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:
parent
23004a4791
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2 changed files with 45 additions and 38 deletions
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@ -2595,6 +2595,27 @@ public sealed class GameWindow : IDisposable
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ushort stance = update.MotionState.Stance;
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ushort? command = update.MotionState.ForwardCommand;
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// A.1 (Commit A.1 2026-05-03): UM_RAW — every inbound UM, one line,
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// gated on ACDREAM_REMOTE_VEL_DIAG=1. Skips the local player. Tells
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// us the actual UM arrival rate per remote and which fields are set
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// on each. The bug-suspect is "ACE sends UMs without ForwardCommand
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// bit during running, our picker resolves to Ready, SetCycle(Ready)
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// resets the cycle". This diag lets us count how often that happens.
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if (System.Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1"
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&& update.Guid != _playerServerGuid)
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{
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string cmdStrRaw = command.HasValue ? $"0x{command.Value:X4}" : "null";
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string sideStr = update.MotionState.SideStepCommand is { } s ? $"0x{s:X4}" : "null";
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string turnStr = update.MotionState.TurnCommand is { } t ? $"0x{t:X4}" : "null";
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string fwdSpdStr = update.MotionState.ForwardSpeed is { } fs ? $"{fs:F2}" : "null";
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uint seqMot = ae.Sequencer?.CurrentMotion ?? 0;
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System.Console.WriteLine(
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$"[UM_RAW] guid={update.Guid:X8} stance=0x{stance:X4} fwd={cmdStrRaw} fwdSpd={fwdSpdStr} "
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+ $"side={sideStr} turn={turnStr} mt=0x{update.MotionState.MovementType:X2} "
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+ $"isMoveTo={update.MotionState.IsServerControlledMoveTo} "
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+ $"seq.CurrentMotion=0x{seqMot:X8}");
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}
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// Diagnostic: dump every inbound UpdateMotion so we can trace why
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// remote chars don't transition off RunForward when they stop.
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// Enable with ACDREAM_DUMP_MOTION=1.
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