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6 commits

Author SHA1 Message Date
Erik
9812965183 fix(anim): Phase L.1c match MoveTo run speed
Retail MovementManager::PerformMovement (0x00524440) reads MoveTo speed and runRate from the packet, MovementParameters::UnPackNet (0x0052AC50) defines the layout, and CMotionInterp::apply_run_to_command (0x00527BE0) multiplies RunForward by runRate. Parse those fields for UpdateMotion/CreateObject, seed server-controlled MoveTo locomotion with the retail speed multiplier, and avoid overriding active monster MoveTo with sparse UpdatePosition-derived velocity.
2026-04-28 20:58:22 +02:00
Erik
7656fe0970 fix(anim): Phase L.1c animate server-controlled chase 2026-04-28 19:38:52 +02:00
Erik
340dabbc72 feat(anim): full retail remote-entity motion port — walk/run/strafe/turn/stop
Ports the retail client's client-side remote-entity motion pipeline
verbatim per the decompile research. Every remote now runs its own
PhysicsBody + MotionInterpreter + AnimationSequencer stack — retail has
no special "interpolator" for remotes, it runs the full motion state
machine on every entity. Now we do too.

## What changed

### Parser fixes (CreateObject, UpdateMotion)
Wire flag bits for InterpretedMotionState (per ACE MovementStateFlag enum):
  CurrentStyle=0x01, ForwardCommand=0x02, ForwardSpeed=0x04,
  SideStepCommand=0x08, SideStepSpeed=0x10, TurnCommand=0x20, TurnSpeed=0x40

Previously we only extracted CurrentStyle + ForwardCommand + ForwardSpeed
and SKIPPED the side/turn fields entirely. Result: we had zero rotation-
or strafe-intent data from the server — impossible to render turn or
sidestep animations. Now ServerMotionState carries all 7 fields and the
parser reads the bytes in ACE's write order (style, fwd, side, turn, then
fwdSpd, sideSpd, turnSpd).

### RemoteMotion (new per-remote struct in GameWindow)
Each remote gets its own PhysicsBody + MotionInterpreter + observed
angular velocity. Replaces the earlier shortcut RemoteInterpolator
(deleted — retail has no such thing).

On UpdateMotion:
  - ForwardCommand flag absent → stop signal (reset to Ready) per
    retail FUN_0051F260 bulk-copy semantics (absent = Invalid = default).
  - Forward + sidestep + turn each route through DoInterpretedMotion,
    exactly as retail FUN_00528F70 does.
  - Animation cycle selection: forward wins if active, else sidestep,
    else turn, else Ready. Matches the user's observation that retail
    plays turn animation when only turning.
  - Turn command seeds ObservedOmega = π/2 × turnSpeed (from Humanoid
    MotionData.Omega.Z ≈ π/2 per decompile).
  - Turn absent → ObservedOmega = 0 (stops rotation immediately).

On UpdatePosition:
  - Hard-snap Body.Position + Body.Orientation per retail FUN_00514b90
    set_frame (direct assignment, no slerp — retail does not soft-snap).
  - HasVelocity + |v| < 0.2 → StopCompletely + SetCycle(Ready).
  - ForwardSpeed=0 on wire is a VALID stop signal (ACE sends this when
    alt releases W); previously we defaulted to 1.0, causing the "slow
    walk that never stops" symptom.

Per-tick:
  - apply_current_movement → Body.Velocity via get_state_velocity
    (retail FUN_00528960: RunAnimSpeed × ForwardSpeed in body-local,
    rotated by orientation).
  - Manual omega integration: Orientation *= quat(ObservedOmega × dt).
    Bypasses PhysicsBody.update_object's MinQuantum=1/30s gate that
    was eating every-other-tick rotation updates at our 60fps render
    rate — the cause of the persistent "rotation snaps every UP" bug.
  - update_object still called for position integration and the motion
    subsystem it drives.

### AnimationSequencer synthesis extension
Added omega synthesis for TurnRight/TurnLeft cycles (same pattern as
the earlier velocity synthesis): when the Humanoid dat leaves HasOmega
clear, SetCycle synthesizes CurrentOmega = ±π/2 × speedMod on Z so
dead-reckoning and stop detection can read a non-zero omega for turn
cycles.

### Stop-detection heuristic removed
No more 300ms/2000ms/5000ms idle timers. Retail's stop signal is
explicit (UpdateMotion with ForwardCommand flag absent → Ready); we
handle it directly. Client-side timers were a source of flicker during
normal running.

## Confirmed working
- Walking (matches retail speed + leg cadence)
- Running (matches retail speed + leg cadence)
- Strafing (body moves sideways + strafe animation plays)
- Turning while stationary (body rotates smoothly + turn animation plays)
- Turning while running (body rotates + leg anim continues)
- Stopping (instant stop, no slow-walk tail)

All 717 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 21:26:23 +02:00
Erik
3f41872d88 feat(anim): route Commands[] list — full NPC/monster motion support
UpdateMotion's InterpretedMotionState payload includes not just
ForwardCommand but a whole Commands[] list of MotionItem entries — each
carrying an Action (attack, portal, skill use), Modifier (jump,
stop-turn), or ChatEmote (Wave, BowDeep, Laugh) that should overlay the
current cycle. The old parser stopped reading after ForwardSpeed, so
emotes/attacks/deaths never reached the sequencer and NPCs just sat in
their idle cycle.

Three parts:

1. New MotionItem wire record in ServerMotionState — carries Command
   (u16), PackedSequence (u16 with IsAutonomous bit + 15-bit stamp),
   and Speed (f32). Mirrors ACE Network/Motion/MotionItem.cs.

2. Both UpdateMotion.TryParse and CreateObject.TryParseMovementData
   now read the full InterpretedMotionState: all 7 flag fields
   (CurrentStyle, ForwardCommand, SidestepCommand, TurnCommand,
   ForwardSpeed, SidestepSpeed, TurnSpeed) plus the numCommands ×
   MotionItem tail. The packed u32 encodes flags in low 7 bits and
   command count in bits 7+ (see ACE InterpretedMotionState.cs:131).

3. New MotionCommandResolver — reconstructs the 32-bit MotionCommand
   class byte from a 16-bit wire value via a reflection-built lookup
   of DatReaderWriter.Enums.MotionCommand. Server serializes as u16
   (ACE InterpretedMotionState.cs:139) and we need the class to route:
     - 0x10xxxxxx Action / 0x20xxxxxx Modifier / 0x12,0x13 ChatEmote →
       PlayAction (resolves from Modifiers or Links dict, overlays on
       current cycle)
     - 0x40xxxxxx SubState → SetCycle (cycle change)

4. OnLiveMotionUpdated in GameWindow dispatches each command:
     - SubState class (0x40xxx) → SetCycle (treated same as
       ForwardCommand)
     - Action/Modifier/ChatEmote → PlayAction — the link animation
       plays once then drops back to the current cycle naturally
       (matches retail's action-queue pattern in CMotionInterp
       DoInterpretedMotion, decompile FUN_00528F70).

Result: NPCs now animate attacks, waves, bows, death throes, and other
one-shots that ACE broadcasts via the Commands list rather than the
primary ForwardCommand field. Combined with the dead-reckoning + speed-
scaling from the prior commits, remote characters look visually correct
during the full motion spectrum (idle → walk → run → attack → death).

Tests: 2 new UpdateMotion wire-format tests (ForwardSpeed parse, full
Wave command list parse) + 19 new MotionCommandResolver reconstruction
tests covering SubState, Action, and ChatEmote classes. 654 tests green
(was 633).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:34:18 +02:00
Erik
63b6922fc2 test(net): UpdateMotion tests updated for corrected 6-byte header
The previous tests pinned the buggy 8-byte header assumption. Now they
match ACE's actual wire format: u16 movSeq + u16 srvSeq + u8 isAuto +
1 pad (via BinaryWriter.Align based on absolute stream length 15→16).

All 166 Core.Net tests now green again.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:19:44 +02:00
Erik
a71db90310 feat(net): Phase 6.6 — parse UpdateMotion (0xF74C) into MotionUpdated event
Server sends UpdateMotion whenever an entity's motion state changes:
NPCs starting a walk cycle, creatures switching to a combat stance,
doors opening, a player waving, etc. Phase 6.1-6.4 already handles
rendering different (stance, forward-command) pairs for the INITIAL
CreateObject, but without this message NPCs freeze in whatever pose
they spawned with and never transition to walking/fighting.

Added UpdateMotion.TryParse with the same ServerMotionState the
CreateObject path uses, reached via a slightly different outer
layout (guid + instance seq + header'd MovementData; the MovementData
starts with the 8-byte sequence/autonomous header this time rather
than being preceded by a length field). Only the (stance, forward-
command) pair is extracted — same subset CreateObject grabs.

WorldSession dispatches MotionUpdated(guid, state) when a 0xF74C
body parses successfully. The App-side wiring (guid→entity lookup
and AnimatedEntity cycle swap) is intentionally deferred to a
separate commit because it touches GameWindow which is currently
being edited by the Phase 9.1 translucent-pass work.

89 Core.Net tests (was 83, +6 for UpdateMotion coverage).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 20:33:26 +02:00