Phase B.4c shipped end-to-end 2026-05-13. Holtburg inn doorway double-click verified: door visually swings open, player walks through, door visually swings closed. 4 implementation commits: - B.4c Task 1: door spawn-time AnimationSequencer with state-seeded cycle - B.4c Task 2: [door-cycle] diagnostic in OnLiveMotionUpdated - B.4c Task 2 review: IsDoorName shared predicate + durable comment + UM locals - B.4c stance fix: NonCombat = 0x3D (not 0x01); read spawn.MotionState Closes #58. Files: - #61 (AnimationSequencer link->cycle frame-0 flash; visible as brief flap at end of door swing; low-severity polish) - #62 (PARTSDIAG null-guard for sequencer-driven entities; latent not currently reachable for doors) Memory file project_interaction_pipeline.md updated outside the repo. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
454d88ed8e
commit
ebdbf821dc
4 changed files with 470 additions and 40 deletions
50
CLAUDE.md
50
CLAUDE.md
|
|
@ -619,17 +619,22 @@ acdream's plan lives in two files committed to the repo:
|
|||
|
||||
**Currently in Phase L.2 (Movement & Collision Conformance).** L.2a slices
|
||||
1+2+3 + L.2d slice 1+1.5 + L.2g slice 1 + L.2g slice 1b + L.2g slice 1c +
|
||||
**Phase B.4b** all shipped and visual-verified 2026-05-13. The M1 demo
|
||||
target *"open the inn door"* is met: double-click a door in the Holtburg
|
||||
inn doorway → `WorldPicker.Pick` finds the door entity → `BuildUse` sends
|
||||
`0xF7B1/0x0036` to ACE → ACE broadcasts `SetState (0xF74B)` with `ETHEREAL`
|
||||
bit → `ShadowObjectRegistry.UpdatePhysicsState` (L.2g slice 1) mutates the
|
||||
cached state (via fixed ServerGuid→entity.Id translation, L.2g slice 1c) →
|
||||
`CollisionExemption.ShouldSkip` exempts on ETHEREAL-alone (L.2g slice 1b) →
|
||||
player walks through. Issue #57 (B.4 handler gap) is closed. Issue #58
|
||||
(door swing animation — `UpdateMotion 0xF74D` routing for non-creature
|
||||
entities) is filed as M1-deferred polish.
|
||||
**Phase B.4b** + **Phase B.4c** all shipped and visual-verified 2026-05-13.
|
||||
The M1 demo target *"open the inn door"* is met **with full visual feedback**:
|
||||
double-click a door in the Holtburg inn doorway → `WorldPicker.Pick` finds
|
||||
the door entity → `BuildUse` sends `0xF7B1/0x0036` to ACE → ACE broadcasts
|
||||
`SetState (0xF74B)` with `ETHEREAL` bit → `ShadowObjectRegistry.UpdatePhysicsState`
|
||||
(L.2g slice 1) mutates the cached state (via fixed ServerGuid→entity.Id
|
||||
translation, L.2g slice 1c) → `CollisionExemption.ShouldSkip` exempts on
|
||||
ETHEREAL-alone (L.2g slice 1b) → player walks through → door swing animation
|
||||
plays (B.4c: spawn-time `AnimationSequencer` registration + `OnLiveMotionUpdated`
|
||||
routing for door entities). Issue #57 (B.4 handler gap) is closed. Issue #58
|
||||
(door swing animation) is closed by B.4c. Issues #61 (link→cycle boundary
|
||||
flash) and #62 (PARTSDIAG null-guard) are filed as M1-deferred polish.
|
||||
|
||||
**B.4c ship handoff:** [`docs/research/2026-05-13-b4c-shipped-handoff.md`](docs/research/2026-05-13-b4c-shipped-handoff.md)
|
||||
— full evidence for the 4 commits + 2 bonus discoveries (stance-value wrong
|
||||
`0x01` vs `0x3D` causing underground doors; link→cycle boundary flash).
|
||||
**B.4b ship handoff:** [`docs/research/2026-05-13-b4b-shipped-handoff.md`](docs/research/2026-05-13-b4b-shipped-handoff.md)
|
||||
— full evidence for the 9 commits + 4 bonus discoveries (double-click dead
|
||||
code, DoubleClick gate, CollisionExemption, ServerGuid→Id translation).
|
||||
|
|
@ -712,12 +717,19 @@ together comprise the streaming + rendering perf foundation for the
|
|||
project.
|
||||
|
||||
**Next phase candidates (in rough preference order):**
|
||||
- **Issue #58 — Door swing animation.** Route `UpdateMotion (0xF74D)` to
|
||||
non-creature entities so the door visually swings when opened. M1 polish
|
||||
but not blocking. Scope unknown until a spike: could be 30 min (simple
|
||||
routing) or 2 hrs (AnimationSequencer audit for creature-specific
|
||||
assumptions). Start with a spike in `OnLiveMotionUpdated` to see how
|
||||
far the AnimationSequencer cooperates with non-creature entities.
|
||||
- **"Click an NPC" verification spike (M1 critical path).** B.4b's
|
||||
`WorldPicker` + `BuildUse` is already wired. The question is whether ACE
|
||||
NPCs respond to a Use message from our testaccount and what they broadcast
|
||||
back (TalkDirect? MoveToObject?). Spike: stand near a Holtburg NPC,
|
||||
double-click, read what ACE sends back. If ACE responds with recognizable
|
||||
packets, wire the handlers; if it is silent, investigate ACE's NPC handler
|
||||
configuration. ~30 min spike, outcome determines whether NPC interaction
|
||||
needs a full phase or is a one-commit fix.
|
||||
- **Phase B.5 — Ground item pickup (F key) (M1 critical path).** The
|
||||
`SelectionPickUp` input action + F-key binding exist in `KeyBindings` but
|
||||
`OnInputAction` has no case for it. `BuildUse` IS `BuildPickUp` (same wire
|
||||
format). One-commit addition: add `SelectionPickUp` case to `GameWindow.
|
||||
OnInputAction` → call `InteractRequests.BuildPickUp(seq, _selectedGuid)`. ~30 min.
|
||||
- **Triage the chronic open-issue list** in `docs/ISSUES.md` — #2 (lightning),
|
||||
#4 (sky horizon-glow), #28 (aurora), #29 (cloud thinness), #37 (humanoid
|
||||
coat), #41 (remote-motion blips) have been open since April/early-May and
|
||||
|
|
@ -732,6 +744,12 @@ project.
|
|||
only if user wants sustained 500+ FPS. With Tier 1 dispatcher at ~1.2 ms
|
||||
the project comfortably hits 200-400 FPS at radius=12 standstill;
|
||||
escalation is optional from here.
|
||||
- **Issue #61 — AnimationSequencer link→cycle boundary flash** (M1-deferred
|
||||
polish). Brief flap at end of door-swing animations. Low severity; does
|
||||
not block M1 demo. Address before milestone demo record if distracting.
|
||||
- **Issue #62 — PARTSDIAG null-guard** (trivial latent fix). One-line
|
||||
null-coalescing guard in `GameWindow.TickAnimations`. Address any time a
|
||||
diagnostic-related PR is open nearby.
|
||||
|
||||
**Earlier rendering + streaming arc (2026-05-08 → 2026-05-10).**
|
||||
Phases **N.4 → N.5 → N.5b → A.5** shipped the modern rendering
|
||||
|
|
|
|||
122
docs/ISSUES.md
122
docs/ISSUES.md
|
|
@ -46,6 +46,77 @@ Copy this block when adding a new issue:
|
|||
|
||||
# Active issues
|
||||
|
||||
## #62 — PARTSDIAG null-guard for sequencer-driven entities
|
||||
|
||||
**Status:** OPEN
|
||||
**Severity:** LOW (latent crash; not reachable for doors today — see notes)
|
||||
**Filed:** 2026-05-13 (code-quality review of B.4c Task 1)
|
||||
**Component:** diagnostic / `GameWindow.TickAnimations` PARTSDIAG block
|
||||
|
||||
**Description:** The PARTSDIAG block at `GameWindow.cs:7657` reads
|
||||
`ae.Animation.PartFrames.Count` without a null-guard. B.4c introduced
|
||||
`Animation = null!` for sequencer-driven door entities (per the same
|
||||
pattern at line 7857). Today this is safe: doors never enter
|
||||
`_remoteDeadReckon` (ACE never sends UpdatePosition for them), and
|
||||
`_remoteDeadReckon` membership is one of the outer guards on the
|
||||
PARTSDIAG block. The diagnostic never fires for doors.
|
||||
|
||||
**Risk:** Future code that admits more non-creature entities via the
|
||||
B.4c branch — or extends ACE to send UpdatePosition for doors — would
|
||||
make `_remoteDeadReckon` membership reachable for null-Animation
|
||||
entities. The next time someone enables `ACDREAM_REMOTE_VEL_DIAG=1`
|
||||
and that scenario occurs, the diagnostic crashes the tick.
|
||||
|
||||
**Acceptance:** PARTSDIAG block tolerates null `ae.Animation`. One-line
|
||||
fix:
|
||||
```csharp
|
||||
int animFrame0Parts = ae.Animation?.PartFrames.Count > 0
|
||||
? ae.Animation.PartFrames[0].Frames.Count
|
||||
: -1;
|
||||
```
|
||||
|
||||
**Files:** `src/AcDream.App/Rendering/GameWindow.cs:7657` (one-line null-coalescing change).
|
||||
|
||||
**Estimated scope:** Trivial. One-line edit + a build verification.
|
||||
|
||||
---
|
||||
|
||||
## #61 — AnimationSequencer link→cycle boundary flash on one-shot motion (door swing)
|
||||
|
||||
**Status:** OPEN
|
||||
**Severity:** LOW (visual polish — animation works, brief one-frame flash through prior pose at end of swing)
|
||||
**Filed:** 2026-05-13 (visual test of B.4c)
|
||||
**Component:** animation / `AcDream.Core.Physics.AnimationSequencer` link+cycle transition
|
||||
|
||||
**Description:** When a door receives `UpdateMotion(NonCombat, On)` via the
|
||||
B.4c spawn-time-registered sequencer, the swing-open animation plays
|
||||
correctly but exhibits a brief one-frame flash through the closed pose
|
||||
at the END of the swing before settling at the open pose. Same flash on
|
||||
close (settles at closed pose after one-frame flash through open).
|
||||
|
||||
**Root cause hypothesis:** `AnimationSequencer.SetCycle` enqueues a
|
||||
transition link (the swing motion) followed by the target cycle (likely
|
||||
a single-frame static rest pose). If the link's last frame and the
|
||||
cycle's frame 0 don't match exactly, the renderer reads one frame of
|
||||
the cycle's start pose before the cycle's natural rest. Cumulative
|
||||
effect: link plays Closed→Open over N frames → cycle's frame 0 is
|
||||
Closed → cycle resets to frame 0 for one render → cycle advances to
|
||||
its single rest frame which IS the open pose. Visible as a flap.
|
||||
|
||||
**Acceptance:** Door open / close cycles play cleanly with no closed/open
|
||||
pose flash at the link→cycle transition. Test: in Holtburg, double-click
|
||||
inn door, watch swing animation rest at open pose with no intermediate flash.
|
||||
|
||||
**Files (likely):**
|
||||
- `src/AcDream.Core/Physics/AnimationSequencer.cs` — link+cycle queue boundary handling
|
||||
- (read the link node's last-frame extraction + the cycle's frame-0 evaluation)
|
||||
|
||||
**Estimated scope:** Moderate. Requires understanding the sequencer's link-vs-cycle queue semantics and possibly the underlying MotionTable's cycle data shape for doors. Could be a one-line fix (e.g. "preserve last link frame as cycle rest pose") or a deeper sequencer behavior change.
|
||||
|
||||
**Workaround:** None needed for M1 — the flash is brief enough that doors are usable.
|
||||
|
||||
---
|
||||
|
||||
## #60 — `obstruction_ethereal` retail downstream path not ported (M2 combat-HUD impact)
|
||||
|
||||
**Status:** OPEN
|
||||
|
|
@ -98,38 +169,41 @@ the 6 existing picker tests with realistic radii.
|
|||
|
||||
---
|
||||
|
||||
## #58 — Door swing animation: UpdateMotion not wired for non-creature entities
|
||||
## #58 — [DONE 2026-05-13] Door swing animation: UpdateMotion not wired for non-creature entities
|
||||
|
||||
**Status:** OPEN
|
||||
**Severity:** MEDIUM (M1 demo cosmetic — doors function but don't visually animate)
|
||||
**Status:** DONE
|
||||
**Closed:** 2026-05-13
|
||||
**Severity:** MEDIUM (was M1 demo cosmetic — doors functioned but didn't visually animate)
|
||||
**Filed:** 2026-05-13
|
||||
**Component:** animation / `UpdateMotion (0xF74D)` routing for non-creature entities
|
||||
|
||||
**Description:** B.4b shipped end-to-end interaction (click → BuildUse →
|
||||
SetState → collision exempt → walk through). When ACE opens a door it
|
||||
broadcasts TWO packets: `SetState (0xF74B)` (the collision-bit flip,
|
||||
handled by L.2g) AND `UpdateMotion (0xF74D)` with `(NonCombat, On)` (the
|
||||
swing animation cycle, NOT handled). acdream's `UpdateMotion` pipeline is
|
||||
currently scoped to player + creature animation (Phase L.3); door entities
|
||||
do not receive cycle commands.
|
||||
**Closure:** Closed by Phase B.4c on branch `claude/phase-b4c-door-anim`
|
||||
(4 implementation commits). The complete animation round-trip for door entities
|
||||
is now wired and visual-verified at the Holtburg inn doorway: double-click a
|
||||
closed door → swing-open animation plays → player walks through → ~30s later
|
||||
ACE broadcasts `UpdateMotion (NonCombat, Off)` → swing-close animation plays.
|
||||
|
||||
**Root cause / status:** The `UpdateMotion` packet handler in
|
||||
`GameWindow.OnLiveMotionUpdated` filters to player + creature entity types.
|
||||
Non-creature WorldEntity instances (doors, chests, etc.) silently drop
|
||||
the `(NonCombat, On)` cycle command that ACE sends when the door opens.
|
||||
Implementation: spawn-time `AnimationSequencer` registration for door entities
|
||||
in `GameWindow.OnLiveEntitySpawnedLocked` (Task 1, commit `9053860`), with
|
||||
initial state seeded from `spawn.PhysicsState` so closed doors initialize to
|
||||
the `Off` cycle and open doors initialize to the `On` cycle. A `[door-cycle]`
|
||||
diagnostic line in `OnLiveMotionUpdated` (Task 2, commit `b89f004`) confirms
|
||||
each `UpdateMotion` is processed. A shared `IsDoorName` predicate (Task 2
|
||||
review, commit `8a9b15e`) eliminates duplication. A stance-value fix (bonus,
|
||||
commit `454d88e`) corrected `NonCombat = 0x3D` (not `0x01`), which was causing
|
||||
doors to render halfway underground due to empty sequencer frames.
|
||||
|
||||
**Files (likely):**
|
||||
- `src/AcDream.App/Rendering/GameWindow.cs` — `OnLiveMotionUpdated` handler
|
||||
- `src/AcDream.Core/Physics/AnimationSequencer.cs` — may have creature-specific assumptions
|
||||
- The entity-spawn adapter (unknown if non-creature entities are wired to an AnimationSequencer at all)
|
||||
Two follow-up items were filed: issue #61 (link→cycle boundary flash — brief
|
||||
visual flap at end of swing animation; low severity) and issue #62 (PARTSDIAG
|
||||
null-guard for sequencer-driven entities; latent, not currently reachable).
|
||||
|
||||
**Acceptance:** Double-click a door → swing animation plays → ~30s later the
|
||||
door auto-close animation plays. Log shows `UpdateMotion (NonCombat, On)` processed
|
||||
for the door entity.
|
||||
See [`docs/research/2026-05-13-b4c-shipped-handoff.md`](research/2026-05-13-b4c-shipped-handoff.md)
|
||||
for the full evidence trail, log output, and bonus-discovery narrative. M1
|
||||
demo target "open the inn door" now has full visual feedback.
|
||||
|
||||
**Estimated scope:** Unknown. Could be quick (route UpdateMotion to non-creature
|
||||
WorldEntity with cycle dispatch, ~30 min) or moderate (AnimationSequencer audit
|
||||
for creature-specific assumptions, ~2 hrs). Spike before committing to estimate.
|
||||
**Files (what shipped):**
|
||||
- `src/AcDream.App/Rendering/GameWindow.cs` — `IsDoorSpawn` / `IsDoorName` helpers, spawn-time `AnimationSequencer` registration branch in `OnLiveEntitySpawnedLocked`, `_doorSequencers` dict, `[door-cycle]` diagnostic in `OnLiveMotionUpdated`, `TickAnimations` loop extended to advance door sequencers.
|
||||
- `src/AcDream.Core/Physics/AnimationSequencer.cs` — no changes required; existing link+cycle API was sufficient.
|
||||
|
||||
---
|
||||
|
||||
|
|
|
|||
|
|
@ -66,6 +66,7 @@
|
|||
| N.6 slice 1 | GPU timing fix + radius=12 perf baseline. Fixed the gpu_us double-buffering bug in `WbDrawDispatcher` (ring-of-3 query slots, read-before-overwrite, vendor-neutral across AMD/NVIDIA/Intel desktop GL). Added env-gated `ACDREAM_DUMP_SURFACES=1` one-shot surface-format histogram dump in `TextureCache` for the atlas-opportunity audit. Captured authoritative baseline at Holtburg radii 4 / 8 / 12 (standstill + walking) with the now-working `gpu_us` diagnostic; baseline doc concludes CPU dominates GPU by 30–50× at every radius and recommends C.1.5 next then reduced-scope slice 2 (atlas + persistent-mapped buffers dropped). Baseline numbers at [docs/plans/2026-05-11-phase-n6-perf-baseline.md](2026-05-11-phase-n6-perf-baseline.md). Plan archived at `docs/superpowers/plans/2026-05-11-phase-n6-slice1.md`. | Live ✓ |
|
||||
| C.1.5a | Portal PES wiring — server-spawned `WorldEntity` entities now fire their `Setup.DefaultScript` through the already-shipped `PhysicsScriptRunner` on enter-world. New ~70-line [`EntityScriptActivator`](../../src/AcDream.App/Rendering/Vfx/EntityScriptActivator.cs) class wires into `GpuWorldState`'s spawn lifecycle (`AppendLiveEntity` → `OnCreate`, `RemoveEntityByServerGuid` → `OnRemove`). Resolver lambda in `GameWindow` hits `_dats.Get<Setup>(...)?.DefaultScript.DataId` with defensive try/catch returning `0u` on miss. Activator also seeds `_particleSink.SetEntityRotation` so hook offsets transform from entity-local to world space correctly. **Verified at the Holtburg Town network portal**: 10-hook portal script fires end-to-end with correct color, persistence, orientation, multi-emitter dispatch. **Known limitation surfaced and filed as issue #56**: `ParticleHookSink` ignores `CreateParticleHook.PartIndex`, so the 10 emitters collapse to one root position instead of distributing across the portal Setup's parts — visually produces a compressed, partly-ground-buried swirl. Mechanism is correct; per-part transform handling is the next vfx-pipeline work (blocks slice 2 visual delight; affects every multi-emitter PES). Spec: [`docs/superpowers/specs/2026-05-12-phase-c1.5a-portals-design.md`](../superpowers/specs/2026-05-12-phase-c1.5a-portals-design.md). Plan: [`docs/superpowers/plans/2026-05-12-phase-c1.5a-portals.md`](../superpowers/plans/2026-05-12-phase-c1.5a-portals.md). | Live ✓ (with #56) |
|
||||
| B.4b | Outbound Use handler wiring + 4 bonus fixes (L.2g slices 1b+1c, double-click detection, DoubleClick gate fix). Shipped 2026-05-13 (branch `claude/compassionate-wilson-23ff99`, merge pending). Closes #57. Files #58 (door swing animation, M1-deferred). `WorldPicker.BuildRay` + `Pick` (ray-sphere entity pick with inside-sphere guard); `GameWindow.OnInputAction` switch cases for `SelectLeft` / `SelectDblLeft` / `UseSelected`; `_entitiesByServerGuid` reverse-lookup dict + ServerGuid→entity.Id translation in `OnLiveStateUpdated` (L.2g slice 1c — THE actual blocker); `InputDispatcher` double-click detection 500ms threshold (binding was dead code without it); `CollisionExemption.ShouldSkip` widened to ETHEREAL-alone (ACE Door.Open() sends `state=0x0001000C`, not `0x14`). M1 demo target "open the inn door" verified at Holtburg inn doorway. Plan: [`docs/superpowers/plans/2026-05-13-phase-b4b-plan.md`](../superpowers/plans/2026-05-13-phase-b4b-plan.md). Handoff: [`docs/research/2026-05-13-b4b-shipped-handoff.md`](../research/2026-05-13-b4b-shipped-handoff.md). | Live ✓ |
|
||||
| B.4c | Door swing animation. Shipped 2026-05-13 (branch `claude/phase-b4c-door-anim`, merge pending). Closes #58. Files #61 (AnimationSequencer link→cycle boundary flash; low-severity polish) + #62 (PARTSDIAG null-guard; latent). Spawn-time `AnimationSequencer` registration for door entities in `GameWindow.OnLiveEntitySpawnedLocked`: initial cycle seeded from `spawn.PhysicsState` (Off for closed, On for open). Shared `IsDoorName` / `IsDoorSpawn` helpers. `[door-cycle]` diagnostic in `OnLiveMotionUpdated` (gated on `ACDREAM_PROBE_BUILDING`). Bonus stance-value fix: `NonCombat = 0x3D` not `0x01` (wrong value caused doors to render halfway underground via empty sequencer frames). Visual-verified 2026-05-13 at Holtburg inn doorway: swing-open + swing-close cycles both play. M1 demo target "open the inn door" now has full visual feedback. Plan: [`docs/superpowers/plans/2026-05-13-phase-b4c-plan.md`](../superpowers/plans/2026-05-13-phase-b4c-plan.md). Handoff: [`docs/research/2026-05-13-b4c-shipped-handoff.md`](../research/2026-05-13-b4c-shipped-handoff.md). | Live ✓ |
|
||||
| C.1.5b | Per-part PES transforms + dat-hydrated entity DefaultScript dispatch. Closes issue #56. Shipped 2026-05-12 across 5 commits (`1e3c33b` docs+plan, `f3bc15e` SetupPartTransforms helper, `11521f4` ParticleHookSink applies `CreateParticleHook.PartIndex`, `5ca5827` activator refactor + GameWindow resolver lambda, `8735c39` GpuWorldState 4 new fire-sites). **Slice A** — new [`SetupPartTransforms.Compute(setup)`](../../src/AcDream.Core/Meshing/SetupPartTransforms.cs) walks `PlacementFrames[Resting]` → `[Default]` → first-available (mirrors `SetupMesh.Flatten` priority) and returns `Matrix4x4` per part; new `ParticleHookSink.SetEntityPartTransforms(entityId, partTransforms)` mirrors the existing `_rotationByEntity` pattern; `SpawnFromHook` now transforms hook offset through `partTransforms[partIndex]` before applying entity rotation. **Slice B** — activator's `ServerGuid==0` guard relaxed: keys by `entity.ServerGuid` when non-zero, else `entity.Id` (collision-free with server guids in the `0x40xxxxxx` interior / `0x80xxxxxx` scenery / `0xC0xxxxxx` ranges). Resolver delegate refactored to return `ScriptActivationInfo(ScriptId, PartTransforms)` so one dat lookup yields both pieces. `GpuWorldState` fires the activator from 4 new sites: `AddLandblock` + `AddEntitiesToExistingLandblock` (Far→Near promotion) for OnCreate, `RemoveLandblock` + `RemoveEntitiesFromLandblock` (Near→Far demotion) for OnRemove. ServerGuid==0 filter on AddLandblock avoids double-firing pending-bucket merges. **Reality discovery folded into spec §3**: EnvCell `StaticObjects` are already hydrated as `WorldEntity` instances by `GameWindow.BuildInteriorEntitiesForStreaming` (with stable `entity.Id` in `0x40xxxxxx`) — no synthetic-ID scheme or separate walker class needed (handoff §4 Q1/Q2 mooted). **Visual verification 2026-05-12**: Holtburg Town network portal swirl distributes across the arch (no ground-burial), Inn fireplace flames render over the firebox, cottage chimney smoke columns render, spell-cast animation-hook particles all match retail. 18 new + 4 updated tests, all Vfx/Meshing/Streaming/Activator green. Spec: [`docs/superpowers/specs/2026-05-13-phase-c1.5b-design.md`](../superpowers/specs/2026-05-13-phase-c1.5b-design.md). Plan: [`docs/superpowers/plans/2026-05-13-phase-c1.5b.md`](../superpowers/plans/2026-05-13-phase-c1.5b.md). | Live ✓ |
|
||||
|
||||
Plus polish that doesn't get its own phase number:
|
||||
|
|
|
|||
337
docs/research/2026-05-13-b4c-shipped-handoff.md
Normal file
337
docs/research/2026-05-13-b4c-shipped-handoff.md
Normal file
|
|
@ -0,0 +1,337 @@
|
|||
# Phase B.4c shipped — handoff (visual-verified 2026-05-13)
|
||||
|
||||
**Date:** 2026-05-13.
|
||||
**Branch:** `claude/phase-b4c-door-anim` (ready to merge to main; do NOT merge here — controller handles that after code review).
|
||||
**Predecessors:**
|
||||
- [docs/research/2026-05-13-b4b-shipped-handoff.md](2026-05-13-b4b-shipped-handoff.md) — B.4b shipped handoff; interaction was the upstream dependency (Use message, SetState handling, collision exemption, double-click detection — all shipped there).
|
||||
- [docs/superpowers/specs/2026-05-13-phase-b4c-design.md](../superpowers/specs/2026-05-13-phase-b4c-design.md) — B.4c design spec.
|
||||
- [docs/superpowers/plans/2026-05-13-phase-b4c-plan.md](../superpowers/plans/2026-05-13-phase-b4c-plan.md) — B.4c implementation plan (4 tasks).
|
||||
|
||||
---
|
||||
|
||||
## TL;DR
|
||||
|
||||
Phase B.4c **shipped end-to-end and is visual-verified 2026-05-13.** The M1
|
||||
demo target *"open the inn door"* now has **full visual feedback** — the door
|
||||
swings open when double-clicked and swings closed again when ACE toggles it
|
||||
back. 4 implementation commits implement and fix door-specific spawn-time
|
||||
`AnimationSequencer` registration + `UpdateMotion` routing + stance-value
|
||||
correctness.
|
||||
|
||||
The plan estimated "2 tasks, door spawn-time registration + UM diagnostic."
|
||||
Visual testing surfaced **two bonus discoveries** beyond the plan:
|
||||
|
||||
1. The plan's `NonCombatStance` constant was wrong: `0x80000001` (from
|
||||
creature motion table conventions) should be `0x8000003D` (from AC's
|
||||
`MotionStance.NonCombat = 0x0000003D`). Wrong constant → wrong
|
||||
`HasCycle` lookup → `SetCycle` never fires → sequencer empty →
|
||||
per-frame part rebuild collapses to entity origin → doors render halfway
|
||||
underground.
|
||||
2. The `AnimationSequencer`'s link→cycle boundary transition produces a
|
||||
brief one-frame flash through the prior pose at the end of the door-swing
|
||||
animation. Not B.4c-specific — it is the sequencer's general link+cycle
|
||||
queue mechanics. Deferred as issue #61.
|
||||
|
||||
Issue #58 (door swing animation) is closed. Issues #61 + #62 (cycle-boundary
|
||||
flash; PARTSDIAG null-guard) are filed as M1-deferred polish.
|
||||
|
||||
---
|
||||
|
||||
## What shipped on this branch
|
||||
|
||||
| # | Commit | Subject | Task |
|
||||
|---|---|---|---|
|
||||
| 1 | `9053860` | `feat(B.4c): door spawn-time AnimationSequencer with state-seeded initial cycle` | Task 1 |
|
||||
| 2 | `b89f004` | `feat(B.4c): [door-cycle] diagnostic in OnLiveMotionUpdated` | Task 2 |
|
||||
| 3 | `8a9b15e` | `refactor(B.4c): share IsDoorName predicate + durable comment + use UM locals` | Task 2 review |
|
||||
| 4 | `454d88e` | `fix(B.4c): correct NonCombat stance value (0x3D, not 0x01) + read spawn.MotionState` | Bonus: stance fix |
|
||||
|
||||
Plus plan/spec commits earlier in the branch session:
|
||||
- `b4f131e` — B.4c design spec.
|
||||
- `6ae38f7` — B.4c implementation plan (4 tasks).
|
||||
|
||||
**Build:** clean. **Tests:** existing test suite passes; no new unit tests added
|
||||
(the door-cycle registration path runs in-process with a live GameWindow; pure
|
||||
unit tests would require a MotionTable + AnimationSequencer integration harness).
|
||||
|
||||
---
|
||||
|
||||
## What the code does end-to-end
|
||||
|
||||
When the world loads, any entity whose name contains "Door" (checked via the
|
||||
shared `GameWindow.IsDoorName(string)` helper, committed as part of Task 2
|
||||
review) is registered in the **door-animation side-track** at spawn time. This
|
||||
happens inside `GameWindow.OnLiveEntitySpawnedLocked`, which branches on
|
||||
`IsDoorSpawn(spawn)` before reaching the standard creature/player paths.
|
||||
|
||||
### At world load (spawn time)
|
||||
|
||||
1. `IsDoorSpawn(spawn)` — checks `spawn.WeenieObj.WeenieType == 8` (the
|
||||
`Door` weenie type) OR `IsDoorName(spawn.Name)` (fallback for servers that
|
||||
tag door-weenies with non-8 types). If true, the entity is a door.
|
||||
|
||||
2. **Initial state seed** — the door's `PhysicsState` from `spawn` carries the
|
||||
open/closed bit. The code reads `spawn.PhysicsState` (or
|
||||
`spawn.MotionState?.Stance` as a fallback for unusual doors with explicit
|
||||
stance data) to determine whether to seed the sequencer with the `Off`
|
||||
(closed) or `On` (open) cycle.
|
||||
|
||||
3. **AnimationSequencer registration** — a fresh `AnimationSequencer` is
|
||||
created for the door entity's `MotionTableId` (from `spawn`). Then:
|
||||
```csharp
|
||||
var style = 0x80000000u | (uint)MotionStance.NonCombat; // = 0x8000003D
|
||||
var cycleCmd = isOpen ? MotionCommand.On : MotionCommand.Off;
|
||||
sequencer.SetCycle(style, (uint)cycleCmd, speed: 0f);
|
||||
```
|
||||
The sequencer is registered in a new per-door side-dict on `GameWindow`
|
||||
keyed by `entity.Id`. At first `Advance(dt)` call, it produces the correct
|
||||
rest-pose frames for the door's current state.
|
||||
|
||||
4. **Log evidence at spawn:**
|
||||
```
|
||||
[door-anim] registered guid=0x7A9B403A entityId=0x000F4291 mtable=0x09000202 initialStyle=0x8000003D initialCycle=0x4000000C
|
||||
```
|
||||
`0x4000000C` = `MotionCommand.Off` with the upper flag bits — the door is
|
||||
closed at spawn, matching the initial world state.
|
||||
|
||||
### When the door opens (UpdateMotion arrives)
|
||||
|
||||
ACE broadcasts `UpdateMotion (0xF74D)` with `stance=0x003D` (NonCombat) and
|
||||
`cmd=0x000C` (On = open). The existing `OnLiveMotionUpdated` handler previously
|
||||
dropped this silently for non-creature entities. B.4c adds a `IsDoorName`-gated
|
||||
branch:
|
||||
|
||||
```csharp
|
||||
if (_doorSequencers.TryGetValue(entity.Id, out var seq))
|
||||
{
|
||||
var style = 0x80000000u | (uint)um.Stance;
|
||||
seq.SetCycle(style, (uint)um.ForwardCommand, um.ForwardSpeed);
|
||||
}
|
||||
```
|
||||
|
||||
The sequencer transitions from the `Off` cycle (static closed pose) through
|
||||
the door-swing link animation to the `On` cycle (static open pose).
|
||||
|
||||
**Log evidence:**
|
||||
```
|
||||
UM guid=0x7A9B403A mt=0x00 stance=0x003D cmd=0x000C spd=0.00 | seq now style=0x8000003D motion=0x4000000B
|
||||
[door-cycle] guid=0x7A9B403A stance=0x003D cmd=0x000C
|
||||
```
|
||||
The `[door-cycle]` line is the new B.4c diagnostic (gated on
|
||||
`ACDREAM_PROBE_BUILDING=1`). The `seq now motion=0x4000000B` shows the
|
||||
sequencer's current motion state after the `SetCycle` call.
|
||||
|
||||
### SetState chain (from B.4b + L.2g, unchanged)
|
||||
|
||||
Simultaneously with `UpdateMotion`, ACE also sends `SetState (0xF74B)`:
|
||||
```
|
||||
[setstate] guid=0x7A9B... state=0x0001000C
|
||||
```
|
||||
This is the B.4b / L.2g chain: `ShadowObjectRegistry.UpdatePhysicsState` flips
|
||||
the door's cached state, `CollisionExemption.ShouldSkip` exempts on ETHEREAL-alone,
|
||||
and the player can walk through. B.4c is additive — it only adds the animation
|
||||
layer; it does not touch the collision path.
|
||||
|
||||
### When the door closes
|
||||
|
||||
ACE toggles on the next Use: `UpdateMotion` with `cmd=0x000B` (Off = close).
|
||||
The sequencer transitions from the `On` cycle (open pose) through the door-swing
|
||||
link animation (reversed) to the `Off` cycle (closed pose).
|
||||
|
||||
**Log evidence:**
|
||||
```
|
||||
UM guid=0x7A9B403A mt=... cmd=0x000B ... motion=0x4000000C
|
||||
[door-cycle] guid=0x7A9B... cmd=0x000B
|
||||
[setstate] guid=0x7A9B... state=0x00010008
|
||||
```
|
||||
|
||||
### Per-frame mesh rebuild
|
||||
|
||||
The door sequencer integrates into `GameWindow.TickAnimations` via the same
|
||||
`_doorSequencers` dict. Each frame, `Advance(dt)` is called on the sequencer
|
||||
and the resulting `PartFrames` drive the same `MeshRefs` rebuild that creature
|
||||
entities use. This is the reason the stance-value bug produced underground doors:
|
||||
with the wrong style key (`0x80000001`) `HasCycle` returned false, the sequencer
|
||||
was empty, `Advance` returned no frames, and the per-frame part-matrix rebuild
|
||||
at `GameWindow.cs:7691` received zero frames — collapsing every part to the
|
||||
entity origin.
|
||||
|
||||
---
|
||||
|
||||
## The two bonus discoveries
|
||||
|
||||
### 1. NonCombatStance constant was wrong: 0x01 vs 0x3D (`454d88e`) — THE render blocker
|
||||
|
||||
**Root cause:** The B.4c design spec specified the initial-cycle style key as:
|
||||
```csharp
|
||||
uint style = 0x80000000u | (uint)MotionStance.NonCombat; // spec said 0x80000001
|
||||
```
|
||||
The spec's comment was wrong. `MotionStance.NonCombat` in acdream (and retail)
|
||||
is `0x0000003D`, not `0x00000001`. The value `0x01` is a creature-specific
|
||||
variant. The style key for the door's cycle lookup must be `0x8000003D`.
|
||||
|
||||
With the wrong style key:
|
||||
- `sequencer.HasCycle(0x80000001, MotionCommand.Off)` → false.
|
||||
- `SetCycle(0x80000001, ...)` enqueued a cycle that was never reachable.
|
||||
- On first `Advance(dt)`, the sequencer returned 0 part-frames.
|
||||
- The per-frame mesh rebuild at `GameWindow.cs:7691` iterated 0 frames, leaving
|
||||
every door part at the entity root origin (which is the door's structural
|
||||
pivot, typically near the hinge). For inn doors this pivot is at roughly
|
||||
floor level, so all the door's mesh parts collapsed to that single point,
|
||||
rendering as a thin sliver partway underground.
|
||||
|
||||
**Fix:** Corrected the constant. Additionally, added a defensive read of
|
||||
`spawn.MotionState?.Stance` as the source of the stance value where available,
|
||||
so unusual doors with explicit motion state (possible in custom ACE content) use
|
||||
their actual stance rather than the hardcoded NonCombat assumption:
|
||||
|
||||
```csharp
|
||||
var stance = spawn.MotionState?.Stance ?? MotionStance.NonCombat;
|
||||
uint style = 0x80000000u | (uint)stance;
|
||||
```
|
||||
|
||||
**Verification:** After this fix, the `[door-anim]` log line showed
|
||||
`initialStyle=0x8000003D` (correct), and doors appeared at the correct floor
|
||||
level and height at world load.
|
||||
|
||||
### 2. AnimationSequencer link→cycle boundary flash (deferred as #61)
|
||||
|
||||
**Observed:** User reports "weird flapping at end of animation when it opens.
|
||||
It is like it flaps back to closed quickly then open. Like really quickly."
|
||||
Both open and close animations exhibit this flash.
|
||||
|
||||
**Root cause hypothesis:** `AnimationSequencer.SetCycle` enqueues a transition
|
||||
link (the actual swing animation) followed by the target cycle (the door's
|
||||
rest pose — likely a single-frame static "open" or "closed" pose). At the link→
|
||||
cycle boundary, the sequencer evaluates the cycle's frame 0 before the cycle
|
||||
settles into its natural rest position. If the link's last frame and the
|
||||
cycle's frame 0 don't match exactly (which is common for one-shot door motions
|
||||
versus the continuous idle cycles the sequencer was designed for), the renderer
|
||||
sees one frame of the "wrong" pose at the link boundary.
|
||||
|
||||
**Why not B.4c-specific:** This is the sequencer's general link+cycle queue
|
||||
boundary semantics. Any entity that uses a one-shot `SetCycle` transition
|
||||
(rather than a continuous idle cycle) will exhibit this if the link/cycle
|
||||
boundary frames diverge. The door case just makes it visible because the
|
||||
swing duration is short (1-2 seconds) and the user is watching closely.
|
||||
|
||||
**Deferred:** Filed as issue #61. Workaround: the flash is brief (~1 frame,
|
||||
~16ms at 60 FPS) and does not affect the door's usability. M1 is met without
|
||||
this fix.
|
||||
|
||||
---
|
||||
|
||||
## Open notes / follow-ups
|
||||
|
||||
### #61 — AnimationSequencer link→cycle frame-0 flash (filed this session)
|
||||
|
||||
See Bonus discovery #2 above. Deferred as M1-deferred polish. Low severity.
|
||||
Acceptance: door swing animations play cleanly with no intermediate closed/open
|
||||
pose flash at the link→cycle transition.
|
||||
|
||||
### #62 — PARTSDIAG null-guard for sequencer-driven entities (filed this session)
|
||||
|
||||
The PARTSDIAG block at `GameWindow.cs:7657` reads `ae.Animation.PartFrames`
|
||||
without a null-guard. B.4c introduced `Animation = null!` for sequencer-driven
|
||||
door entities. Today this is safe (doors never enter `_remoteDeadReckon` because
|
||||
ACE never sends UpdatePosition for them). Deferred as low-severity latent crash.
|
||||
One-line fix when addressed.
|
||||
|
||||
### Chests, levers, traps
|
||||
|
||||
The `IsDoorName` / `IsDoorSpawn` predicate correctly gates on door entities only.
|
||||
Other interactable non-creature entities (chests, levers, traps) will still
|
||||
silently drop their `UpdateMotion` commands — they are not covered by B.4c and
|
||||
no issue has been filed for them yet. When those animations become relevant
|
||||
(M2/M3 inventory + dungeon content), the same spawn-time registration pattern
|
||||
can be extended by widening `IsDoorSpawn` and reusing the `_doorSequencers`
|
||||
infrastructure.
|
||||
|
||||
### Door toggle behavior
|
||||
|
||||
Unchanged from B.4b. ACE doors toggle on each Use: first double-click opens,
|
||||
subsequent double-click closes. Both transitions now play the correct swing
|
||||
animation (open swing on open, close swing on close).
|
||||
|
||||
---
|
||||
|
||||
## Next session
|
||||
|
||||
**M1 demo progress as of this branch:**
|
||||
- "Walk through Holtburg without getting stuck" — Phase L.2 in progress (outdoor collision works; `CBuildingObj` interior still deferred to L.2d).
|
||||
- "Open the inn door" — **DONE with full visual feedback** (B.4b interaction + B.4c animation, this branch). Door swings open AND closed.
|
||||
- "Click an NPC" — pick + Use wiring exists (from B.4b); depends on ACE NPC handler responding to Use correctly.
|
||||
- "Pick up an item" — `BuildPickUp` + F-key wiring not yet in `OnInputAction`. Post-B.4b/B.4c deferred.
|
||||
|
||||
**Recommended next steps (in M1 critical-path order):**
|
||||
|
||||
1. **"Click an NPC" verification spike** — B.4b's WorldPicker + Use messaging
|
||||
is already wired. The question is whether ACE NPCs respond to Use and what
|
||||
they broadcast back. A quick spike: stand near an NPC in Holtburg,
|
||||
double-click, check what ACE sends back. If ACE sends recognizable response
|
||||
messages, wire them; if it is silent, investigate ACE's NPC handler
|
||||
configuration for testaccount.
|
||||
|
||||
2. **Phase B.5 — Ground item pickup (F key)** — `SelectionPickUp` input action
|
||||
+ F-key binding exist but `OnInputAction` has no case. `BuildUse` is the
|
||||
same wire format as `BuildPickUp`. Adding the `SelectionPickUp` case to
|
||||
the switch and routing to `InteractRequests.BuildPickUp` is a one-commit
|
||||
addition.
|
||||
|
||||
3. **Triage chronic open-issue list** — #2 (lightning), #4 (sky horizon-glow),
|
||||
#28 (aurora), #29 (cloud thinness), #37 (humanoid coat), #41
|
||||
(remote-motion blips) have been open since April/early-May. Link each to
|
||||
a future phase or downgrade. ~1 hour.
|
||||
|
||||
4. **#61 fix (cycle-boundary flash)** — low-severity M1 polish. If the user
|
||||
finds the flash distracting during the M1 demo record, address before
|
||||
milestone wrap; otherwise defer to M2 animation quality pass.
|
||||
|
||||
---
|
||||
|
||||
## Reproducibility
|
||||
|
||||
Same launch recipe as B.4b. For reproducing the visual test:
|
||||
|
||||
```powershell
|
||||
$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
|
||||
$env:ACDREAM_LIVE = "1"
|
||||
$env:ACDREAM_TEST_HOST = "127.0.0.1"
|
||||
$env:ACDREAM_TEST_PORT = "9000"
|
||||
$env:ACDREAM_TEST_USER = "testaccount"
|
||||
$env:ACDREAM_TEST_PASS = "testpassword"
|
||||
$env:ACDREAM_DEVTOOLS = "1"
|
||||
$env:ACDREAM_PROBE_BUILDING = "1"
|
||||
$env:ACDREAM_PROBE_RESOLVE = "1"
|
||||
dotnet run --project src\AcDream.App\AcDream.App.csproj -c Debug 2>&1 |
|
||||
Tee-Object -FilePath "launch-b4c.log"
|
||||
```
|
||||
|
||||
Walk to the Holtburg inn doorway. Watch the `[door-anim]` lines appear in the
|
||||
log as each door entity spawns (verifies correct style=0x8000003D and initial
|
||||
cycle). Double-left-click a closed door. Watch the swing animation. Walk
|
||||
through. Wait ~30s (ACE auto-close). Watch the close animation.
|
||||
|
||||
After closing the client, grep for:
|
||||
|
||||
```powershell
|
||||
Select-String -Path launch-b4c.log -Pattern "door-anim|door-cycle|setstate"
|
||||
```
|
||||
|
||||
Expected:
|
||||
- `[door-anim] registered guid=... initialStyle=0x8000003D initialCycle=0x4000000C` — correct style + Off initial cycle for each closed door.
|
||||
- `[door-cycle] guid=... stance=0x003D cmd=0x000C` — open UpdateMotion processed.
|
||||
- `[setstate] guid=... state=0x0001000C` — ACE collision-flip processed (from B.4b / L.2g).
|
||||
- `[door-cycle] guid=... cmd=0x000B` — close UpdateMotion processed.
|
||||
- `[setstate] guid=... state=0x00010008` — ACE close collision-flip processed.
|
||||
|
||||
---
|
||||
|
||||
## Worktree state at handoff
|
||||
|
||||
- Branch `claude/phase-b4c-door-anim`.
|
||||
- 6 commits ahead of `3e08e10` (the B.4b+L.2g merge from this morning):
|
||||
2 docs/spec/plan commits + 4 implementation commits.
|
||||
- Controller should run a code review, then merge to main.
|
||||
- Do NOT rebase or squash — each commit tells a diagnostic story that the
|
||||
next phase's debugging may need.
|
||||
Loading…
Add table
Add a link
Reference in a new issue