Adds a player-remote velocity-fallback path to ApplyServerControlledVelocityCycle so that when retail (the actor) toggles Shift while holding W and acdream is the observer, the visible leg cycle switches Run↔Walk within ~200–500 ms even though no fresh UM arrives. Static analysis (ACE GameActionMoveToState + MovementData.cs auto-upgrade + acdream's prior diag traces) suggests retail does NOT broadcast a fresh MoveToState on HoldKey-only changes — acdream's UMs handle direction-key changes and our local +Acdream's transitions, but retail-driven actors leave the cycle stuck. Changes (all in src/AcDream.App/Rendering/GameWindow.cs): - New RemoteMotion.LastUMTime field, stamped in OnLiveMotionUpdated - ApplyServerControlledVelocityCycle: removed inner IsPlayerGuid gate; routes player remotes to new ApplyPlayerLocomotionRefinement - ApplyPlayerLocomotionRefinement (forward-direction only): - 500 ms UM grace window (UMs win when fresh) - Forward-direction-only (low byte 0x05 / 0x07) - Hysteresis: Run → Walk demote at < 4.5 m/s; Walk → Run promote > 5.5 m/s - Skip SetCycle when neither motion ID nor speedMod changed meaningfully - [UPCYCLE_PLAYER] diag gated on ACDREAM_REMOTE_VEL_DIAG=1 - Outer call site in OnLivePositionUpdated un-gated (!IsPlayerGuid removed); per-remote routing now lives inside the function Scope: case #1 (Run↔Walk forward) only. Cases #2–#7 (backward, sidestep speed-buckets, direction-flips) remain deferred — PlanFromVelocity is forward-only and its NPC-tuned thresholds (RunThreshold=1.25) do not separate player Walk (~2.5 m/s) from player Run (~9 m/s); a TTD trace of retail's per-direction algorithm should ground the wider fix. ISSUES.md #39 updated with progress; investigation-prompt.md and a new findings-static.md committed under docs/research/2026-05-06-locomotion-cycle-transitions/ (the prompt was authored on a parallel branch in commit 7a38da3 and is brought into this worktree here so the next session can find it without branch-hopping). Build clean. The 8 pre-existing test failures on this branch (BSPStepUpTests.C3_Path6_AirborneMoverHitsSteepSlope, MotionInterpreter WalkBackward GetMaxSpeed, etc.) are unrelated to this change — verified by running them with the diff stashed. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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Locomotion-cycle transitions on observed remotes — investigation prompt
Hand-off date: 2026-05-06 Status: open. ISSUES.md #39 captured the Run↔Walk-forward variant; this prompt expands to the full locomotion transition matrix and lays out a TTD-driven investigation against retail to ground the fix.
This document is a self-contained briefing for an agent (or fresh session)
picking this up. The TTD toolchain landed in commit e3e5bf5 (#44) and
is the primary investigative tool here.
What problem are we trying to solve?
When acdream observes a remote-driven player character (typically a parallel retail acclient.exe connected to the same local ACE), the visible leg-cycle animation does not always switch when the actor changes locomotion mode. The body translates at the right speed (server-driven velocity is fine), but the legs keep playing whichever cycle was active before.
The full set of transitions where the bug may surface:
| # | Transition | Wire change | Likely cause |
|---|---|---|---|
| 1 | Run forward ↔ Walk forward (Shift toggle while W held) | HoldKey + ForwardSpeed only | ACE doesn't broadcast UM (no ForwardCommand change); cycle refinement must come from UP-derived velocity |
| 2 | Run backward ↔ Walk backward (Shift toggle while S held) | HoldKey + ForwardSpeed only | Same as #1, backward axis |
| 3 | Forward ↔ Backward (W→S or S→W direct flip) | ForwardCommand changes (e.g. WalkForward → WalkBackward) |
ACE broadcasts a UM; cycle should update from UM directly |
| 4 | Fast strafe-left ↔ Slow strafe-left (Shift toggle while A held) | HoldKey + SideSpeed only | Same as #1 / #2 — speed-bucket only |
| 5 | Fast strafe-right ↔ Slow strafe-right (Shift toggle while D held) | HoldKey + SideSpeed only | Same |
| 6 | Strafe-Left ↔ Strafe-Right (A↔D direct flip) | SideCommand changes | ACE broadcasts UM |
| 7 | Forward ↔ Strafe (W↔A, W↔D, etc.) | ForwardCommand or SideCommand changes | UM broadcast |
#39 in ISSUES.md focused on #1. This investigation widens scope to the whole matrix because the underlying wire pattern is the same shape: half the transitions broadcast a UM, the other half rely on UP-derived velocity. A correct fix should handle both classes uniformly.
What we already know (don't re-discover)
From the prior 2026-05-03 investigation (docs/research/2026-05-03-remote-anim-cycle/)
and #39 in docs/ISSUES.md:
- ACE only broadcasts a fresh UpdateMotion when the wire's
ForwardCommandbyte changes — i.e. on direction-key state changes. Toggling Shift while W held changesForwardSpeedandHoldKeybut NOTForwardCommand, so ACE does NOT broadcast a UM for the demote/promote. - Speed changes still propagate via UpdatePosition (UP). Position-delta
velocity changes between Run-pace and Walk-pace, confirmed via
[VEL_DIAG]serverSpeed varying ~2.5 m/s (walk) ↔ ~9 m/s (run). - Retail's inbound code uses UP-derived velocity to refine the visible
cycle when no UM tells it. Acdream has the equivalent function —
ApplyServerControlledVelocityCycleinGameWindow.cs:3274— but it's gatedif (IsPlayerGuid(serverGuid)) return;for player remotes, exactly the case where the gap matters. - The fix sketch is small (~10 lines): un-gate
ApplyServerControlledVelocityCyclefor player remotes whencurrentMotionis a locomotion cycle. Add aLastUMUpdateTimegrace window so fresh UMs win over UP-velocity refinement. - Outbound from acdream is fine — the matrix in #39 confirms retail observers see acdream's transitions correctly. The bug is purely in acdream's RECEIVE path.
What's NOT yet confirmed (and is the primary goal of this investigation):
- Which exact retail function does the cycle refinement when no UM
arrives? Hypothesis:
CPhysicsObj::unpack_movement→MovementManager::unpack_movement→ some velocity-aware cycle picker. We need to identify the function name and what state it reads. - What grace window does retail use between UM and UP-derived refinement? Our hypothesis is ~500 ms but it may be different.
- Does retail use SideSpeed or SideCommand changes the same way for strafe transitions?
TTD-driven workflow
The toolchain shipped in #44 (commit e3e5bf5). Bootstrap is one-time
per machine — see CLAUDE.md "TTD recordings (offline replay)" or
tools/ttd-record.ps1 header.
Recording scenario
You need two retail acclient.exe instances running on the same local ACE — one as the recorded process, one as the actor. Acdream can be involved as a third client for cross-checking but is not strictly required for the recording itself.
Setup:
- Launch retail #1 on
testaccount/+Acdream(or any character). - Launch retail #2 on a second account / character. It must be on the same landblock so retail #1 can see it.
- Position retail #2 in retail #1's view, ~10 m away.
- In an elevated PowerShell, attach TTD to retail #1 (the observer):
tools\ttd-record.ps1 -RingMaxMB 512 - Wait for
Recording is now active. Retail #1 will be ~10× slower — that's expected.
Scenario (drive on retail #2, ~60 seconds total):
Phase 1 — Forward speed: Hold W (2 s) → +Shift → -Shift → +Shift → -Shift → release W (idle 1 s)
Phase 2 — Backward speed: Hold S (2 s) → +Shift → -Shift → +Shift → -Shift → release S (idle 1 s)
Phase 3 — Forward↔Back flip: Hold W (2 s) → release W → Hold S (2 s) → release S
Phase 4 — Strafe-Left speed: Hold A (2 s) → +Shift → -Shift → +Shift → -Shift → release A
Phase 5 — Strafe-Right speed: Hold D (2 s) → +Shift → -Shift → +Shift → -Shift → release D
Phase 6 — Strafe L↔R flip: Hold A (2 s) → release A → Hold D (2 s) → release D
Phase 7 — Forward↔Strafe: Hold W (2 s) → release W → Hold D (2 s) → release D
After phase 7, Ctrl+C the TTD recording. Trace lands at
~/.ttd/traces/acclientNN.run.
Query strategy
The recording captured ~7 phases in ~60 sec. Each phase produced specific UM and/or UP traffic. Goal: for each phase identify what retail's receive code did to update the visible cycle.
Start with a .cdb script under tools/ttd-queries/locomotion.cdb:
.echo === Top motion-receive entry points ===
dx -r2 @$cursession.TTD.Calls("acclient!CPhysicsObj::unpack_movement").Take(20)
dx -r2 @$cursession.TTD.Calls("acclient!MovementManager::unpack_movement").Take(20)
.echo === Cycle-update functions called ===
dx -r2 @$cursession.TTD.Calls("acclient!*set_animation*").GroupBy(c => c.Function).Select(g => new { Name = g.First().Function, Count = g.Count() }).OrderByDescending(x => x.Count)
dx -r2 @$cursession.TTD.Calls("acclient!*SetCycle*").GroupBy(c => c.Function).Select(g => new { Name = g.First().Function, Count = g.Count() }).OrderByDescending(x => x.Count)
dx -r2 @$cursession.TTD.Calls("acclient!*play_*").GroupBy(c => c.Function).Select(g => new { Name = g.First().Function, Count = g.Count() }).OrderByDescending(x => x.Count)
.echo === Velocity / position-update handlers ===
dx -r2 @$cursession.TTD.Calls("acclient!*UpdatePosition*").GroupBy(c => c.Function).Select(g => new { Name = g.First().Function, Count = g.Count() }).OrderByDescending(x => x.Count)
dx -r2 @$cursession.TTD.Calls("acclient!CPhysicsObj::set_velocity").Take(15)
.echo === DONE ===
q
Run it:
tools\ttd-query.ps1 -Script tools\ttd-queries\locomotion.cdb
Then iterate. Use the function-name hits to guide the next query —
inspect call args (Take(N) instead of Count()), navigate to specific
TTD positions and dump struct fields with dt acclient!ClassName <addr>.
The named-retail decomp at docs/research/named-retail/acclient_2013_pseudo_c.txt
has the source for every retail function. Grep it by class::method to
read what the function does, then use TTD to confirm what it does at
runtime.
Specifically what to look for
For each phase in the recording, answer:
- Did a UM arrive? Look for calls to the receive entry points around that phase's time window. UM dispatch should fire on direction-key changes (phases 3, 6, 7) but NOT on Shift-only toggles (phases 1, 2, 4, 5).
- What function refined the cycle when no UM arrived? Hypothesis is something in the velocity-aware path. Find the symbol, read the decomp, document the conditions.
- What threshold/grace logic is in place? Retail must have some way to prevent UP-velocity refinement from fighting a fresh UM. Usually a timestamp comparison.
The fix
The fix lives in src/AcDream.App/Rendering/GameWindow.cs:3274
(ApplyServerControlledVelocityCycle). Current code returns early for
player remotes. The fix is to:
- Un-gate the early return when the current motion is a locomotion
cycle. Locomotion cycles to detect:
0x44000007(Run forward),0x45000005(Walk forward), backward equivalents, sidestep variants. Keep the gate when the motion is non-locomotion (e.g. emotes, attacks). - Add a
LastUMUpdateTimeper remote. Touch it in the UM handler path. InApplyServerControlledVelocityCycle, skip refinement if(now - LastUMUpdateTime) < graceMs. Start withgraceMs = 500and tune against the TTD findings. - Use UP-derived velocity to pick the speed bucket. Existing logic
in
ServerControlledLocomotion.PlanFromVelocityalready does this — verify thresholds match retail's bucketing (TTD will tell you the exact boundaries retail uses).
For direction-flip transitions (phases 3, 6, 7), the UM handler path should already work — the visible cycle should update from the UM directly. Confirm in-client that those transitions are clean BEFORE shipping the velocity-fallback fix; if they're broken too, that's a separate UM-handler bug that needs its own investigation.
Acceptance criteria
In acdream observing a retail-driven character:
- Phases 1, 2, 4, 5 (Shift toggles): visible leg cycle switches Run↔Walk / Fast↔Slow within ~200 ms of the wire change.
- Phases 3, 6, 7 (direction flips): visible cycle updates within ~100 ms (UM is direct-path, faster than UP).
- No regression on already-working cases:
- acdream-on-acdream (matrix row in #39)
- retail observers viewing acdream (works today)
- Idle ↔ Run transitions
- Idle ↔ Walk transitions
- Combat-mode locomotion (if testable)
- No spurious cycle thrashing during turning while running — ObservedOmega-driven body rotation must not trigger velocity-bucket changes mid-cycle.
Files to read first
In this order:
docs/ISSUES.md— issue #39 (Run↔Walk specific) and #44 (TTD toolchain)docs/research/2026-05-03-remote-anim-cycle/investigation-prompt.md— prior investigation, what's been tried, what worksCLAUDE.md— "Retail debugger toolchain" section (live cdb + "TTD recordings (offline replay)" subsection)memory/project_retail_debugger.md— durable lessons + TTD addendummemory/project_retail_motion_outbound.md— what retail's outbound motion path looks like (cdb live trace from 2026-05-01)
Then:
src/AcDream.App/Rendering/GameWindow.cs—OnLiveMotionUpdated(~line 3203) andApplyServerControlledVelocityCycle(~line 3274)src/AcDream.Core/Physics/ServerControlledLocomotion.cs— speed bucket thresholds inPlanFromVelocitydocs/research/named-retail/acclient_2013_pseudo_c.txt— grep by the symbol names you discover from the TTD tracereferences/ACE/Source/ACE.Server/Network/GameMessages/Messages/GameMessageUpdateMotion.cs— what ACE actually sends for each transition (ground truth for wire content)
Watchouts
- The named-retail leaf
MoveToStatePack::UnPackreturned 0 hits in TTD. Don't query it directly; start atCPhysicsObj::unpack_movementorMovementManager::unpack_movementand walk down the call chain. Release-build inlining + virtual dispatch hide leaf decoders from TTD's static call counting (#44 lesson). - Verify positioning IN-CLIENT before recording. A trace where retail #1 can't see retail #2 is wasted bytes. Walk both characters to within visible range, confirm the actor is rendered on the observer's screen, THEN attach TTD. The 30-min validation experiment on 2026-05-06 wasted its main probe because of this — don't repeat.
- Outbound encoding quirk in our wire path (CLAUDE.md "Outbound
motion wire format"): acdream sends
WalkForward (0x05) + HoldKey.Runfor run, which ACE auto-upgrades toRunForward (0x07)when relaying to remote observers. So the inbound parser seesfwd=0x07for "remote is running." Don't get confused if outbound code shows 0x05 but inbound shows 0x07 — that's normal ACE behavior. - TTD ring buffer with 512 MB max + ~60 sec recording should fit the whole scenario without rollover. If you record longer, consider bumping to 1024 MB or chopping the scenario into multiple recordings.
- Don't kill the TTD process with Stop-Process — it kills retail
too. Use Ctrl+C in the TTD window or
TTD.exe -stop <pid>from another elevated shell.
Definition of done
This investigation is done when:
- The TTD trace + queries identify the exact retail function(s) that
refine the cycle from UP-derived velocity. Function name(s) +
address(es) documented in
docs/research/2026-05-06-locomotion-cycle-transitions/findings.md. - The threshold/grace logic retail uses is documented (timing values, conditions).
ApplyServerControlledVelocityCycleun-gating shipped in acdream with the corresponding test and visual verification on all 7 phases.- ISSUES.md #39 closed with the commit SHA.
- Memory
project_retail_motion_outbound.md(or a new note for the inbound side) gets the durable lessons appended.
Time estimate
- Recording: ~30 min (setup, two retail clients, scenario execution)
- Initial query passes + decomp cross-reference: ~1–2 hours
- Implementation + iteration: ~2–4 hours
- Visual verification + commit: ~30 min
Total: half a day to a full day depending on how clean retail's path is.
If after the first TTD pass the retail receive code looks fundamentally
different from what ApplyServerControlledVelocityCycle is doing, stop
and reassess — the fix shape may need to change. Don't try to ram a
mismatched approach through.