# L.3 — Player remote motion: retail-faithful port plan **Date:** 2026-05-04 **Source research:** [01-per-tick.md](01-per-tick.md), [02-um-handling.md](02-um-handling.md), [03-up-routing.md](03-up-routing.md), [04-interp-manager.md](04-interp-manager.md), [05-position-manager-and-partarray.md](05-position-manager-and-partarray.md), [06-acdream-audit.md](06-acdream-audit.md) **Goal:** Reported user issues — body keeps walking after actor stops, backward walk regression flips to forward-run animation, position drift over time during co-running. Fix all three by porting retail's motion pipeline faithfully. --- ## What retail actually does (synthesized) **Per-tick body advancement** (`CPhysicsObj::UpdateObjectInternal` @ acclient 0x005156b0 → `UpdatePositionInternal` @ 0x00512c30): ``` 1. Frame local = identity // var_40 cached 2. CPartArray::Update writes animation root motion into local - For locomotion cycles (Walk/Run/Sidestep), translation += seqVel × dt - For Ready/idle cycles, no translation 3. PositionManager::adjust_offset(local, dt) modifies local in-place: - InterpolationManager::adjust_offset: * If queue empty OR body within DesiredDistance(0.05m) of head → no-op (animation root motion drives) * Else → OVERWRITE local.translation with direction × min(catchUpSpeed × dt, distance) (catch-up REPLACES root motion this frame) - StickyManager / ConstraintManager (deferred — niche features) 4. Frame::combine(out, m_position.frame, local) — compose with current world frame 5. UpdatePhysicsInternal Euler-integrates m_velocityVector × dt INTO out.origin (gated on velocity² > 0; for walking remotes m_velocityVector=0 so no-op) 6. transition() — sphere sweep from m_position to out 7. set_frame(resolved) or SetPositionInternal(transition result) ``` **Critical retail invariants:** - `m_velocityVector` is 0 for walking remotes. Only set by outbound jump (LeaveGround) + inbound 0xF74E VectorUpdate. - ALL visible motion comes from animation root motion + InterpolationManager catch-up. - Catch-up speed = `2 × motion_max_speed × dt` where `motion_max_speed` = current cycle's actual velocity magnitude. - Same pipeline for every entity — no player-vs-NPC special-casing at per-tick layer. **UM (UpdateMotion) handling** (`CMotionInterp::move_to_interpreted_state` @ 0x00528a90): - Inbound 0xF74C → bulk `copy_movement_from` of all 7 InterpretedState fields (acdream already does this). - **Stop signal is implicit**: flag 0x02 (forward) cleared → `ForwardCommand` defaults to `Ready`, `ForwardSpeed = 1.0`. No explicit "stop motion" packet. - Backward-walk arrives pre-adjusted: sender's `adjust_motion` flips `WalkBackward → WalkForward + speed=-0.65×s`; receiver bulk-copies. - Side-axis and turn-axis fire `DoInterpretedMotion` per axis (acdream already does this). **UP (UpdatePosition) routing** (`CPhysicsObj::MoveOrTeleport` @ 0x00516330): - Tri-state decision tree: - **Hard teleport**: teleport-seq advanced OR cell == 0 → `SetPosition` with flags 0x1012 (Slide+Placement+SendPositionEvent). Body.Position changes immediately. - **InterpolateTo (queue)**: grounded AND distance < 96m → `position_queue` mutated; **Body.Position does NOT change**. - **Slide-snap**: grounded AND distance ≥ 96m → `StopInterpolating` + `SetPositionSimple`. - **Airborne**: no-op (gravity arc continues from launch velocity). - Orientation rides the Position struct's Frame — never queued separately. Hard-snapped on UP. **Constants verified from named binary:** - `MAX_PHYSICS_DISTANCE = 96` m - `CREATURE_OUTSIDE_BLIP_DISTANCE = 100` m - `CREATURE_INSIDE_BLIP_DISTANCE = 20` m - `MAX_INTERPOLATED_VELOCITY_MOD = 2.0` - `MAX_INTERPOLATED_VELOCITY = 7.5` m/s (fallback when motion_max unavailable) - `MIN_DISTANCE_TO_REACH_POSITION = 0.20` m - `DESIRED_DISTANCE = 0.05` m - `CREATURE_FAILED_INTERPOLATION_PERCENTAGE = 0.30` - `StallCheckFrameInterval = 5` frames - `StallFailCountThreshold = 3` fails - Queue cap = 20 --- ## Where acdream diverges (top issues from audit) 1. **Per-tick `apply_current_movement` on player remotes** (GameWindow.cs:6599) writes `body.Velocity = RunAnimSpeed × ForwardSpeed × orientation`. Retail spec: `body.Velocity` must be 0 for walking remotes. **This is the central regression.** 2. **Two parallel per-tick paths.** Env-var path (L6118-6445) is the L.3 architecture but regressed (issue #40). Legacy path (L6446-6764) is production default and fundamentally wrong vs L.3. Need to collapse into one correct path. 3. **`IsPlayerGuid` gates at 5 sites** route player remotes through the broken `apply_current_movement` else-branch. Retail uses one pipeline for all entities. 4. **InterpolationManager bugs** (per research 04): - `progress_quantum` accumulates `step` (distance) instead of `dt` (time) - Secondary stall check missing `/dt` factor - Missing `NodeCompleted(0)` head-pop on stall (one bad waypoint stalls indefinitely) - Missing `transient_state & 1` gate - Missing far-distance force-blip via `_failCount = 4` on enqueue 5. **`CPartArray::Update` collapsed into single `seqVel × dt` per tick.** For locomotion cycles, both retail and acdream synthesize velocity from formula (Humanoid dat ships zero), so this is OK for the user's reported issues. The per-keyframe loop matters for non-locomotion (emotes etc) — defer. 6. **Cycle picker in OnLiveMotionUpdated is acdream-original** (forward → sidestep → turn → Ready priority). Retail just plays the cycle the wire told it to play. Defer; not the immediate cause of reported bugs. --- ## Port plan — concrete changes Targeted at fixing all three reported user symptoms. Defers cosmetic divergences (cycle picker, full per-keyframe loop, sticky/constraint managers) to follow-up phases. ### Step 1: Fix `InterpolationManager.cs` bugs File: `src/AcDream.Core/Physics/InterpolationManager.cs` Changes (all from research doc 04, sections 3 + 7): 1. **`AdjustOffset`**: change `_progressQuantum += step;` → `_progressQuantum += (float)dt;`. Accumulate time, not distance. 2. **Secondary stall check**: change `cumulative / progressQuantum < 0.30` → `(cumulative / progressQuantum) / dt < 0.30`. Match retail formula. 3. **Stall handling**: when stall threshold exceeded, pop head node into a `_blipToPosition` field. Don't return snap delta inside AdjustOffset. 4. **Add `UseTime()` method**: separately performs the blip via `body.SetPositionSimple` when `_failCount > StallFailCountThreshold`. Called once per tick from per-tick path. 5. **`Enqueue`**: when distance from current body to enqueued position exceeds `MAX_PHYSICS_DISTANCE` (96m), pre-arm `_failCount = StallFailCountThreshold + 1` so next tick's `UseTime` blips immediately. 6. **Add `IsLive` parameter to AdjustOffset** corresponding to `transient_state & 1`. Default true; pass through. Tests to add: - `progress_quantum` accumulates dt, not step - Stall after 3 windows pops head and arms blip - `UseTime` calls `SetPositionSimple` when armed and clears state - Far enqueue arms immediate blip ### Step 2: Unify the per-tick path in `GameWindow.TickAnimations` File: `src/AcDream.App/Rendering/GameWindow.cs` Delete the env-var fork. Single per-tick path for all remote entities (player or NPC). This is the bulk of the work — replace lines 6118-6764 (~640 LOC) with a single ~150 LOC retail-faithful port. Per-tick algorithm (matching retail `UpdatePositionInternal`): ```csharp // Step 0: Force grounded transient flags for non-airborne (no change) if (!rm.Airborne) { rm.Body.TransientState |= Contact | OnWalkable | Active; rm.Body.Velocity = Vector3.Zero; // RETAIL INVARIANT: walking remotes have zero velocity } // Step 1: NPC MoveTo branch (existing — unchanged) if (!IsPlayerGuid(serverGuid) && rm.ServerMoveToActive && rm.HasMoveToDestination) { /* RemoteMoveToDriver.Drive (existing — keep as-is) */ } // Step 2: PositionManager.ComputeOffset returns either: // - queue catch-up correction (when body drifted from head) // - animation root motion (when at head OR queue empty) // - zero (when queue empty AND seqVel zero — Ready cycle, idle observer) var seqVel = ae.Sequencer?.CurrentVelocity ?? Vector3.Zero; float maxSpeed = seqVel.Length(); // motion_max_speed = cycle's actual velocity if (maxSpeed <= 0f) maxSpeed = MotionInterpreter.RunAnimSpeed; // 4.0 fallback var preIntegratePos = rm.Body.Position; var offset = rm.Position.ComputeOffset(dt, preIntegratePos, seqVel, rm.Body.Orientation, rm.Interp, maxSpeed); var postIntegratePos = preIntegratePos + offset; // Step 3: Manual omega integration (preserve existing — bypasses MinQuantum gate) ApplyObservedOmega(rm, dt); // Step 4: Physics integration. With body.Velocity=0 (set in step 0), this is a // no-op for grounded remotes. For airborne remotes, gravity drives body.Position. rm.Body.calc_acceleration(); rm.Body.UpdatePhysicsInternal(dt); postIntegratePos = rm.Body.Position; // re-read in case airborne integration moved it // Step 5: Collision sweep (preserve existing — Commit B added this for slope tracking) if (rm.CellId != 0 && _physicsEngine.LandblockCount > 0) { var resolveResult = _physicsEngine.ResolveWithTransition( preIntegratePos, postIntegratePos, rm.CellId, sphereRadius: 0.48f, sphereHeight: 1.2f, stepUpHeight: 0.4f, stepDownHeight: 0.4f, isOnGround: !rm.Airborne, body: rm.Body, moverFlags: ObjectInfoState.EdgeSlide); rm.Body.Position = resolveResult.Position; if (resolveResult.CellId != 0) rm.CellId = resolveResult.CellId; /* existing post-resolve landing detection — unchanged */ } // Step 6: UseTime — fire stall blips for non-airborne entities with armed fail counter if (!rm.Airborne) { rm.Interp.UseTime(rm.Body); } // Step 7: Sync renderable ae.Entity.Position = rm.Body.Position; ae.Entity.Rotation = rm.Body.Orientation; ``` **Removed:** the entire `apply_current_movement` else-branch (current L6599) for player remotes. The NPC `HasServerVelocity` synth-velocity branch (current L6493-6511) — NPCs don't need this either, they should also use queue-based motion. Defer NPC migration to a follow-up if it risks regression; for this phase, keep the NPC HasServerVelocity branch but remove the player path. **Conservative scope:** Player remotes get the L.3 path. NPCs keep their existing `HasServerVelocity` branch + `RemoteMoveToDriver`. Both can converge later. ### Step 3: Update `OnLivePositionUpdated` UP routing File: `src/AcDream.App/Rendering/GameWindow.cs:3425-3824` Replace the legacy default branch (L3628-3761) with the env-var branch's logic — but keep the synth-velocity computation for NPCs (which still uses it via `HasServerVelocity`). For player remotes within 96m grounded: `Interp.Enqueue(worldPos, heading, isMovingTo:false)`. **No hard-snap** of `body.Position`. For player remotes outside 96m or first UP: hard-snap + `Interp.Clear()`. For airborne player remotes: existing landing-transition logic. For NPCs: existing path (synth velocity, hard-snap, etc.) — preserve. ### Step 4: Drop `ApplyServerControlledVelocityCycle` File: `src/AcDream.App/Rendering/GameWindow.cs:3325-3423` This whole function exists because of issue #39 — Shift-toggle Run↔Walk doesn't fire a fresh UM. Per research doc 02, **retail's wire actually does fire fresh UMs on Shift-toggle** (because retail's outbound `apply_run_to_command` re-runs and produces a different `ForwardSpeed`). If our observed acdream-on-retail behavior shows UMs missing on Shift-toggle, that's an ACE bug — not something we should compensate for client-side. Drop the function. Drop the call site at line 3791. Drop `RemoteMotion.LastUmUpdateTime`. Drop the `IsPlayerGuid` gates the function relies on. If issue #39 reappears after this, file an ACE bug rather than re-adding client-side hysteresis logic. ### Step 5: Drop `IsPlayerGuid` per-tick gates Five sites identified in audit: - L706 (definition — keep, used elsewhere) - L3349 (`ApplyServerControlledVelocityCycle` — dropped in Step 4) - L3727 (UP velocity-adoption fallback — review, may stay for NPCs) - L6493 (NPC HasServerVelocity branch — keep for now, NPCs) - L6512 (NPC ServerMoveToActive branch — keep, NPCs) - L6588 (NPC ServerMoveToActive without dest — keep, NPCs) Effectively: drop the L3349 gate via Step 4. The remaining gates correctly route NPC paths. ### Step 6: Verify CPartArray velocity for locomotion cycles File: `src/AcDream.Core/Physics/AnimationSequencer.cs` `CurrentVelocity` synthesis at lines 614-646 already matches retail constants (RunAnimSpeed=4.0, WalkAnimSpeed=3.12, SidestepAnimSpeed=1.25). Per research doc 05, this is the right approximation for Humanoid (dat ships zero velocity). **No changes needed.** For sign-flipped backward walk (`WalkForward + speed=-1`), `adjustedSpeed = speedMod` directly preserves the negative sign. `CurrentVelocity.Y = WalkAnimSpeed × -1 = -3.12`. Body root-motions backward in body-local frame. Rotated by orientation = backward in world frame. Correct. ### Step 7: Test, code review, visual verify - Build: `dotnet build` - Tests: existing `ServerControlledLocomotionTests` (7) should still pass; new `InterpolationManagerStallTests` for the bug fixes - Code review subagent on the unified per-tick path - Visual verify with user — full motion test matrix: 1. Steady run forward 2. Steady walk forward 3. Steady walk backward 4. Steady strafe right 5. Steady strafe left 6. Run + turn 7. Walk + turn 8. Run → Stop (release W) 9. Walk → Stop 10. Run → Shift toggle to walk 11. Walk → Shift release to run 12. Jump + land --- ## What this fix does NOT address (deferred) - **Full per-keyframe `CPartArray::Update` loop** — for non-locomotion cycles (emotes, idle subtleties). Defer until visible bug. - **StickyManager / ConstraintManager** — niche retail features (locked targets, etc). - **Branch A (Hard teleport)** in MoveOrTeleport — needs `teleport_timestamp` plumbing through the protocol. - **NPC migration to L.3 path** — keeps existing `HasServerVelocity` synth path; will converge later. - **OnLiveMotionUpdated cycle picker** — current acdream-original logic. Retail just plays the wire's cycle directly. Defer if user-visible bugs don't depend on it. --- ## Acceptance - All three reported user issues resolved: 1. Stop after running: body settles within ≤1 UP cycle (200ms) of UM(Ready) arrival. 2. Backward walk: body moves backward, animation plays backward (no flip to forward-run). 3. Long co-run: positional sync holds — drift bounded by `DesiredDistance` (0.05m). - `dotnet build` green. - `dotnet test` green (existing tests pass + new tests for InterpolationManager bug fixes). - Code review pass on the unified per-tick path. - Visual verify by user. --- ## Implementation order Strict serial — each step must build green before next: 1. **InterpolationManager bug fixes** (Step 1) — small, isolated, testable in unit tests. 2. **Drop `ApplyServerControlledVelocityCycle`** (Step 4) — surgical removal. 3. **Unify per-tick path** (Step 2) — large change. Will need a code review after. 4. **Update UP routing** (Step 3) — surgical replacement of OnLivePositionUpdated default branch. 5. **Build + run tests** (Step 7). 6. **Visual verify with user** (Step 7). Do NOT proceed past step 5 to user testing if any earlier step is incomplete or broken.