the head.
|
||||
if (_failCount > StallFailCountThreshold)
|
||||
{
|
||||
Vector3 tailPos = _queue.Last!.Value.TargetPosition;
|
||||
Clear();
|
||||
return tailPos - currentBodyPosition;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
_failCount = 0;
|
||||
}
|
||||
|
||||
// Reset the 5-frame window regardless of pass/fail.
|
||||
_framesSinceLastStallCheck = 0;
|
||||
_progressQuantum = 0f;
|
||||
_distanceAtWindowStart = dist;
|
||||
// Re-baseline window regardless of pass/fail.
|
||||
_frameCounter = 0;
|
||||
_progressQuantum = 0f;
|
||||
_originalDistance = dist;
|
||||
}
|
||||
else if (_originalDistance >= OriginalDistanceSentinel - 0.5f)
|
||||
{
|
||||
// First call after Clear / new motion: seed the baseline so the
|
||||
// first 5-frame window's cumulative is computed against frame-0
|
||||
// distance, not the 999999f sentinel. Retail handles this via
|
||||
// the sentinel itself — the sentinel produces a huge cumulative
|
||||
// that always passes — but we use a baseline-seeded approach so
|
||||
// the secondary check has sane progress_quantum behavior.
|
||||
_originalDistance = dist;
|
||||
}
|
||||
|
||||
// Step 9: return per-frame delta
|
||||
// Retail UseTime blip check (@ 0x00555F39): fail_count > 3 → snap to
|
||||
// tail, clear queue. Placed AFTER the stall window logic so it fires
|
||||
// in the same tick as both:
|
||||
// (a) the just-incremented fail_count from a stall window pass, AND
|
||||
// (b) a far-branch Enqueue pre-arm (fail_count = 4 set externally).
|
||||
// Retail splits this into a separate UseTime call; we collapse it.
|
||||
if (_failCount > StallFailCountThreshold)
|
||||
{
|
||||
Vector3 tailPos = _queue.Last!.Value.TargetPosition;
|
||||
Clear();
|
||||
return tailPos - currentBodyPosition;
|
||||
}
|
||||
|
||||
// Per-frame step magnitude (retail line 353218).
|
||||
float step = catchUp * (float)dt;
|
||||
// No-overshoot scaling (retail line 353231): if step would overshoot
|
||||
// dist, clamp to dist.
|
||||
if (step > dist)
|
||||
step = dist;
|
||||
|
||||
// Direction × step.
|
||||
Vector3 delta = ((head.TargetPosition - currentBodyPosition) / dist) * step;
|
||||
return delta;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retail NodeCompleted (@ 0x005559A0). popHead=true after head reached;
|
||||
/// popHead=false during stall fail (re-baseline only). For our collapsed
|
||||
/// architecture we always re-baseline on pop.
|
||||
/// </summary>
|
||||
private void NodeCompleted(bool popHead, Vector3 currentBodyPosition)
|
||||
{
|
||||
_frameCounter = 0;
|
||||
_progressQuantum = 0f;
|
||||
|
||||
if (popHead && _queue.First != null)
|
||||
{
|
||||
_queue.RemoveFirst();
|
||||
}
|
||||
|
||||
// Re-baseline on the new head, or reset to sentinel if queue empty.
|
||||
if (_queue.First is { } newHead)
|
||||
{
|
||||
_originalDistance = Vector3.Distance(newHead.Value.TargetPosition, currentBodyPosition);
|
||||
}
|
||||
else
|
||||
{
|
||||
_originalDistance = OriginalDistanceSentinel;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue