From e4155cd962e9e720743f028cec13605d3aaf5b41 Mon Sep 17 00:00:00 2001 From: Erik Date: Sat, 4 Jul 2026 08:51:54 +0200 Subject: [PATCH] docs: session handoff (R5-V1/V2 + #168/#169 fixes) + roadmap; entry for next session MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Next-session entry point: 2026-07-03-session-handoff.md. Two ready streams — #170 (creature chase/attack animation, well-scoped) or R5-V3 (sticky/TS-39). Roadmap Phase R updated: R5-V2 shipped, streaming fixes landed. Co-Authored-By: Claude Fable 5 --- docs/plans/2026-04-11-roadmap.md | 13 ++- docs/research/2026-07-03-session-handoff.md | 111 ++++++++++++++++++++ 2 files changed, 121 insertions(+), 3 deletions(-) create mode 100644 docs/research/2026-07-03-session-handoff.md diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index 19b4d05a..ab6c3398 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -724,9 +724,16 @@ diagnostic scaffolding, not yet the final collision system. system ported to Core, fully tested, UNWIRED (purely additive; renamed the misnamed `Physics.PositionManager` combiner → `RemoteMotionCombiner`); ConstraintManager unarmed (issue #167, TS-35 stays). Decomp/ACE/plan: - `docs/research/2026-07-03-r5-managers/`. NEXT: R5-V2/V3/V4 — the visual-gated - GameWindow wiring (per-entity `IPhysicsObjHost`, retire AP-79 + TS-39, apply - mt-0 sticky/longjump, #164, facade); plan in `r5-wiring-handoff.md`. + `docs/research/2026-07-03-r5-managers/`. **R5-V2 SHIPPED 2026-07-03 `fffe90b3`** + — wired the voyeur system per-entity via `EntityPhysicsHost`, retired AP-79; + verified live (remote creatures chase). Same session fixed two PRE-EXISTING + streaming bugs surfaced while visual-gating V2 (the user's "world doesn't load" + report): **#168** pending-bucket trap (`315af02f`) + **#169** cold-spawn + streaming hole (`9b06a9b8`) — both verified live. Filed **#170** (remote + creature chase+attack animation divergence vs retail — glide/over-frequency/ + uniform attacks; decomposes into #159 + pending_motions loop + dead-reckon + glide). NEXT: R5-V3/V4 (sticky/TS-39, facade/#164 — `r5-wiring-handoff.md`) + OR #170. Entry point: `docs/research/2026-07-03-session-handoff.md`. - **L.2g — Inbound motion interpretation (remote-entity CMotionInterp funnel).** ACTIVE 2026-07-02. Port retail's inbound motion pipeline verbatim for ALL remote entities (players, NPCs, monsters — one funnel, user-approved): diff --git a/docs/research/2026-07-03-session-handoff.md b/docs/research/2026-07-03-session-handoff.md new file mode 100644 index 00000000..91571e0a --- /dev/null +++ b/docs/research/2026-07-03-session-handoff.md @@ -0,0 +1,111 @@ +# Session handoff — R5-V1/V2 + world-loading fixes (2026-07-03, late) + +Fresh session enters HERE. Worktree `vigorous-joliot-f0c3ad`, branch +`claude/vigorous-joliot-f0c3ad`, tree CLEAN at `64f83d7c`. Full suite **4007** +green (+ the R5-V1 conformance tests + the #168 relocate test). Everything below +is committed. + +## What landed this session + +| Commit | What | +|---|---| +| `3d89446d` | **R5-V1** — PositionManager facade + StickyManager + ConstraintManager + the full **TargetManager voyeur system** ported to Core, fully tested, UNWIRED. Renamed the misnamed `Physics.PositionManager` combiner → `RemoteMotionCombiner`. Decomp/ACE/plan in `docs/research/2026-07-03-r5-managers/`. | +| `2b5e8a67` | R5-V1 docs: wiring handoff, register TS-35 correction, ISSUES #167 (ConstraintManager leash unarmed). | +| `fffe90b3` | **R5-V2** — wired the TargetManager voyeur system per-entity via `EntityPhysicsHost` (App), retired the AP-79 poll adapter. **Verified live** — this is why remote creatures now chase the player. | +| `315af02f` | **fix #168** — the pending-bucket trap (`RelocateEntity` couldn't recover an entity stranded in `_pendingByLandblock`). Invisible player / disappear-on-run-out. | +| `9b06a9b8` | **fix #169** — the cold-spawn streaming "hole" (far login-spawn diffs against the half-loaded startup window; residence marked before loads land → hole). Now `ForceReloadWindow`s on a far login-spawn. | +| `7c5bc97c` | ISSUES #168/#169 filed DONE. | +| `64f83d7c` | ISSUES #170 filed (creature chase/attack animation divergence). | + +**The user's headline ask this session** — "the world doesn't load / character +disappears" — is FIXED and verified live (`0xADAF` loads, player transitions +`PENDING → DRAWSET PRESENT`). Root-caused to two pre-existing streaming bugs; +R5-V2 was verified line-by-line to be read-only w.r.t. position/cell/landblock/ +streaming and RULED OUT as the cause. Durable lesson: `feedback_streaming_residence_race`. + +## NEXT — two ready work streams (Claude picks; both are teed up) + +### Option A — #170: remote creature chase+attack renders wrong vs retail +**Well-scoped, user-confirmed via retail side-by-side (the oracle).** A monster +chasing+attacking the player glides, over-plays attacks, and shows uniform/wrong +attack animations; retail (same local ACE) renders it correctly → the divergence +is CLIENT-side. Motion trace (`ACDREAM_DUMP_MOTION`, guid 0x80000244): ACE sends +`mt-0 stance 0x3C` → `mt-6 chase spd 2.03` → a stream of `mt-0` attacks +`0x62/0x63/0x64 spd 0.97`; acdream shows a MOTIONDONE `pending=True` loop. +Decomposes into THREE sub-bugs (full detail in ISSUES #170): +1. **Wrong/uniform attack anims** → likely **#159** (CombatAnimationPlanner uses + 2013-decomp command numbering, not ACE/DRW — `0x10000062/63/64` misclassify). + This one has a KNOWN fix path (renumber `CombatAnimationMotionCommands` to + `DatReaderWriter.Enums.MotionCommand` values; parity test). +2. **Over-frequency / stuck** — the `pending_motions` queue completes+re-queues + in a tight loop. R3/R4 animation-sequencer / MotionDone territory (grep the + named decomp for how retail's `CMotionInterp` handles an attack UM stream + arriving over an active moveto — attack one-shots should play over locomotion + and RETURN to it, not wedge). +3. **Glide** — position moves (mt-6 + UP dead-reckon) but no locomotion legs play + (attacks override) → smooth slide. AP-80 / #160 dead-reckon-vs-animation family. +Entry points: `MotionInterpreter`/`AnimationSequencer` attack dispatch + +`pending_motions`; `CombatAnimationPlanner` (#159); `ServerControlledLocomotion`. +Start with #159 (bounded), then trace the pending-motions loop with the motion +dump. **Retail is the oracle — the user runs it side-by-side; ask for a +frame-by-frame retail comparison, don't guess.** + +### Option B — R5-V3: wire PositionManager sticky, retire TS-39, apply mt-0 flags +The paused R5 continuation. Full plan in +`docs/research/2026-07-03-r5-managers/r5-wiring-handoff.md` (§V3). Bind +`MoveToManager.StickTo/Unstick → PositionManager` (now that V2 gives each entity +an `EntityPhysicsHost`, adding a `PositionManager` to it is the natural next +step), integrate `adjust_offset` into the body tick, apply the UpdateMotion mt-0 +flags (0x1 sticky-guid → `stick_to_object`, 0x2 → `StandingLongJump`). Retires +TS-39. Then R5-V4 (MovementManager facade + #164 + head-stance dispatch). + +**Recommendation:** #170 is more user-visible (they just watched it break) and is +now well-scoped; R5-V3 is the "finish what we started" path. Either is fine — +Claude's call per work-order autonomy. #170's part 1 (#159) is the smallest +concrete win. + +## R5 arc status +- **V1** (Core managers + tests) — DONE `3d89446d`. +- **V2** (voyeur wiring, retire AP-79) — DONE `fffe90b3`, verified live. +- **V3** (sticky, retire TS-39, mt-0 flags) — PENDING. `r5-wiring-handoff.md` §V3. +- **V4** (MovementManager facade + #164 + head-stance dispatch) — PENDING. §V4. +- Open R5-adjacent: #167 (ConstraintManager leash unarmed + 2 unknown x87 consts), + TS-35 (stays open until the leash is armed), #164 (action-replay Autonomous bit). + +## Debug apparatus that proved decisive (reuse for #170) +- `ACDREAM_PROBE_ENT=1` — `EntityVanishProbe`: `[ent] APPEND → PENDING/LOADED`, + `DRAWSET PRESENT/ABSENT`, `[dyn] player DRAWN/CULLED`. Separates "not in draw + set" from "present-but-culled." A one-line `[lb] ADD` in `GpuWorldState.AddLandblock` + (added then stripped) exposed the streaming hole as a missing Y-band — re-add + it if you chase another streaming gap. +- `ACDREAM_DUMP_MOTION=1` — every inbound `UM` (guid, stance, cmd, speed) + the + resulting `SetCycle` + `[MOTIONDONE]`. THE tool for #170 — it's how the + attack-stream-over-chase was found. + +## Session gotchas (environment) +- **The test character `+Acdream` (0x5000000A) is saved OUT in the wilderness** + (landblock ~`0xADAF`/`0xAEAE`, ~1 km SE of Holtburg), from an earlier run of + the #168 disappear bug. It spawns there every login. **With the #169 fix that + now loads correctly** (far login-spawn ForceReloadWindows), so it's testable — + and there are Mite Scamps + a Mosswart Feeder right at the spawn (handy for + #170). To get back to Holtburg, the user GM-teleports. +- **Client lifecycle: the USER manages it.** Launch with plain `dotnet run + --no-build` in the background (never pre-close/kill). If a rebuild is locked by + a running client (`The file is locked by AcDream.App`), ASK the user to close + it — don't kill it. +- **ACE stale session:** a hard-closed or rapidly-relaunched client leaves ACE + thinking the character is still in-world → `session failed: CharacterList not + received` for ~3 min. Graceful close (window X / WM_CLOSE, exit 0) clears in + ~5 s. Don't retry-spam; wait ~160 s if it's stuck. This session hit it once + from rapid relaunches. +- PowerShell `Tee-Object`/`Out-File` write UTF-16 → the plain-text grep needs + `tr -d '\000'` first (the launch logs read as UTF-16). Used throughout. + +## Pointers +- R5 decomp/plan: `docs/research/2026-07-03-r5-managers/` (decomp per manager, + ACE cross-ref, port plan, wiring handoff). +- ISSUES: #167 (constraint leash), #168/#169 (DONE this session), #170 (creature + animation), #159 (combat command numbering), #160/#165/#166 (remote-motion). +- Memory: `feedback_streaming_residence_race`, and the R5 research index entry in + `MEMORY.md` (animation-sequencer deep-dive line). +- Roadmap Phase R: R5-V1/V2 shipped; V3/V4 next.