Rewrites src/AcDream.Core/Physics/InterpolationManager.cs from the spec in docs/research/2026-05-04-l3-port/04-interp-manager.md. Public API preserved (Vector3-returning AdjustOffset, Enqueue, Clear, IsActive, Count) so PositionManager + GameWindow callers continue to compile; internals are full retail spec. Bug fixes vs prior port (audit 04-interp-manager.md § 7): #1 progress_quantum accumulates dt (sum of frame deltas), not step magnitude. Retail line 353140; the prior port's `+= step` made the secondary stall ratio meaningless. #3 Far-branch Enqueue (dist > AutonomyBlipDistance = 100m) sets _failCount = StallFailCountThreshold + 1 = 4, so the next AdjustOffset call's post-stall check fires an immediate blip-to- tail snap. Retail line 352944. Prior port silently drifted toward far targets at catch-up speed instead of teleporting. #4 Secondary stall test ports the retail formula verbatim: cumulative / progress_quantum / dt < CREATURE_FAILED_INTERPOLATION_PERCENTAGE. Audit notes the units are 1/sec (likely Turbine bug or x87 FPU misread by Binary Ninja) — mirrored byte-for-byte regardless. #5 Tail-prune is a tail-walking loop, not a single-tail compare. Multiple consecutive stale tail entries within DesiredDistance (0.05 m) of the new target collapse together. Retail line 352977. #6 Cap-eviction at the HEAD when count reaches 20 (already correct in the prior port; verified). New API: Enqueue gains an optional `currentBodyPosition` parameter so the far-branch detection can reference the body when the queue is empty. Backward-compatible (default null = pre-far-branch behavior). UseTime collapsed into AdjustOffset's tail (post-stall blip check) since acdream has no per-tick UseTime call separate from adjust_offset; identical semantic outcome. State fields renamed to retail names with sentinel values: _frameCounter, _progressQuantum, _originalDistance (init = 999999f sentinel per retail line 0x00555D30 ctor), _failCount. Tests: - 17/17 InterpolationManagerTests green. - New test Enqueue_FarBranch_PrearmsImmediateBlipOnNextAdjustOffset pins the bug #3 fix: enqueueing 150 m away triggers a same-tick blip (delta length ≈ 150 m), and the queue clears. Spec tree: 17 research docs (00–14) under docs/research/2026-05-04-l3-port/. 00-master-plan + 00-port-plan describe the 8-phase rollout. 01-per-tick, 03-up-routing, 04-interp-manager, 05-position-manager-and-partarray, 06-acdream-audit, 14-local-player-audit are the L.3 spec used by this commit and the M2 follow-up. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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L.3 — Player remote motion: retail-faithful port plan
Date: 2026-05-04 Source research: 01-per-tick.md, 02-um-handling.md, 03-up-routing.md, 04-interp-manager.md, 05-position-manager-and-partarray.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_velocityVectoris 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 × dtwheremotion_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_fromof all 7 InterpretedState fields (acdream already does this). - Stop signal is implicit: flag 0x02 (forward) cleared →
ForwardCommanddefaults toReady,ForwardSpeed = 1.0. No explicit "stop motion" packet. - Backward-walk arrives pre-adjusted: sender's
adjust_motionflipsWalkBackward → WalkForward + speed=-0.65×s; receiver bulk-copies. - Side-axis and turn-axis fire
DoInterpretedMotionper axis (acdream already does this).
UP (UpdatePosition) routing (CPhysicsObj::MoveOrTeleport @ 0x00516330):
- Tri-state decision tree:
- Hard teleport: teleport-seq advanced OR cell == 0 →
SetPositionwith flags 0x1012 (Slide+Placement+SendPositionEvent). Body.Position changes immediately. - InterpolateTo (queue): grounded AND distance < 96m →
position_queuemutated; Body.Position does NOT change. - Slide-snap: grounded AND distance ≥ 96m →
StopInterpolating+SetPositionSimple. - Airborne: no-op (gravity arc continues from launch velocity).
- Hard teleport: teleport-seq advanced OR cell == 0 →
- Orientation rides the Position struct's Frame — never queued separately. Hard-snapped on UP.
Constants verified from named binary:
MAX_PHYSICS_DISTANCE = 96mCREATURE_OUTSIDE_BLIP_DISTANCE = 100mCREATURE_INSIDE_BLIP_DISTANCE = 20mMAX_INTERPOLATED_VELOCITY_MOD = 2.0MAX_INTERPOLATED_VELOCITY = 7.5m/s (fallback when motion_max unavailable)MIN_DISTANCE_TO_REACH_POSITION = 0.20mDESIRED_DISTANCE = 0.05mCREATURE_FAILED_INTERPOLATION_PERCENTAGE = 0.30StallCheckFrameInterval = 5framesStallFailCountThreshold = 3fails- Queue cap = 20
Where acdream diverges (top issues from audit)
-
Per-tick
apply_current_movementon player remotes (GameWindow.cs:6599) writesbody.Velocity = RunAnimSpeed × ForwardSpeed × orientation. Retail spec:body.Velocitymust be 0 for walking remotes. This is the central regression. -
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.
-
IsPlayerGuidgates at 5 sites route player remotes through the brokenapply_current_movementelse-branch. Retail uses one pipeline for all entities. -
InterpolationManager bugs (per research 04):
progress_quantumaccumulatesstep(distance) instead ofdt(time)- Secondary stall check missing
/dtfactor - Missing
NodeCompleted(0)head-pop on stall (one bad waypoint stalls indefinitely) - Missing
transient_state & 1gate - Missing far-distance force-blip via
_failCount = 4on enqueue
-
CPartArray::Updatecollapsed into singleseqVel × dtper 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. -
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):
AdjustOffset: change_progressQuantum += step;→_progressQuantum += (float)dt;. Accumulate time, not distance.- Secondary stall check: change
cumulative / progressQuantum < 0.30→(cumulative / progressQuantum) / dt < 0.30. Match retail formula. - Stall handling: when stall threshold exceeded, pop head node into a
_blipToPositionfield. Don't return snap delta inside AdjustOffset. - Add
UseTime()method: separately performs the blip viabody.SetPositionSimplewhen_failCount > StallFailCountThreshold. Called once per tick from per-tick path. Enqueue: when distance from current body to enqueued position exceedsMAX_PHYSICS_DISTANCE(96m), pre-arm_failCount = StallFailCountThreshold + 1so next tick'sUseTimeblips immediately.- Add
IsLiveparameter to AdjustOffset corresponding totransient_state & 1. Default true; pass through.
Tests to add:
progress_quantumaccumulates dt, not step- Stall after 3 windows pops head and arms blip
UseTimecallsSetPositionSimplewhen 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):
// 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; newInterpolationManagerStallTestsfor the bug fixes - Code review subagent on the unified per-tick path
- Visual verify with user — full motion test matrix:
- Steady run forward
- Steady walk forward
- Steady walk backward
- Steady strafe right
- Steady strafe left
- Run + turn
- Walk + turn
- Run → Stop (release W)
- Walk → Stop
- Run → Shift toggle to walk
- Walk → Shift release to run
- Jump + land
What this fix does NOT address (deferred)
- Full per-keyframe
CPartArray::Updateloop — 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_timestampplumbing through the protocol. - NPC migration to L.3 path — keeps existing
HasServerVelocitysynth 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:
- Stop after running: body settles within ≤1 UP cycle (200ms) of UM(Ready) arrival.
- Backward walk: body moves backward, animation plays backward (no flip to forward-run).
- Long co-run: positional sync holds — drift bounded by
DesiredDistance(0.05m).
dotnet buildgreen.dotnet testgreen (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:
- InterpolationManager bug fixes (Step 1) — small, isolated, testable in unit tests.
- Drop
ApplyServerControlledVelocityCycle(Step 4) — surgical removal. - Unify per-tick path (Step 2) — large change. Will need a code review after.
- Update UP routing (Step 3) — surgical replacement of OnLivePositionUpdated default branch.
- Build + run tests (Step 7).
- Visual verify with user (Step 7).
Do NOT proceed past step 5 to user testing if any earlier step is incomplete or broken.