docs(#170): session handoff + pickup prompt for the "sustain the run" residual
Detailed handoff (docs/research/2026-07-04-170-creature-run-handoff.md) + paste
prompt (2026-07-04-170-pickup-prompt.md) for continuing #170 in a fresh session.
Records the full root-cause chain (retail cdb + acdream probes), the landed partial
fix (427332ac: per-frame apply_current_movement flood deleted → pending_motions
1.3M→~1, run installs, stuck-attack gone), the one residual (Ready-stop drain lag →
run not fully sustained), the exact next steps (cdb the retail Ready-stop drain), the
apparatus (env-gated probes + cdb scripts), the file:line map, and the DO-NOT-RETRY
list (superseded MovementManager-coexistence hypothesis; keep the velocity fix; don't
patch the retail-faithful motions_pending guard). ISSUES #170 updated to PARTIAL.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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docs/research/2026-07-04-170-creature-run-handoff.md
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# Handoff — #170 creature chase renders as slide (PARTIAL FIX landed; residual = "sustain the run") — 2026-07-04
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Fresh session picks up HERE for #170. Worktree `vigorous-joliot-f0c3ad`, branch
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`claude/vigorous-joliot-f0c3ad`. Tree CLEAN at **`427332ac`** (the partial fix +
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env-gated probes). This session root-caused #170 end-to-end with **live retail cdb
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tracing** + acdream runtime probes and landed a **verified partial fix**. One
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residual remains (the run isn't fully sustained). This doc is the SSOT; the paste
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prompt is `docs/research/2026-07-04-170-pickup-prompt.md`.
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## TL;DR
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A monster chasing a fleeing player renders as a **slide** in acdream (glides toward
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you in an idle/attack pose) vs **runs to close, stops to swing** in retail (same
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local ACE). Root cause, proven:
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- The chase **run cycle is manufactured client-side** from the `mt-6` MoveToObject
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stream: `HandleUpdateTarget → MoveToObject_Internal → (TurnToHeading node
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completes via UseTime) → BeginMoveForward → _DoMotion(RunForward)` sets the
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motion-table **substate = RunForward** (the legs). `RunForward` is NEVER on the
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wire — the server only sends mt-6 + the attack UMs.
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- `MoveToManager.BeginTurnToHeading` (retail `0x00529b90`) bails while
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`CMotionInterp.motions_pending` is non-empty (**retail-faithful guard**).
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- acdream's `pending_motions` **exploded to ~1.3M entries** because the NPC
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per-tick called `rm.Motion.apply_current_movement` **every frame**, re-dispatching
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the whole interpreted state (stance + attack + stops) and appending a
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`pending_motions` node each time. `MotionsPending()` stayed permanently true →
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the chase turn never started → `BeginMoveForward/RunForward` ~never fired → slide.
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- **FIX (landed `427332ac`):** delete the per-frame `apply_current_movement` in the
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grounded remote-NPC path (`GameWindow.cs` ~9992). Retail dispatches per motion
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**event** (per UM), never per frame.
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**Result (verified live):** flood 1.3M → depth ~1 (add≈done); "stuck in attack
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animation" GONE (user-confirmed); run cycle installs (`BeginMoveForward` 1→10,
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`RunForward` held 0→7). **PARTIAL** — still not fully sustained (below).
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## The one remaining residual (= the next session's job)
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The run isn't sustained: `BeginTurnToHeading` is still blocked
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`motionsPending=True` **256/272 (94%)** of the time, because a small **`Ready`
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(0x41000003) stop-node backlog** keeps `pending_motions` from ever fully emptying
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between swings. acdream gets ~10 run-starts to **retail's 21**, so it now
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**twitches forward + glides** (short run bursts + idle) instead of a clean
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run-then-stop.
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**Where the `Ready` backlog comes from (traced, not guessed):**
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- `MotionInterpreter.StopInterpretedMotion` (`MotionInterpreter.cs:3254`) appends a
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`Ready` `pending_motions` node (line 3292) whenever the stop **succeeds**
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(`sink.StopMotion` → `CMotionTable.StopSequenceMotion` returns true).
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- `StopSequenceMotion` (`CMotionTable.cs:559`) returns **false** for a *redundant*
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sidestep/turn stop (Case A: not our substate; Case B: no matching modifier) — so
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those correctly DON'T queue `Ready`. The `Ready` nodes that DO accumulate come
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from stops that **succeed**: chiefly the per-UM tail
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`StopInterpretedMotion(TurnRight)` (`MotionInterpreter.cs:3008`) stopping the
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MoveTo's OWN steering turn, plus the MoveTo-cancel `StopCompletely`.
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- Those `Ready` nodes drain via `MotionDone` (fired 1:1 by `MotionTableManager`
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per completed `_pendingAnimations` entry — `AnimationDone` per AnimDone hook
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`GameWindow.cs:10306` + `UseTime`→`CheckForCompletedMotions` 0-tick sweep at
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`10309`). They drain **a beat slower** than they add → backlog grows (lag 1→10
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over a chase). Retail hits `add_to_queue == MotionDone` **exactly** (cdb-proven).
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**The decisive open question for the fix:** WHY do acdream's `Ready` stop-nodes
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drain slower than retail's? Two concrete hypotheses to test with a retail cdb
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trace (retail is the oracle; do NOT guess in this verbatim-ported R2/R3 machinery):
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1. **Tick count.** acdream's `Ready` stop entries have `outTicks > 0` (from
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`StopSequenceMotion` Case A → `GetObjectSequence(styleDefault, stopCall:true,
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out outTicks)`), so they wait for `AnimationDone` instead of draining
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immediately via the per-frame 0-tick `CheckForCompletedMotions`. Retail's may be
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0-tick. → cdb: break `CMotionTable::StopObjectMotion`/`GetObjectSequence` on a
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live chasing monster, read the returned tick count for a turn-stop.
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2. **Drain trigger rate.** Retail may fire `CheckForCompletedMotions`/`MotionDone`
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more aggressively than acdream's once-per-frame `Manager.UseTime`. → cdb: count
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`CMotionInterp::MotionDone` vs `add_to_queue` (already have the script:
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`scratchpad/cdb-drain.cdb` — retail = add==done) and add
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`CPhysicsObj::CheckForCompletedMotions`/`MotionTableManager::UseTime` counts.
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Target acceptance: acdream's `pending_motions` drains to `add==done` (fully empties
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between swings like retail) → `BeginTurnToHeading` proceeds per mt-6 arm →
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`BeginMoveForward ≈ MoveToObject` (retail was 21≈22) → the creature runs to close
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distance, plants to swing. **Visual gate:** user runs acdream + retail side-by-side.
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## Evidence table (live traces this session)
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| Metric | retail (cdb) | acdream BEFORE fix | acdream AFTER fix (`427332ac`) |
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|---|---|---|---|
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| `pending_motions` add vs done | **254 == 254** | 1.37M vs 5.7K | 425 vs 424 |
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| max `pending_motions` depth | shallow | **1,332,575** | ~1–2 |
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| `BeginMoveForward` (run installs) / chase | 21 | 1 | 10 |
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| `MoveToObject` arms / chase | 22 | (7 in an attack-heavy cap) | 32 |
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| `HandleUpdateTarget` (voyeur re-drive) | 689 | 44 | fires |
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| `BeginTurnToHeading` motionsPending True/False | (empties often) | n/a | **256 / 16** |
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| lingering queue contents | — | 0x8000003C×671K (stance) | **0x41000003 (Ready) backlog** |
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## Apparatus (all in place at `427332ac`; reuse, then strip when #170 closes)
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**acdream env-gated probes** (`ACDREAM_MVTO_DIAG=1`, alongside `ACDREAM_DUMP_MOTION=1`):
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- `MoveToManager.cs` `s_mvtoDiag`: `[mvto] BeginMoveForward cmd=…`, `HandleUpdateTarget
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… match=… init=… mtState=…`, `CancelMoveTo (real) wasType=…`, `UseTime enter/dispatch
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node=…`, `BeginTurnToHeading motionsPending=… curCmd=…`.
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- `MotionInterpreter.cs` `s_drainDiag`: `[drain] add=… done=… lag=… depth=…` (aggregate
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add_to_queue vs MotionDone) + `[drainq] depth=… q=[…]` (queue CONTENTS when depth≥2 —
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this is what named `Ready` as the lingering node).
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- `GameWindow.cs`: `[npc-tick] guid=… branch=SERVERVEL|MOVETO` (which per-tick branch),
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+ the earlier `UM ↳ actions …` inbound-action dump (capture aid).
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**Launch (user manages lifecycle; graceful close):**
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```
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$env:ACDREAM_DUMP_MOTION="1"; $env:ACDREAM_MVTO_DIAG="1" # + ACDREAM_LIVE/DAT_DIR/host/port/user/pass
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dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object launch.log
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```
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In-world: **aggro a Mite Scamp at the wilderness spawn (~0xADAF), RUN AWAY so it
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CHASES** (the bug is the chase, not attack-in-place — no chase ⇒ no `[mvto]` lines).
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Logs are UTF-16 → `tr -d '\000'` before grep.
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**Retail cdb toolchain** (Step -1; retail is the oracle for the residual):
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- Binary `C:\Turbine\Asheron's Call\acclient.exe` MATCHES `refs/acclient.pdb`
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(`py tools/pdb-extract/check_exe_pdb.py "…/acclient.exe"`). cdb at
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`C:\Program Files (x86)\Windows Kits\10\Debuggers\x86\cdb.exe`.
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- Working scripts saved in the scratchpad this session: `cdb-lookup.cdb` (symbol
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names), `cdb-count.cdb` / `cdb-chase.cdb` (BeginMoveForward/MoveToObject/
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HandleUpdateTarget/RunForward-dispatch counts), `cdb-drain.cdb`
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(add_to_queue vs MotionDone vs motions_pending). Pattern: count + `gc`,
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auto-`qd` after N `move_to_interpreted_state` hits (user makes a monster chase
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retail during the trace). Key addrs: `MoveToManager::BeginMoveForward 0x00529a00`,
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`_DoMotion 0x00529010`, `CancelMoveTo 0x00529930`, `MoveToObject 0x00529680`,
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`HandleUpdateTarget 0x0052a7d0`, `UseTime 0x0052a780`;
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`CMotionInterp::move_to_interpreted_state 0x005289c0`, `DoInterpretedMotion
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0x00528360`, `add_to_queue 0x00527b80`, `MotionDone 0x00527ec0`, `motions_pending
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0x00527fe0`, `get_state_velocity 0x00527d50`.
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## DO-NOT-RETRY / superseded
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- **The `eb423fb7` "MovementManager coexistence / R5-V4" hypothesis is WRONG** — the
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attack UM cancelling the MoveTo is retail-faithful and NOT the cause. Superseded by
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this doc. (Register/ISSUES updated.)
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- The `d2ccc80e` velocity fix (`get_state_velocity` → `set_local_velocity` each
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grounded tick) is CORRECT but **position-only** — it does NOT fix the legs; keep it.
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- `CombatAnimationPlanner` (#159, fixed `2de5a011`) was a **red herring** for the
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Mite Scamp (its 0x62/63/64 attacks were always in the correct block; the planner
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is unwired). Real #170 is the MoveTo/pending_motions chain above.
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- `BeginTurnToHeading`'s `if (motions_pending) return` guard is **retail-faithful** —
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do NOT patch it. Fix the DRAIN so the queue empties, don't remove the guard.
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- The per-frame `apply_current_movement` deletion is the ROOT fix for the flood
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(retail dispatches per UM). Do NOT re-add it.
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## Key file:line map
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- `GameWindow.cs` ~9982 (grounded remote-NPC branch; the deleted per-frame
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apply_current_movement + the kept `get_state_velocity` velocity refresh);
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~10306/10309 (the pending-motions DRAIN: `Manager.AnimationDone` per AnimDone
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hook + `Manager.UseTime`); ~4251 `EnsureRemoteMotionBindings` (MoveToManager +
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TargetManager voyeur wiring, `getSelfId=serverGuid` correct).
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- `MoveToManager.cs`: `BeginMoveForward:741`, `BeginTurnToHeading:821`
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(`if (_interp.MotionsPending()) return` at ~833), `HandleTurnToHeading:1164`,
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`HandleUpdateTarget:1229`, `MoveToObject_Internal:1333`, `UseTime:953`,
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`CancelMoveTo:1475`.
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- `MotionInterpreter.cs`: `AddToQueue:2297` (pending_motions add),
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`MotionsPending:2298`, `MotionDone:2318` (pops one head),
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`ApplyInterpretedMovement:2920` (style→forward→sidestep-stop→turn-stop),
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`StopInterpretedMotion:3254` (adds `Ready` on success, line 3292).
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- `CMotionTable.cs`: `StopSequenceMotion:559` (false for redundant stop),
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`StopObjectMotion:640`, `GetObjectSequence` (Branch 1 substate write; Branch 3
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action overlay — verified faithful).
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- `MotionTableManager.cs`: `AnimationDone:290`, `CheckForCompletedMotions:322`,
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`UseTime:342`, `PerformMovement:409` (StopInterpreted → AddToQueue(Ready,ticks)).
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## Session gotchas
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- Client + retail both hit the SAME local ACE (127.0.0.1:9000). acdream char
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`+Acdream` (0x5000000A) spawns in the wilderness (~0xADAF) with Mite Scamps.
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- Two workflow tracers returned junk/schema-cap this session; the synthesis+verify
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carried it BUT its "run cycle from mt-6/BeginMoveForward" map was later REFUTED for
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attack-in-place (BeginMoveForward=0) and CONFIRMED only for the CHASE — always
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trace the CHASE scenario, and trust the live cdb over the decomp synthesis.
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55
docs/research/2026-07-04-170-pickup-prompt.md
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# Pickup prompt — #170 "sustain the creature run" (paste into a fresh session)
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Read `docs/research/2026-07-04-170-creature-run-handoff.md` first — it is the SSOT
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for this task and carries the full evidence, the retail cdb numbers, the apparatus,
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and the DO-NOT-RETRY list. Then continue #170.
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**Where we are:** the primary #170 bug is FIXED and user-verified at `427332ac`
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(branch `claude/vigorous-joliot-f0c3ad`). A per-frame `apply_current_movement`
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re-dispatch was flooding `CMotionInterp.pending_motions` to ~1.3M entries, which
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kept `MotionsPending()` permanently true and blocked the MoveTo chase turn
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(`BeginTurnToHeading`), so a chasing creature slid in an idle+attack pose instead
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of running. Deleting that per-frame call (GameWindow ~9992) dropped the queue to
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depth ~1 (add≈done), killed the "stuck in attack animation", and the run cycle now
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installs (`BeginMoveForward` 1→10). The "stuck attack" is confirmed gone by the user.
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**Your job — the ONE remaining residual: "sustain the run."** The run isn't
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sustained yet: `BeginTurnToHeading` is still blocked `motionsPending=True` ~94% of
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the time because a small **`Ready` (0x41000003) stop-node backlog** keeps
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`pending_motions` from ever fully emptying between swings. acdream gets ~10
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run-starts vs retail's 21, so the creature now twitches-forward + glides instead of
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a clean run-then-stop. Retail hits `add_to_queue == MotionDone` EXACTLY (cdb-proven);
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acdream's `Ready` stop-nodes drain a beat slower.
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**Do this, in order:**
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1. Re-read the handoff's "residual" + "DO-NOT-RETRY" sections. In particular: the
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`BeginTurnToHeading` `if (motions_pending) return` guard is retail-faithful — DO
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NOT patch it; fix the DRAIN so the queue empties like retail.
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2. **Retail is the oracle** (Step -1). Retail's cdb is available; the binary matches
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`refs/acclient.pdb`. Trace the `Ready`-stop drain on a live chasing monster to
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settle the two hypotheses in the handoff: (a) do acdream's `Ready` stop entries
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carry `outTicks > 0` (so they wait for `AnimationDone` instead of the per-frame
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0-tick `CheckForCompletedMotions`) while retail's are 0-tick? (b) does retail fire
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`CheckForCompletedMotions`/`MotionDone` more aggressively than acdream's
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once-per-frame `Manager.UseTime`? Reuse `scratchpad/cdb-drain.cdb` +
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the addrs in the handoff. Ask the user to make a monster chase their retail char
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during the trace.
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3. The env-gated acdream probes are already in place (`ACDREAM_MVTO_DIAG=1`) —
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`[drainq]` dumps the queue contents (this is what named `Ready` as the lingering
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node). Capture a chase (aggro + RUN AWAY) to compare against retail.
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4. Implement the faithful drain fix (verbatim-ported R2/R3 machinery — get it EXACTLY
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right, no redesign; this is the revert-prone area). Acceptance: acdream
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`add==done` (queue fully empties between swings) → `BeginMoveForward ≈ MoveToObject`
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per chase → creature runs to close distance, plants to swing. **Visual-gate with
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the user (retail side-by-side)** — that is the acceptance test.
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5. When it lands + is visually confirmed: **STRIP all the temporary #170 probes**
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(`s_mvtoDiag` in MoveToManager.cs, `s_drainDiag` in MotionInterpreter.cs, the
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`[npc-tick]` lines + the `UM ↳ actions` dump in GameWindow.cs), move #170 to
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Recently-closed in `docs/ISSUES.md` with the SHAs, and update the animation
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research/memory index.
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**Gotchas:** both acdream (+Acdream char) and retail hit the same local ACE
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(127.0.0.1:9000); trace the CHASE (player fleeing), not attack-in-place — no chase ⇒
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no `[mvto]` lines; PowerShell Tee logs are UTF-16 (`tr -d '\000'` before grep); user
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manages client lifecycle (graceful close). Trust the live cdb over the earlier
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workflow synthesis (its "run from mt-6" map was refuted for attack-in-place).
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