diag(motion): A.1 — unthrottled SCFAST/SCFULL + UM_RAW (Commit A.1)

Commit A's log refuted H2 (UPCYCLE never fires for player guids — gated
by IsPlayerGuid), H4 (SCNULLFALLBACK count = 0), H5 (PartTemplate
counts always match anim PartFrames). The remaining puzzle:

  SCFULL Ready=23 dominates (all motions: 41 total)
  SETCYCLE picker logged: only 9 transitions to Ready

Difference (≥14 extra Ready full-rebuilds) suggests a non-picker source,
OR many UMs arriving with no ForwardCommand bit being routed through
the picker's `else if (!command.HasValue) { fullMotion = Ready; }` at
GameWindow.cs:2671-2673, knocking the cycle back to Ready mid-Walk/Run.

This commit removes the 0.5s throttle on SCFAST and SCFULL (every call
now logs) and adds [UM_RAW] at OnLiveMotionUpdated entry to print:
  - stance / fwd / fwdSpd / side / turn / movementType / isMoveTo
  - sequencer.CurrentMotion at call time
per UM, gated on ACDREAM_REMOTE_VEL_DIAG=1.

Combined: one repro pass tells us (a) UM arrival rate per remote, (b)
which UMs lack ForwardCommand, (c) whether the picker is the source of
the 14+ extra Ready calls. Commit B is then a one-line fix.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-03 20:51:14 +02:00
parent 23004a4791
commit eaa8fc5c67
2 changed files with 45 additions and 38 deletions

View file

@ -2595,6 +2595,27 @@ public sealed class GameWindow : IDisposable
ushort stance = update.MotionState.Stance;
ushort? command = update.MotionState.ForwardCommand;
// A.1 (Commit A.1 2026-05-03): UM_RAW — every inbound UM, one line,
// gated on ACDREAM_REMOTE_VEL_DIAG=1. Skips the local player. Tells
// us the actual UM arrival rate per remote and which fields are set
// on each. The bug-suspect is "ACE sends UMs without ForwardCommand
// bit during running, our picker resolves to Ready, SetCycle(Ready)
// resets the cycle". This diag lets us count how often that happens.
if (System.Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1"
&& update.Guid != _playerServerGuid)
{
string cmdStrRaw = command.HasValue ? $"0x{command.Value:X4}" : "null";
string sideStr = update.MotionState.SideStepCommand is { } s ? $"0x{s:X4}" : "null";
string turnStr = update.MotionState.TurnCommand is { } t ? $"0x{t:X4}" : "null";
string fwdSpdStr = update.MotionState.ForwardSpeed is { } fs ? $"{fs:F2}" : "null";
uint seqMot = ae.Sequencer?.CurrentMotion ?? 0;
System.Console.WriteLine(
$"[UM_RAW] guid={update.Guid:X8} stance=0x{stance:X4} fwd={cmdStrRaw} fwdSpd={fwdSpdStr} "
+ $"side={sideStr} turn={turnStr} mt=0x{update.MotionState.MovementType:X2} "
+ $"isMoveTo={update.MotionState.IsServerControlledMoveTo} "
+ $"seq.CurrentMotion=0x{seqMot:X8}");
}
// Diagnostic: dump every inbound UpdateMotion so we can trace why
// remote chars don't transition off RunForward when they stop.
// Enable with ACDREAM_DUMP_MOTION=1.

View file

@ -283,13 +283,9 @@ public sealed class AnimationSequencer
private const double RateEpsilon = 1e-6;
// ── Diagnostics (Commit A 2026-05-03) ───────────────────────────────────
// Throttle clock for the [SCFAST] / [SCFULL] / [SCNULLFALLBACK] log lines
// emitted from SetCycle. Gated on env var ACDREAM_REMOTE_VEL_DIAG=1; reads
// the env var inline rather than caching so a launch can be re-toggled
// without restarting. Throttled to one log per ~0.5s per sequencer
// instance; the log line itself carries the motion ID so multiple cycles
// alternating fast still get distinguished in the log.
private double _lastSetCycleDiagTime;
// Removed throttle in A.1 (2026-05-03) — every SCFAST/SCFULL call logs
// unthrottled (still gated on ACDREAM_REMOTE_VEL_DIAG=1) so we can read
// exact call rate and Run→Ready transitions one tick at a time.
// ── Constructor ──────────────────────────────────────────────────────────
@ -417,22 +413,17 @@ public sealed class AnimationSequencer
}
// D3 (Commit A 2026-05-03): SCFAST — proves whether the fast-path
// is firing instead of the full rebuild. If [SCFAST] dominates
// during a Walk→Run press AND the leg-cycle hash from D5 doesn't
// change, H3 (fast-path leaves _currNode on a stale link) is the
// bug.
// is firing instead of the full rebuild.
// A.1 (2026-05-03): unthrottled — we need actual call rate, not
// 0.5s-bucketed sample. Keeps cost low (just a Console.WriteLine
// per SetCycle call, all gated on env var).
if (System.Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1")
{
double nowSec = (System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds;
if (nowSec - _lastSetCycleDiagTime > 0.5)
{
System.Console.WriteLine(
$"[SCFAST] motion=0x{motion:X8} speedMod={speedMod:F3} "
+ $"oldSpeedMod={CurrentSpeedMod:F3} "
+ $"qCount={_queue.Count} "
+ $"currNodeIsCyclic={(_currNode == _firstCyclic)}");
_lastSetCycleDiagTime = nowSec;
}
System.Console.WriteLine(
$"[SCFAST] motion=0x{motion:X8} speedMod={speedMod:F3} "
+ $"oldSpeedMod={CurrentSpeedMod:F3} "
+ $"qCount={_queue.Count} "
+ $"currNodeIsCyclic={(_currNode == _firstCyclic)}");
}
return;
}
@ -555,25 +546,20 @@ public sealed class AnimationSequencer
}
// D3 (Commit A 2026-05-03): SCFULL — counterpart to SCFAST. Fires on
// the full-rebuild SetCycle path. Together they tell us the
// fast-path-vs-rebuild ratio. If the visible cycle is wrong despite
// SCFULL firing with a non-null _currNode and firstNew set, the bug
// is downstream (H5 PartTemplate divergence, or sequencer-internal
// serving stale frames despite correct CurrentMotion).
// the full-rebuild SetCycle path.
// A.1 (2026-05-03): unthrottled — see SCFAST comment. We also print
// the previous CurrentMotion so the log directly shows the cycle
// transition (e.g. "Run → Ready" indicates the visible cycle just
// got reset back to Ready, mid-Run).
if (System.Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1")
{
double nowSec = (System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds;
if (nowSec - _lastSetCycleDiagTime > 0.5)
{
System.Console.WriteLine(
$"[SCFULL] motion=0x{motion:X8} adjustedMotion=0x{adjustedMotion:X8} "
+ $"speedMod={speedMod:F3} "
+ $"qCount={_queue.Count} "
+ $"firstNewNull={(firstNew is null)} "
+ $"currNodeIsCyclic={(_currNode == _firstCyclic)} "
+ $"firstCyclicNull={(_firstCyclic is null)}");
_lastSetCycleDiagTime = nowSec;
}
System.Console.WriteLine(
$"[SCFULL] prev=0x{CurrentMotion:X8} -> motion=0x{motion:X8} adjustedMotion=0x{adjustedMotion:X8} "
+ $"speedMod={speedMod:F3} "
+ $"qCount={_queue.Count} "
+ $"firstNewNull={(firstNew is null)} "
+ $"currNodeIsCyclic={(_currNode == _firstCyclic)} "
+ $"firstCyclicNull={(_firstCyclic is null)}");
}
CurrentStyle = style;