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list (superseded MovementManager-coexistence hypothesis; keep the velocity fix; don't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>
This commit is contained in:
Erik 2026-07-04 20:31:40 +02:00
parent 427332acaa
commit e744192361
3 changed files with 246 additions and 1 deletions

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@ -48,7 +48,25 @@ Copy this block when adding a new issue:
## #170 — Remote creature chase+attack renders wrong vs retail (glide, over-frequency, uniform attack anims) ## #170 — Remote creature chase+attack renders wrong vs retail (glide, over-frequency, uniform attack anims)
**Status:** OPEN **Status:** OPEN — **PARTIAL FIX landed `427332ac` (2026-07-04); residual = "sustain the run".**
Root-caused end-to-end with live retail cdb tracing + acdream probes. The chase run
cycle is manufactured client-side from mt-6 (`HandleUpdateTarget → MoveToObject_Internal
→ TurnToHeading node completes via UseTime → BeginMoveForward → RunForward substate`);
`BeginTurnToHeading` bails while `CMotionInterp.motions_pending` is non-empty
(retail-faithful). acdream's `pending_motions` EXPLODED to ~1.3M entries because the
NPC per-tick called `apply_current_movement` EVERY FRAME (re-dispatching stance+attack+
stops), so `MotionsPending()` stayed permanently true → the chase turn never started →
no RunForward → slide. FIX = delete the per-frame `apply_current_movement` (GameWindow
~9992; retail dispatches per UM, `add_to_queue==MotionDone`). VERIFIED: flood 1.3M→~1,
"stuck attack" GONE (user-confirmed), run installs (BeginMoveForward 1→10). **RESIDUAL
(next session):** still blocked motionsPending=True 94% by a `Ready` (0x41000003)
stop-node backlog that drains a beat slower than retail (~10 run-starts vs retail 21 →
twitches+glides). Fix the R2/R3 `Ready`-stop DRAIN so acdream fully empties like retail
(retail is the oracle — cdb the drain). **SSOT + pickup:**
`docs/research/2026-07-04-170-creature-run-handoff.md` +
`docs/research/2026-07-04-170-pickup-prompt.md`. SUPERSEDES the earlier
MovementManager-coexistence hypothesis (`eb423fb7`, wrong) and the velocity fix
(`d2ccc80e`, correct but position-only). #159 was a red herring here.
**Severity:** MEDIUM (visual — remote combat / aggro) **Severity:** MEDIUM (visual — remote combat / aggro)
**Filed:** 2026-07-03 (user retail side-by-side during the R5-V2 visual gate) **Filed:** 2026-07-03 (user retail side-by-side during the R5-V2 visual gate)
**Component:** animation, remote entity, combat **Component:** animation, remote entity, combat

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# Handoff — #170 creature chase renders as slide (PARTIAL FIX landed; residual = "sustain the run") — 2026-07-04
Fresh session picks up HERE for #170. Worktree `vigorous-joliot-f0c3ad`, branch
`claude/vigorous-joliot-f0c3ad`. Tree CLEAN at **`427332ac`** (the partial fix +
env-gated probes). This session root-caused #170 end-to-end with **live retail cdb
tracing** + acdream runtime probes and landed a **verified partial fix**. One
residual remains (the run isn't fully sustained). This doc is the SSOT; the paste
prompt is `docs/research/2026-07-04-170-pickup-prompt.md`.
## TL;DR
A monster chasing a fleeing player renders as a **slide** in acdream (glides toward
you in an idle/attack pose) vs **runs to close, stops to swing** in retail (same
local ACE). Root cause, proven:
- The chase **run cycle is manufactured client-side** from the `mt-6` MoveToObject
stream: `HandleUpdateTarget → MoveToObject_Internal → (TurnToHeading node
completes via UseTime) → BeginMoveForward → _DoMotion(RunForward)` sets the
motion-table **substate = RunForward** (the legs). `RunForward` is NEVER on the
wire — the server only sends mt-6 + the attack UMs.
- `MoveToManager.BeginTurnToHeading` (retail `0x00529b90`) bails while
`CMotionInterp.motions_pending` is non-empty (**retail-faithful guard**).
- acdream's `pending_motions` **exploded to ~1.3M entries** because the NPC
per-tick called `rm.Motion.apply_current_movement` **every frame**, re-dispatching
the whole interpreted state (stance + attack + stops) and appending a
`pending_motions` node each time. `MotionsPending()` stayed permanently true →
the chase turn never started → `BeginMoveForward/RunForward` ~never fired → slide.
- **FIX (landed `427332ac`):** delete the per-frame `apply_current_movement` in the
grounded remote-NPC path (`GameWindow.cs` ~9992). Retail dispatches per motion
**event** (per UM), never per frame.
**Result (verified live):** flood 1.3M → depth ~1 (add≈done); "stuck in attack
animation" GONE (user-confirmed); run cycle installs (`BeginMoveForward` 1→10,
`RunForward` held 0→7). **PARTIAL** — still not fully sustained (below).
## The one remaining residual (= the next session's job)
The run isn't sustained: `BeginTurnToHeading` is still blocked
`motionsPending=True` **256/272 (94%)** of the time, because a small **`Ready`
(0x41000003) stop-node backlog** keeps `pending_motions` from ever fully emptying
between swings. acdream gets ~10 run-starts to **retail's 21**, so it now
**twitches forward + glides** (short run bursts + idle) instead of a clean
run-then-stop.
**Where the `Ready` backlog comes from (traced, not guessed):**
- `MotionInterpreter.StopInterpretedMotion` (`MotionInterpreter.cs:3254`) appends a
`Ready` `pending_motions` node (line 3292) whenever the stop **succeeds**
(`sink.StopMotion``CMotionTable.StopSequenceMotion` returns true).
- `StopSequenceMotion` (`CMotionTable.cs:559`) returns **false** for a *redundant*
sidestep/turn stop (Case A: not our substate; Case B: no matching modifier) — so
those correctly DON'T queue `Ready`. The `Ready` nodes that DO accumulate come
from stops that **succeed**: chiefly the per-UM tail
`StopInterpretedMotion(TurnRight)` (`MotionInterpreter.cs:3008`) stopping the
MoveTo's OWN steering turn, plus the MoveTo-cancel `StopCompletely`.
- Those `Ready` nodes drain via `MotionDone` (fired 1:1 by `MotionTableManager`
per completed `_pendingAnimations` entry — `AnimationDone` per AnimDone hook
`GameWindow.cs:10306` + `UseTime``CheckForCompletedMotions` 0-tick sweep at
`10309`). They drain **a beat slower** than they add → backlog grows (lag 1→10
over a chase). Retail hits `add_to_queue == MotionDone` **exactly** (cdb-proven).
**The decisive open question for the fix:** WHY do acdream's `Ready` stop-nodes
drain slower than retail's? Two concrete hypotheses to test with a retail cdb
trace (retail is the oracle; do NOT guess in this verbatim-ported R2/R3 machinery):
1. **Tick count.** acdream's `Ready` stop entries have `outTicks > 0` (from
`StopSequenceMotion` Case A → `GetObjectSequence(styleDefault, stopCall:true,
out outTicks)`), so they wait for `AnimationDone` instead of draining
immediately via the per-frame 0-tick `CheckForCompletedMotions`. Retail's may be
0-tick. → cdb: break `CMotionTable::StopObjectMotion`/`GetObjectSequence` on a
live chasing monster, read the returned tick count for a turn-stop.
2. **Drain trigger rate.** Retail may fire `CheckForCompletedMotions`/`MotionDone`
more aggressively than acdream's once-per-frame `Manager.UseTime`. → cdb: count
`CMotionInterp::MotionDone` vs `add_to_queue` (already have the script:
`scratchpad/cdb-drain.cdb` — retail = add==done) and add
`CPhysicsObj::CheckForCompletedMotions`/`MotionTableManager::UseTime` counts.
Target acceptance: acdream's `pending_motions` drains to `add==done` (fully empties
between swings like retail) → `BeginTurnToHeading` proceeds per mt-6 arm →
`BeginMoveForward ≈ MoveToObject` (retail was 21≈22) → the creature runs to close
distance, plants to swing. **Visual gate:** user runs acdream + retail side-by-side.
## Evidence table (live traces this session)
| Metric | retail (cdb) | acdream BEFORE fix | acdream AFTER fix (`427332ac`) |
|---|---|---|---|
| `pending_motions` add vs done | **254 == 254** | 1.37M vs 5.7K | 425 vs 424 |
| max `pending_motions` depth | shallow | **1,332,575** | ~12 |
| `BeginMoveForward` (run installs) / chase | 21 | 1 | 10 |
| `MoveToObject` arms / chase | 22 | (7 in an attack-heavy cap) | 32 |
| `HandleUpdateTarget` (voyeur re-drive) | 689 | 44 | fires |
| `BeginTurnToHeading` motionsPending True/False | (empties often) | n/a | **256 / 16** |
| lingering queue contents | — | 0x8000003C×671K (stance) | **0x41000003 (Ready) backlog** |
## Apparatus (all in place at `427332ac`; reuse, then strip when #170 closes)
**acdream env-gated probes** (`ACDREAM_MVTO_DIAG=1`, alongside `ACDREAM_DUMP_MOTION=1`):
- `MoveToManager.cs` `s_mvtoDiag`: `[mvto] BeginMoveForward cmd=…`, `HandleUpdateTarget
… match=… init=… mtState=…`, `CancelMoveTo (real) wasType=…`, `UseTime enter/dispatch
node=…`, `BeginTurnToHeading motionsPending=… curCmd=…`.
- `MotionInterpreter.cs` `s_drainDiag`: `[drain] add=… done=… lag=… depth=…` (aggregate
add_to_queue vs MotionDone) + `[drainq] depth=… q=[…]` (queue CONTENTS when depth≥2 —
this is what named `Ready` as the lingering node).
- `GameWindow.cs`: `[npc-tick] guid=… branch=SERVERVEL|MOVETO` (which per-tick branch),
+ the earlier `UM ↳ actions …` inbound-action dump (capture aid).
**Launch (user manages lifecycle; graceful close):**
```
$env:ACDREAM_DUMP_MOTION="1"; $env:ACDREAM_MVTO_DIAG="1" # + ACDREAM_LIVE/DAT_DIR/host/port/user/pass
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object launch.log
```
In-world: **aggro a Mite Scamp at the wilderness spawn (~0xADAF), RUN AWAY so it
CHASES** (the bug is the chase, not attack-in-place — no chase ⇒ no `[mvto]` lines).
Logs are UTF-16 → `tr -d '\000'` before grep.
**Retail cdb toolchain** (Step -1; retail is the oracle for the residual):
- Binary `C:\Turbine\Asheron's Call\acclient.exe` MATCHES `refs/acclient.pdb`
(`py tools/pdb-extract/check_exe_pdb.py "…/acclient.exe"`). cdb at
`C:\Program Files (x86)\Windows Kits\10\Debuggers\x86\cdb.exe`.
- Working scripts saved in the scratchpad this session: `cdb-lookup.cdb` (symbol
names), `cdb-count.cdb` / `cdb-chase.cdb` (BeginMoveForward/MoveToObject/
HandleUpdateTarget/RunForward-dispatch counts), `cdb-drain.cdb`
(add_to_queue vs MotionDone vs motions_pending). Pattern: count + `gc`,
auto-`qd` after N `move_to_interpreted_state` hits (user makes a monster chase
retail during the trace). Key addrs: `MoveToManager::BeginMoveForward 0x00529a00`,
`_DoMotion 0x00529010`, `CancelMoveTo 0x00529930`, `MoveToObject 0x00529680`,
`HandleUpdateTarget 0x0052a7d0`, `UseTime 0x0052a780`;
`CMotionInterp::move_to_interpreted_state 0x005289c0`, `DoInterpretedMotion
0x00528360`, `add_to_queue 0x00527b80`, `MotionDone 0x00527ec0`, `motions_pending
0x00527fe0`, `get_state_velocity 0x00527d50`.
## DO-NOT-RETRY / superseded
- **The `eb423fb7` "MovementManager coexistence / R5-V4" hypothesis is WRONG** — the
attack UM cancelling the MoveTo is retail-faithful and NOT the cause. Superseded by
this doc. (Register/ISSUES updated.)
- The `d2ccc80e` velocity fix (`get_state_velocity``set_local_velocity` each
grounded tick) is CORRECT but **position-only** — it does NOT fix the legs; keep it.
- `CombatAnimationPlanner` (#159, fixed `2de5a011`) was a **red herring** for the
Mite Scamp (its 0x62/63/64 attacks were always in the correct block; the planner
is unwired). Real #170 is the MoveTo/pending_motions chain above.
- `BeginTurnToHeading`'s `if (motions_pending) return` guard is **retail-faithful**
do NOT patch it. Fix the DRAIN so the queue empties, don't remove the guard.
- The per-frame `apply_current_movement` deletion is the ROOT fix for the flood
(retail dispatches per UM). Do NOT re-add it.
## Key file:line map
- `GameWindow.cs` ~9982 (grounded remote-NPC branch; the deleted per-frame
apply_current_movement + the kept `get_state_velocity` velocity refresh);
~10306/10309 (the pending-motions DRAIN: `Manager.AnimationDone` per AnimDone
hook + `Manager.UseTime`); ~4251 `EnsureRemoteMotionBindings` (MoveToManager +
TargetManager voyeur wiring, `getSelfId=serverGuid` correct).
- `MoveToManager.cs`: `BeginMoveForward:741`, `BeginTurnToHeading:821`
(`if (_interp.MotionsPending()) return` at ~833), `HandleTurnToHeading:1164`,
`HandleUpdateTarget:1229`, `MoveToObject_Internal:1333`, `UseTime:953`,
`CancelMoveTo:1475`.
- `MotionInterpreter.cs`: `AddToQueue:2297` (pending_motions add),
`MotionsPending:2298`, `MotionDone:2318` (pops one head),
`ApplyInterpretedMovement:2920` (style→forward→sidestep-stop→turn-stop),
`StopInterpretedMotion:3254` (adds `Ready` on success, line 3292).
- `CMotionTable.cs`: `StopSequenceMotion:559` (false for redundant stop),
`StopObjectMotion:640`, `GetObjectSequence` (Branch 1 substate write; Branch 3
action overlay — verified faithful).
- `MotionTableManager.cs`: `AnimationDone:290`, `CheckForCompletedMotions:322`,
`UseTime:342`, `PerformMovement:409` (StopInterpreted → AddToQueue(Ready,ticks)).
## Session gotchas
- Client + retail both hit the SAME local ACE (127.0.0.1:9000). acdream char
`+Acdream` (0x5000000A) spawns in the wilderness (~0xADAF) with Mite Scamps.
- Two workflow tracers returned junk/schema-cap this session; the synthesis+verify
carried it BUT its "run cycle from mt-6/BeginMoveForward" map was later REFUTED for
attack-in-place (BeginMoveForward=0) and CONFIRMED only for the CHASE — always
trace the CHASE scenario, and trust the live cdb over the decomp synthesis.

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# Pickup prompt — #170 "sustain the creature run" (paste into a fresh session)
Read `docs/research/2026-07-04-170-creature-run-handoff.md` first — it is the SSOT
for this task and carries the full evidence, the retail cdb numbers, the apparatus,
and the DO-NOT-RETRY list. Then continue #170.
**Where we are:** the primary #170 bug is FIXED and user-verified at `427332ac`
(branch `claude/vigorous-joliot-f0c3ad`). A per-frame `apply_current_movement`
re-dispatch was flooding `CMotionInterp.pending_motions` to ~1.3M entries, which
kept `MotionsPending()` permanently true and blocked the MoveTo chase turn
(`BeginTurnToHeading`), so a chasing creature slid in an idle+attack pose instead
of running. Deleting that per-frame call (GameWindow ~9992) dropped the queue to
depth ~1 (add≈done), killed the "stuck in attack animation", and the run cycle now
installs (`BeginMoveForward` 1→10). The "stuck attack" is confirmed gone by the user.
**Your job — the ONE remaining residual: "sustain the run."** The run isn't
sustained yet: `BeginTurnToHeading` is still blocked `motionsPending=True` ~94% of
the time because a small **`Ready` (0x41000003) stop-node backlog** keeps
`pending_motions` from ever fully emptying between swings. acdream gets ~10
run-starts vs retail's 21, so the creature now twitches-forward + glides instead of
a clean run-then-stop. Retail hits `add_to_queue == MotionDone` EXACTLY (cdb-proven);
acdream's `Ready` stop-nodes drain a beat slower.
**Do this, in order:**
1. Re-read the handoff's "residual" + "DO-NOT-RETRY" sections. In particular: the
`BeginTurnToHeading` `if (motions_pending) return` guard is retail-faithful — DO
NOT patch it; fix the DRAIN so the queue empties like retail.
2. **Retail is the oracle** (Step -1). Retail's cdb is available; the binary matches
`refs/acclient.pdb`. Trace the `Ready`-stop drain on a live chasing monster to
settle the two hypotheses in the handoff: (a) do acdream's `Ready` stop entries
carry `outTicks > 0` (so they wait for `AnimationDone` instead of the per-frame
0-tick `CheckForCompletedMotions`) while retail's are 0-tick? (b) does retail fire
`CheckForCompletedMotions`/`MotionDone` more aggressively than acdream's
once-per-frame `Manager.UseTime`? Reuse `scratchpad/cdb-drain.cdb` +
the addrs in the handoff. Ask the user to make a monster chase their retail char
during the trace.
3. The env-gated acdream probes are already in place (`ACDREAM_MVTO_DIAG=1`) —
`[drainq]` dumps the queue contents (this is what named `Ready` as the lingering
node). Capture a chase (aggro + RUN AWAY) to compare against retail.
4. Implement the faithful drain fix (verbatim-ported R2/R3 machinery — get it EXACTLY
right, no redesign; this is the revert-prone area). Acceptance: acdream
`add==done` (queue fully empties between swings) → `BeginMoveForward ≈ MoveToObject`
per chase → creature runs to close distance, plants to swing. **Visual-gate with
the user (retail side-by-side)** — that is the acceptance test.
5. When it lands + is visually confirmed: **STRIP all the temporary #170 probes**
(`s_mvtoDiag` in MoveToManager.cs, `s_drainDiag` in MotionInterpreter.cs, the
`[npc-tick]` lines + the `UM ↳ actions` dump in GameWindow.cs), move #170 to
Recently-closed in `docs/ISSUES.md` with the SHAs, and update the animation
research/memory index.
**Gotchas:** both acdream (+Acdream char) and retail hit the same local ACE
(127.0.0.1:9000); trace the CHASE (player fleeing), not attack-in-place — no chase ⇒
no `[mvto]` lines; PowerShell Tee logs are UTF-16 (`tr -d '\000'` before grep); user
manages client lifecycle (graceful close). Trust the live cdb over the earlier
workflow synthesis (its "run from mt-6" map was refuted for attack-in-place).