Detailed handoff (docs/research/2026-07-04-170-creature-run-handoff.md) + paste
prompt (2026-07-04-170-pickup-prompt.md) for continuing #170 in a fresh session.
Records the full root-cause chain (retail cdb + acdream probes), the landed partial
fix (427332ac: per-frame apply_current_movement flood deleted → pending_motions
1.3M→~1, run installs, stuck-attack gone), the one residual (Ready-stop drain lag →
run not fully sustained), the exact next steps (cdb the retail Ready-stop drain), the
apparatus (env-gated probes + cdb scripts), the file:line map, and the DO-NOT-RETRY
list (superseded MovementManager-coexistence hypothesis; keep the velocity fix; don't
patch the retail-faithful motions_pending guard). ISSUES #170 updated to PARTIAL.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
3.7 KiB
Pickup prompt — #170 "sustain the creature run" (paste into a fresh session)
Read docs/research/2026-07-04-170-creature-run-handoff.md first — it is the SSOT
for this task and carries the full evidence, the retail cdb numbers, the apparatus,
and the DO-NOT-RETRY list. Then continue #170.
Where we are: the primary #170 bug is FIXED and user-verified at 427332ac
(branch claude/vigorous-joliot-f0c3ad). A per-frame apply_current_movement
re-dispatch was flooding CMotionInterp.pending_motions to ~1.3M entries, which
kept MotionsPending() permanently true and blocked the MoveTo chase turn
(BeginTurnToHeading), so a chasing creature slid in an idle+attack pose instead
of running. Deleting that per-frame call (GameWindow ~9992) dropped the queue to
depth ~1 (add≈done), killed the "stuck in attack animation", and the run cycle now
installs (BeginMoveForward 1→10). The "stuck attack" is confirmed gone by the user.
Your job — the ONE remaining residual: "sustain the run." The run isn't
sustained yet: BeginTurnToHeading is still blocked motionsPending=True ~94% of
the time because a small Ready (0x41000003) stop-node backlog keeps
pending_motions from ever fully emptying between swings. acdream gets ~10
run-starts vs retail's 21, so the creature now twitches-forward + glides instead of
a clean run-then-stop. Retail hits add_to_queue == MotionDone EXACTLY (cdb-proven);
acdream's Ready stop-nodes drain a beat slower.
Do this, in order:
- Re-read the handoff's "residual" + "DO-NOT-RETRY" sections. In particular: the
BeginTurnToHeadingif (motions_pending) returnguard is retail-faithful — DO NOT patch it; fix the DRAIN so the queue empties like retail. - Retail is the oracle (Step -1). Retail's cdb is available; the binary matches
refs/acclient.pdb. Trace theReady-stop drain on a live chasing monster to settle the two hypotheses in the handoff: (a) do acdream'sReadystop entries carryoutTicks > 0(so they wait forAnimationDoneinstead of the per-frame 0-tickCheckForCompletedMotions) while retail's are 0-tick? (b) does retail fireCheckForCompletedMotions/MotionDonemore aggressively than acdream's once-per-frameManager.UseTime? Reusescratchpad/cdb-drain.cdb+ the addrs in the handoff. Ask the user to make a monster chase their retail char during the trace. - The env-gated acdream probes are already in place (
ACDREAM_MVTO_DIAG=1) —[drainq]dumps the queue contents (this is what namedReadyas the lingering node). Capture a chase (aggro + RUN AWAY) to compare against retail. - Implement the faithful drain fix (verbatim-ported R2/R3 machinery — get it EXACTLY
right, no redesign; this is the revert-prone area). Acceptance: acdream
add==done(queue fully empties between swings) →BeginMoveForward ≈ MoveToObjectper chase → creature runs to close distance, plants to swing. Visual-gate with the user (retail side-by-side) — that is the acceptance test. - When it lands + is visually confirmed: STRIP all the temporary #170 probes
(
s_mvtoDiagin MoveToManager.cs,s_drainDiagin MotionInterpreter.cs, the[npc-tick]lines + theUM ↳ actionsdump in GameWindow.cs), move #170 to Recently-closed indocs/ISSUES.mdwith the SHAs, and update the animation research/memory index.
Gotchas: both acdream (+Acdream char) and retail hit the same local ACE
(127.0.0.1:9000); trace the CHASE (player fleeing), not attack-in-place — no chase ⇒
no [mvto] lines; PowerShell Tee logs are UTF-16 (tr -d '\000' before grep); user
manages client lifecycle (graceful close). Trust the live cdb over the earlier
workflow synthesis (its "run from mt-6" map was refuted for attack-in-place).