acdream/src/AcDream.App/Input/PlayerMovementController.cs
Erik 17a9ff1158 fix(motion): jump direction, AutoPos cadence, backward/strafe wire & anim
Closes a multi-bug knot in player motion outbound + remote inbound,
discovered via cdb live trace of retail (2026-05-01) and follow-up
visual verification.

Outbound (acdream → ACE):
- JumpAction velocity is BODY-LOCAL, not world (per retail
  CPhysicsObj::get_local_physics_velocity at 0x00512140 + ACE
  Player.HandleActionJump's set_local_velocity call). Was sending
  world; observers saw jump rotated by player yaw.
- Capture get_jump_v_z BEFORE LeaveGround() — the latter resets
  JumpExtent to 0, after which get_jump_v_z returned 0. Was sending
  Z=0 in every JumpAction.
- Backward/strafe-left jumps lost their horizontal velocity because
  LeaveGround → get_state_velocity returns zero for non-canonical
  motion (faithful to retail's FUN_00528960; retail papers over via
  adjust_motion translation, not yet ported). Compute the correct
  body-local launch velocity from input directly and push it back
  into the body so local prediction matches what we send.
- IsRunning HoldKey was gated on `input.Run && input.Forward`, so
  strafe-run and backward-run incorrectly broadcast as walk to
  observers — ACE then animated walk + dead-reckoned at walk speed
  while server position moved at run speed (visible as observer
  lag). Fixed: gate on any active directional axis.
- AutonomousPosition heartbeat 0.2s → 1.0s to match holtburger's
  AUTONOMOUS_POSITION_HEARTBEAT_INTERVAL and the ~1Hz observed in
  retail trace.
- Heartbeat now fires while in-world regardless of motion state
  (matches holtburger + retail's transient_state-based gate, not
  motion-based). Pre-fix the at-rest heartbeat was suppressed.

Inbound (ACE → acdream, remote retail player):
- Remote backward walk arrives as cmd=WalkForward + speed=-1.91
  (retail's adjust_motion'd form). Two bugs were stacking:
  1. AnimationSequencer fast-path returned without updating when
     sign(speedMod) flipped while motion stayed equal — kept playing
     forward at old positive framerate. Fixed: bypass fast-path on
     sign change so the full re-setup runs.
  2. GameWindow clamped negative speedMod to 1.0 when stuffing
     InterpretedState.ForwardSpeed, making get_state_velocity
     produce forward velocity. Fixed: pass speedMod through verbatim
     so the dead-reckoning body translates backward.

Issue #38 filed: 30Hz physics tick produces a chase-camera smoothness
regression at 60+ FPS render. Standard render-time interpolation is
the recommended fix (separate phase).

Findings + comparison vs retail/holtburger:
  docs/research/2026-05-01-retail-motion-trace/findings.md
  docs/research/2026-05-01-retail-motion-trace/fixes.md

TODO: port retail's adjust_motion (FUN_00528010) properly so
get_state_velocity works for all directions natively — would let us
drop the workaround in PlayerMovementController jump path and the
clamp in GameWindow.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-02 16:11:15 +02:00

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using System;
using System.Numerics;
using AcDream.Core.Physics;
namespace AcDream.App.Input;
/// <summary>
/// Input state for a single frame of player movement.
/// </summary>
public readonly record struct MovementInput(
bool Forward = false,
bool Backward = false,
bool StrafeLeft = false,
bool StrafeRight = false,
bool TurnLeft = false,
bool TurnRight = false,
bool Run = false,
float MouseDeltaX = 0f,
bool Jump = false);
/// <summary>
/// Result of a single frame's movement update.
///
/// <para>
/// <b>Wire vs. local animation command.</b> ACE's <c>MovementData</c>
/// (<c>ACE.Server/Network/Motion/MovementData.cs</c>) only computes
/// <c>interpState.ForwardSpeed</c> for raw <c>WalkForward</c>/
/// <c>WalkBackwards</c> — on every other command the <c>else</c> branch
/// passes through command without setting speed, leaving observers with
/// <c>speed=0</c>. The client therefore has to send <c>WalkForward</c>
/// (with <c>HoldKey.Run</c> for running) and let ACE auto-upgrade to
/// <c>RunForward</c> for broadcast. But the LOCAL view wants the run
/// cycle immediately, so we carry a separate
/// <see cref="LocalAnimationCommand"/> for the player's own renderer.
/// </para>
/// <para>
/// <see cref="IsRunning"/> — true when the player is holding Shift to run.
/// Used by the GameWindow when building the outbound MoveToState's
/// CURRENT_HOLD_KEY (2=Run) vs (1=None).
/// </para>
/// </summary>
public readonly record struct MovementResult(
Vector3 Position,
uint CellId,
bool IsOnGround,
bool MotionStateChanged,
uint? ForwardCommand, // wire-side command (WalkForward / WalkBackward / …)
uint? SidestepCommand,
uint? TurnCommand,
float? ForwardSpeed,
float? SidestepSpeed,
float? TurnSpeed,
bool IsRunning = false,
uint? LocalAnimationCommand = null, // which cycle to play on the local player (RunForward when running)
// K-fix5 (2026-04-26): cycle-pace multiplier for the LOCAL animation
// sequencer. Decoupled from ForwardSpeed so the wire can keep sending
// 1.0 for WalkBackward (ACE-compatible) while the animation plays at
// runRate × so the cycle visually matches the run-speed velocity.
// Forward+Run = runRate (same as ForwardSpeed); Backward+Run, Strafe+Run
// = runRate (where ForwardSpeed is 1.0 / null); everything else = 1.0.
float LocalAnimationSpeed = 1f,
bool JustLanded = false, // true on the single frame we transitioned airborne → grounded
float? JumpExtent = null, // non-null when a jump was triggered this frame
Vector3? JumpVelocity = null); // BODY-LOCAL launch velocity (forward/right/up relative to facing) — see PlayerMovementController jump path for the inverse-yaw conversion. Server rotates body→world on broadcast.
/// <summary>
/// Portal-space state for the player movement controller.
/// PortalSpace freezes all movement input while the server is moving the
/// player through a portal — resumed once the destination UpdatePosition
/// arrives and the player is snapped to the new location.
/// While in PortalSpace, Update returns immediately with a zero-movement
/// result so no WASD input or physics is processed.
/// </summary>
public enum PlayerState { InWorld, PortalSpace }
/// <summary>
/// Per-frame player movement controller. Reads input, drives the
/// ported PhysicsBody + MotionInterpreter, tracks motion state for
/// animation + server messages.
///
/// Architecture:
/// - PhysicsBody owns integration: gravity, friction, sub-stepping,
/// velocity clamping — all from the decompiled retail client.
/// - MotionInterpreter owns the motion state machine: walk/run/jump
/// validation, state tracking, speed constants from the retail dat.
/// - PhysicsEngine.Resolve is still used each frame to snap the player
/// to terrain/cell floor Z and detect ground contact.
/// </summary>
public sealed class PlayerMovementController
{
private readonly PhysicsEngine _physics;
private readonly PhysicsBody _body;
private readonly MotionInterpreter _motion;
private readonly PlayerWeenie _weenie;
public float MouseTurnSensitivity { get; set; } = 0.003f;
/// <summary>
/// Maximum Z increase per movement step before the move is rejected.
/// Retail's <c>step_up_height</c> for human characters is ~0.4 m (hip-
/// level). Setting this too high lets the player teleport up small
/// buildings via the step-up scan finding any walkable polygon within
/// reach (Bug 3 in L.2.3 testing — walking into a steep slope mounted
/// the building's flat top instead of sliding off the slope).
/// Authoritative source is the player's <c>Setup.StepUpHeight</c> set
/// in GameWindow.cs at world-entry time.
/// </summary>
public float StepUpHeight { get; set; } = 0.4f;
/// <summary>
/// L.2.3a (2026-04-29): how far below the foot the step-down probe
/// reaches when transitioning between surfaces. Retail's
/// <c>step_down_height</c> for human characters is ~0.4 m. With the
/// previous 4 cm hardcoded value, walking off the top of a stair onto
/// the ground 25 cm below produced a one-frame contact-plane gap — the
/// animation system briefly flickered to falling.
/// </summary>
public float StepDownHeight { get; set; } = 0.4f;
/// <summary>
/// Current portal-space state. Set to PortalSpace when the server sends
/// PlayerTeleport (0xF751); set back to InWorld once the destination
/// UpdatePosition arrives and the player is snapped to the new cell.
/// While in PortalSpace, Update returns immediately with a zero-movement
/// result so no WASD input or physics is processed.
/// </summary>
public PlayerState State { get; set; } = PlayerState.InWorld;
public float Yaw { get; set; }
public Vector3 Position => _body.Position;
public uint CellId { get; private set; }
public bool IsAirborne => !_body.OnWalkable;
/// <summary>
/// Current vertical (Z-axis) velocity of the physics body.
/// Positive = rising, negative = falling. Exposed for tests and HUD.
/// </summary>
public float VerticalVelocity => _body.Velocity.Z;
/// <summary>Full 3D world-space velocity of the physics body. Exposed for diagnostic logging.</summary>
public Vector3 BodyVelocity => _body.Velocity;
// Jump charge state.
private bool _jumpCharging;
private float _jumpExtent;
// K-fix6 (2026-04-26): retail's PowerBar charge constant for jump is
// not legible in the named decomp (the divisor was clobbered in
// GetPowerBarLevel's FPU stack reordering at FUN_0056ade0). 2.0/s
// (full charge in 0.5s) feels matches retail muscle memory better
// than the previous 1.0/s — a tap gives a noticeable hop, half-hold
// a meaningful jump, full-hold the maximum extent. The vertical
// velocity formula itself (height × 19.6 → vz) is unchanged and
// matches retail byte-for-byte; only the time-to-fill is faster.
private const float JumpChargeRate = 2.0f;
// Airborne → grounded transition detection. Flipped on every frame where
// the body transitions from airborne to on-walkable; used by the GameWindow
// to drive the landing animation cycle.
private bool _wasAirborneLastFrame;
// Previous frame's motion commands for change detection.
private uint? _prevForwardCmd;
private uint? _prevSidestepCmd;
private uint? _prevTurnCmd;
private float? _prevForwardSpeed;
private bool _prevRunHold;
private uint? _prevLocalAnimCmd;
// Heartbeat timer.
// Cadence is 1.0 sec to match holtburger's
// AUTONOMOUS_POSITION_HEARTBEAT_INTERVAL and the retail trace
// (2026-05-01 motion-trace findings.md): retail sends ~1 Hz at rest,
// not the 5 Hz our pre-fix code used. Sending at 5 Hz was harmless
// but wasteful and probably looked like jitter to observers.
private float _heartbeatAccum;
public const float HeartbeatInterval = 1.0f; // 1 sec — retail / holtburger
public bool HeartbeatDue { get; private set; }
// L.5 retail physics-tick gate (2026-04-30).
//
// Retail's CPhysicsObj::update_object subdivides per-frame dt into
// MinQuantum (1/30s) sized integration steps, SKIPPING entirely when
// accumulated dt is below MinQuantum. The retail debugger trace
// confirmed this: UpdatePhysicsInternal fires only ~61% as often as
// update_object — i.e., retail's effective physics tick rate is 30Hz
// even when the renderer runs at 60+Hz.
//
// Without this gate our acdream integrates at the full render rate
// (60+Hz), which compresses bounce-energy / gravity-tangent
// accumulation into half the time. Per-frame V grows ~2x faster than
// retail's. On a steep-slope tangent that produces the wedge: V grows
// tangent + huge while position reverts each frame, body locks in
// place. Retail's slower integration cadence (and larger per-tick
// position deltas) lets the body geometrically escape the tangent.
//
// Source: retail debugger trace 2026-04-30
// update_object = 40,960 calls
// UpdatePhysicsInternal = 25,087 calls (61%)
// ratio implies 39% of frames return early via the MinQuantum gate.
//
// ACE: PhysicsObj.UpdateObject (Physics.cs).
// Named-retail: CPhysicsObj::update_object (acclient_2013_pseudo_c.txt:283950).
private float _physicsAccum;
public PlayerMovementController(PhysicsEngine physics)
{
_physics = physics;
_body = new PhysicsBody
{
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
};
// Default skills — tuned toward mid-retail feel. Real characters'
// skills come from PlayerDescription (0xF7B0/0x0013) which we don't
// parse yet; override via env vars:
// ACDREAM_RUN_SKILL, ACDREAM_JUMP_SKILL
// K-fix6 (2026-04-26): bumped default jump skill from 200 → 300.
// Retail formula: height = (skill/(skill+1300))*22.2 + 0.05 (extent=1):
// skill=200 → 3.01m max (felt too low — user complaint)
// skill=300 → 4.21m max (closer to a typical retail mid-tier
// character's "I can clear that fence" hop)
// Until #7 ships and PlayerDescription gives us the server's real
// skill, this default is the right "feels like retail" baseline.
int runSkill = int.TryParse(Environment.GetEnvironmentVariable("ACDREAM_RUN_SKILL"), out var rs) ? rs : 200;
int jumpSkill = int.TryParse(Environment.GetEnvironmentVariable("ACDREAM_JUMP_SKILL"), out var jsv) ? jsv : 300;
_weenie = new PlayerWeenie(runSkill: runSkill, jumpSkill: jumpSkill);
_motion = new MotionInterpreter(_body, _weenie);
}
public void SetCharacterSkills(int runSkill, int jumpSkill)
{
_weenie.SetSkills(runSkill, jumpSkill);
}
/// <summary>
/// Wire the player's AnimationSequencer current cycle velocity into
/// <see cref="MotionInterpreter.GetCycleVelocity"/>. When attached,
/// <c>get_state_velocity</c> uses <c>MotionData.Velocity * speedMod</c>
/// as the primary forward-axis drive, keeping the body's world velocity
/// locked to the animation's baked-in root-motion velocity.
///
/// <para>
/// Without this accessor, the decompiled constant path
/// (<c>RunAnimSpeed * ForwardSpeed</c>) is used — matches retail only
/// when the character's MotionTable happens to bake Velocity=4.0 on
/// RunForward, which is true for Humanoid but not for arbitrary
/// creatures. See <see cref="MotionInterpreter.GetCycleVelocity"/>
/// for the full rationale.
/// </para>
///
/// <para>
/// Called once from <c>GameWindow.CreateAnimatedEntity</c> after the
/// player's <c>AnimatedEntity.Sequencer</c> is constructed.
/// </para>
/// </summary>
public void AttachCycleVelocityAccessor(Func<Vector3> accessor)
{
if (accessor is null) throw new ArgumentNullException(nameof(accessor));
_motion.GetCycleVelocity = accessor;
}
/// <summary>
/// Apply a server-echoed run rate (ForwardSpeed from UpdateMotion) to the
/// player's MotionInterpreter. The server broadcasts the real RunRate
/// derived from the character's Run skill; wiring it here ensures
/// get_state_velocity produces the correct speed instead of the default 1.0.
/// </summary>
public void ApplyServerRunRate(float forwardSpeed)
{
_motion.InterpretedState.ForwardSpeed = forwardSpeed;
_motion.apply_current_movement(cancelMoveTo: false, allowJump: false);
}
public void SetPosition(Vector3 pos, uint cellId)
{
_body.Position = pos;
CellId = cellId;
// Treat as grounded after a server-side position snap.
_body.TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
_body.Velocity = Vector3.Zero;
// Reset physics clock so any subsequent update_object calls start fresh.
_body.LastUpdateTime = 0.0;
}
public MovementResult Update(float dt, MovementInput input)
{
// Portal-space guard: while teleporting, no input is processed and
// no physics is resolved. Return a zero-movement result so the caller
// can detect the frozen state (MotionStateChanged = false, no commands).
if (State == PlayerState.PortalSpace)
{
return new MovementResult(
Position: Position,
CellId: CellId,
IsOnGround: _body.OnWalkable,
MotionStateChanged: false,
ForwardCommand: null,
SidestepCommand: null,
TurnCommand: null,
ForwardSpeed: null,
SidestepSpeed: null,
TurnSpeed: null);
}
// ── 1. Apply turning from keyboard + mouse ────────────────────────────
if (input.TurnRight)
Yaw -= MotionInterpreter.WalkAnimSpeed * 0.5f * dt; // ~90°/s
if (input.TurnLeft)
Yaw += MotionInterpreter.WalkAnimSpeed * 0.5f * dt;
Yaw -= input.MouseDeltaX * MouseTurnSensitivity;
// Wrap yaw to [-PI, PI] so it doesn't grow unbounded.
while (Yaw > MathF.PI) Yaw -= 2f * MathF.PI;
while (Yaw < -MathF.PI) Yaw += 2f * MathF.PI;
// Sync the body's orientation quaternion with our Yaw (rotation about Z).
// Convention: Yaw=0 faces +X. Local body +Y is "forward", so we rotate
// by (Yaw - PI/2) about Z to map local +Y → world (cos Yaw, sin Yaw, 0).
_body.Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, Yaw - MathF.PI / 2f);
// ── 2. Set velocity via MotionInterpreter state machine ───────────────
// Determine the dominant forward/backward command and speed.
uint forwardCmd;
float forwardCmdSpeed;
if (input.Forward)
{
forwardCmd = input.Run ? MotionCommand.RunForward : MotionCommand.WalkForward;
// When running, use the PlayerWeenie's RunRate as ForwardSpeed.
// The retail server computes this from Run skill + encumbrance and
// broadcasts it in UpdateMotion, but it doesn't echo to the sender.
// We compute locally using the same formula.
if (input.Run && _weenie.InqRunRate(out float runRate))
forwardCmdSpeed = runRate;
else
forwardCmdSpeed = 1.0f;
}
else if (input.Backward)
{
forwardCmd = MotionCommand.WalkBackward;
// K-fix3 (2026-04-26): backward also honors Run. Without
// this, holding X with Run=true (default) still produced
// walk-tier backward speed because forwardCmdSpeed was
// hardcoded to 1.0. Now scale by runRate the same way
// RunForward does.
if (input.Run && _weenie.InqRunRate(out float runRateBack))
forwardCmdSpeed = runRateBack;
else
forwardCmdSpeed = 1.0f;
}
else
{
forwardCmd = MotionCommand.Ready;
forwardCmdSpeed = 1.0f;
}
// Update interpreted motion state (needed for animation + server messages).
_motion.DoMotion(forwardCmd, forwardCmdSpeed);
// Sidestep.
if (input.StrafeRight)
_motion.DoInterpretedMotion(MotionCommand.SideStepRight, 1.0f, modifyInterpretedState: true);
else if (input.StrafeLeft)
_motion.DoInterpretedMotion(MotionCommand.SideStepLeft, 1.0f, modifyInterpretedState: true);
else
{
_motion.StopInterpretedMotion(MotionCommand.SideStepRight, modifyInterpretedState: true);
_motion.StopInterpretedMotion(MotionCommand.SideStepLeft, modifyInterpretedState: true);
}
// Only replace velocity with motion interpreter output when grounded.
// While airborne, the physics body's integrated velocity (from LeaveGround)
// persists — gravity pulls Z down, horizontal momentum is preserved.
// Retail AC works this way: you maintain momentum in the air.
if (_body.OnWalkable)
{
float savedWorldVz = _body.Velocity.Z;
var stateVel = _motion.get_state_velocity();
float localY = 0f;
float localX = 0f;
// K-fix3 (2026-04-26): unified run-multiplier for backward
// + strafe. Forward already scales correctly because it uses
// stateVel.Y (which the motion state machine fed runRate
// into via DoMotion). Backward + strafe bypass the state
// machine and hardcoded speed; previously they capped at
// walk speed regardless of Run, which made the ~2.4×
// forward-vs-back/strafe ratio feel wrong. Now both scale
// with the same runRate the forward branch uses.
float runMul = 1.0f;
if (input.Run && _weenie.InqRunRate(out float vrr))
runMul = vrr;
if (input.Forward)
localY = stateVel.Y;
else if (input.Backward)
localY = -(MotionInterpreter.WalkAnimSpeed * 0.65f * runMul);
// Strafe scales with the same runMul so sidestep matches
// the forward pace at run speed (retail uses speed=1.0 for
// SideStep + the same hold-key-driven run/walk multiplier).
if (input.StrafeRight)
localX = MotionInterpreter.SidestepAnimSpeed * runMul;
else if (input.StrafeLeft)
localX = -MotionInterpreter.SidestepAnimSpeed * runMul;
_body.set_local_velocity(new Vector3(localX, localY, savedWorldVz));
}
// ── 3. Jump (charged) ─────────────────────────────────────────────────
// Hold spacebar to charge (0→1 over JumpChargeRate seconds).
// Release to execute: jump(extent) validates + sets JumpExtent,
// then LeaveGround() applies the scaled velocity via get_leave_ground_velocity.
float? outJumpExtent = null;
Vector3? outJumpVelocity = null;
if (input.Jump && _body.OnWalkable)
{
// Spacebar held and on the ground — accumulate charge.
if (!_jumpCharging)
{
_jumpCharging = true;
_jumpExtent = 0f;
}
_jumpExtent = MathF.Min(_jumpExtent + dt * JumpChargeRate, 1.0f);
}
else if (_jumpCharging)
{
// Spacebar released (or left ground during charge) — fire jump.
var jumpResult = _motion.jump(_jumpExtent);
if (jumpResult == WeenieError.None)
{
// Capture jump_v_z BEFORE LeaveGround() — that call resets
// JumpExtent back to 0 (faithful to retail's FUN_00529710),
// after which get_jump_v_z() returns 0 because the extent
// gate at the top of the function fires.
float jumpVz = _motion.get_jump_v_z();
_motion.LeaveGround();
outJumpExtent = _jumpExtent;
// BODY-LOCAL jump-launch velocity, computed directly from input.
//
// Why not read _body.Velocity? Because _motion.LeaveGround()
// routes through get_leave_ground_velocity → get_state_velocity,
// which is a faithful port of retail's FUN_00528960. Retail's
// version only handles WalkForward (0x45000005) / RunForward
// (0x44000007) / SideStepRight (0x6500000F); WalkBackwards
// and SideStepLeft return zero. Retail papers over this in
// adjust_motion (FUN_00528010) by translating
// WalkBackwards → WalkForward + speed × -0.65
// SideStepLeft → SideStepRight + speed × -1
// before they reach InterpretedState — but we don't yet port
// adjust_motion, so InterpretedState holds the un-translated
// command and get_state_velocity returns (0,0,0) for it.
// LeaveGround then writes (0,0,jumpZ) to the body, wiping the
// correct strafe/backward velocity the controller had just set
// a few lines up. Result: backward/strafe jumps go straight up.
//
// Until adjust_motion is ported, we mirror the grounded-velocity
// computation from the block above and stuff the result into
// outJumpVelocity directly. Local frame: +Y forward, +X right,
// +Z up — matches retail's body-frame convention. Server
// rotates body→world on receive, so observers see the jump
// in the correct world direction.
float jumpRunMul = 1.0f;
if (input.Run && _weenie.InqRunRate(out float jvrr))
jumpRunMul = jvrr;
// Forward uses get_state_velocity (which knows Walk vs Run vs
// animation-cycle pacing). Backward / Strafe use the same
// hardcoded scaled formulas the grounded-velocity block above
// uses (lines 397-408).
float localY = 0f;
if (input.Forward)
{
var stateVel = _motion.get_state_velocity();
localY = stateVel.Y;
}
else if (input.Backward)
{
localY = -(MotionInterpreter.WalkAnimSpeed * 0.65f * jumpRunMul);
}
float localX = 0f;
if (input.StrafeRight)
localX = MotionInterpreter.SidestepAnimSpeed * jumpRunMul;
else if (input.StrafeLeft)
localX = -MotionInterpreter.SidestepAnimSpeed * jumpRunMul;
outJumpVelocity = new Vector3(localX, localY, jumpVz);
// Local-prediction fix: LeaveGround above wrote (0, 0, jumpZ)
// to the body for backward/strafe-left (same get_state_velocity
// zero-for-non-canonical-motion bug as on the wire side).
// Push the corrected body-local velocity back so the local
// client renders the jump in the same world direction the
// server is broadcasting to observers. Same vector we just
// sent in JumpAction — local + remote stay in sync.
_body.set_local_velocity(outJumpVelocity.Value);
}
_jumpCharging = false;
_jumpExtent = 0f;
}
// ── 4. Integrate physics (gravity, friction, sub-stepping) ────────────
//
// L.5 retail-physics-tick gate (2026-04-30): retail's CPhysicsObj::
// update_object skips integration when accumulated dt is below
// MinQuantum (1/30 s). Effective physics rate is 30 Hz even at 60+ Hz
// render. We accumulate per-frame dt and only integrate (with the
// accumulated dt) when the threshold is reached. See _physicsAccum
// declaration for the full retail trace evidence.
var preIntegratePos = _body.Position;
_physicsAccum += dt;
if (_physicsAccum > PhysicsBody.HugeQuantum)
{
// Stale frame (debugger break, GC pause). Discard accumulated dt.
_physicsAccum = 0f;
}
else if (_physicsAccum >= PhysicsBody.MinQuantum)
{
// Integrate accumulated dt, clamped to MaxQuantum so a long
// pause doesn't produce one giant integration step.
float tickDt = MathF.Min(_physicsAccum, PhysicsBody.MaxQuantum);
_body.calc_acceleration();
_body.UpdatePhysicsInternal(tickDt);
_physicsAccum -= tickDt;
}
// Else: dt below MinQuantum threshold — skip integration. Position
// and velocity remain unchanged; Resolve below runs as a zero-distance
// sphere sweep (no collision possible) and the rest of the frame
// (motion commands, animation, return) runs normally.
var postIntegratePos = _body.Position;
// ── 5. Collision resolution via CTransition sphere-sweep ─────────────
// The Transition system subdivides the movement from pre→post into
// sphere-radius steps, testing terrain collision at each step.
// Falls back to simple Z-snap if transition fails.
var resolveResult = _physics.ResolveWithTransition(
preIntegratePos, postIntegratePos, CellId,
sphereRadius: 0.48f, // human player radius from Setup
sphereHeight: 1.2f, // human player height from Setup
stepUpHeight: StepUpHeight,
stepDownHeight: StepDownHeight, // L.2.3a: from Setup.StepDownHeight
isOnGround: _body.OnWalkable,
body: _body, // persist ContactPlane across frames for slope tracking
// L.2c 2026-04-30: retail PhysicsGlobals.DefaultState includes
// EdgeSlide, and PhysicsObj.get_object_info copies that bit into
// OBJECTINFO. Keep it explicit here so edge/cliff handling runs
// under the same flag profile as retail player movement.
//
// Commit C 2026-04-29 — local player is always IsPlayer.
// The PK/PKLite/Impenetrable bits come from PlayerDescription's
// PlayerKillerStatus property; not yet parsed (non-PK pair → walks
// through other non-PK players, which is retail's default for
// ACE's character creation defaults too).
moverFlags: AcDream.Core.Physics.ObjectInfoState.IsPlayer
| AcDream.Core.Physics.ObjectInfoState.EdgeSlide);
// L.4-diag (2026-04-30): trace position transitions so we can see
// whether the body is actually moving frame-to-frame on the steep
// roof, or whether it's frozen at the impact point.
if (Environment.GetEnvironmentVariable("ACDREAM_DUMP_STEEP_ROOF") == "1"
&& resolveResult.CollisionNormalValid)
{
Console.WriteLine(
$"[steep-roof] FRAME pre=({preIntegratePos.X:F2},{preIntegratePos.Y:F2},{preIntegratePos.Z:F2}) " +
$"post=({postIntegratePos.X:F2},{postIntegratePos.Y:F2},{postIntegratePos.Z:F2}) " +
$"resolved=({resolveResult.Position.X:F2},{resolveResult.Position.Y:F2},{resolveResult.Position.Z:F2}) " +
$"isOnGround={resolveResult.IsOnGround}");
}
// Apply resolved position.
_body.Position = resolveResult.Position;
// L.3a (2026-04-30): retail wall-bounce / velocity reflection.
//
// Retail's CPhysicsObj::handle_all_collisions runs after every
// SetPositionInternal. It reads the wall normal that the
// transition's slide computed and reflects the body's velocity:
//
// v_new = v - (1 + elasticity) * dot(v, n) * n
//
// This is what gives retail its "bouncy" feel — fast head-on
// jumps push the player back from the wall, glancing angles
// produce a small deflection. acdream's transition resolver
// SLID position correctly but never updated velocity, so the
// player kept driving into walls until the controller's input
// changed direction. Felt sticky / fragile.
//
// Suppression rule (apply_bounce): grounded movement on a wall
// SHOULDN'T bounce — sliding along a corridor is expected. Only
// airborne wall hits reflect. Mirrors retail's `var_10_1` guard
// and ACE PhysicsObj.cs:2656-2660 `apply_bounce`.
//
// Inelastic flag (spell projectiles, missiles) zeros velocity
// entirely instead of reflecting. The player never has it set.
//
// Sources:
// acclient_2013_pseudo_c.txt:282699-282715 (handle_all_collisions)
// acclient.h:2834 (INELASTIC_PS = 0x20000)
// ACE PhysicsObj.cs:2656-2721 (line-for-line port)
// PhysicsGlobals.DefaultElasticity = 0.05f, MaxElasticity = 0.1f
if (resolveResult.CollisionNormalValid)
{
bool prevOnWalkable = _body.OnWalkable;
bool nowOnWalkable = resolveResult.IsOnGround;
// apply_bounce: bounce ONLY when the body stays airborne both
// before and after this step. That is: jumping into a wall
// mid-flight, hitting a ceiling, etc. Specifically NOT:
//
// - prev grounded + now grounded → wall-slide along corridor
// (bounce would feel sticky on every wall touch).
// - prev airborne + now grounded → terrain landing
// (terrain normal is mostly +Z; reflecting downward velocity
// would push the body upward and prevent the landing snap
// from firing — player perpetually micro-bouncing on the
// floor instead of resting).
// - prev grounded + now airborne → walked off cliff
// (gravity should take over, not lateral bounce).
//
// Sledding mode reverts to retail's broader rule (bounce
// unless both grounded), since sledding intentionally bounces
// off ramps.
//
// This is more conservative than retail's strict
// `!(prev && now && !sledding)` rule — retail bounces on
// landing too, but at elasticity 0.05 the visual effect is
// imperceptible there. acdream's per-frame architecture
// amplifies the artifact (the post-reflection upward Z
// defeats the controller's `Velocity.Z <= 0` landing-snap
// gate), so we suppress it on landing to avoid the
// micro-bounce death spiral.
bool applyBounce = _body.State.HasFlag(PhysicsStateFlags.Sledding)
? !(prevOnWalkable && nowOnWalkable)
: (!prevOnWalkable && !nowOnWalkable);
// L.4-diag (2026-04-30): per-frame bounce trace for steep-roof bug.
bool diagSteep = Environment.GetEnvironmentVariable("ACDREAM_DUMP_STEEP_ROOF") == "1";
if (diagSteep && resolveResult.CollisionNormalValid)
{
var n0 = resolveResult.CollisionNormal;
var v0 = _body.Velocity;
Console.WriteLine(
$"[steep-roof] BOUNCE-CHECK applyBounce={applyBounce} " +
$"prevWalk={prevOnWalkable} nowWalk={nowOnWalkable} " +
$"N=({n0.X:F2},{n0.Y:F2},{n0.Z:F2}) FloorZ={PhysicsGlobals.FloorZ:F2} " +
$"V=({v0.X:F2},{v0.Y:F2},{v0.Z:F2}) " +
$"dot={Vector3.Dot(v0, n0):F3} " +
$"isOnGround={resolveResult.IsOnGround}");
}
if (applyBounce)
{
if (_body.State.HasFlag(PhysicsStateFlags.Inelastic))
{
// Full stop on impact. Spell projectiles / missiles.
_body.Velocity = Vector3.Zero;
}
else
{
var v = _body.Velocity;
var n = resolveResult.CollisionNormal;
float dotVN = Vector3.Dot(v, n);
if (dotVN < 0f)
{
// Reflect the into-wall component back out.
// Player elasticity is 0.05 → 105% of perpendicular
// velocity reflects (subtle bounce).
float k = -(dotVN * (_body.Elasticity + 1f));
_body.Velocity = v + n * k;
if (diagSteep)
{
var v1 = _body.Velocity;
Console.WriteLine(
$"[steep-roof] BOUNCE-APPLIED V_after=({v1.X:F2},{v1.Y:F2},{v1.Z:F2}) k={k:F3}");
}
}
}
}
}
bool justLanded = false;
if (resolveResult.IsOnGround)
{
if (_body.Velocity.Z <= 0f)
{
// Grounded — snap to resolved position and land.
bool wasAirborne = !_body.OnWalkable;
_body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
_body.calc_acceleration();
if (_body.Velocity.Z < 0f)
_body.Velocity = new Vector3(_body.Velocity.X, _body.Velocity.Y, 0f);
if (wasAirborne)
{
_motion.HitGround();
justLanded = true;
}
}
else
{
// Moving upward (jump) — stay airborne even though terrain is below.
_body.TransientState &= ~(TransientStateFlags.Contact | TransientStateFlags.OnWalkable);
_body.calc_acceleration();
}
}
else
{
// No ground found — airborne.
_body.TransientState &= ~(TransientStateFlags.Contact | TransientStateFlags.OnWalkable);
_body.calc_acceleration();
}
_wasAirborneLastFrame = !_body.OnWalkable;
CellId = resolveResult.CellId;
// ── 6. Determine outbound motion commands ─────────────────────────────
uint? outForwardCmd = null;
float? outForwardSpeed = null;
uint? outSidestepCmd = null;
float? outSidestepSpeed = null;
uint? outTurnCmd = null;
float? outTurnSpeed = null;
// Retail-faithful wire commands. ACE's MovementData constructor only
// computes interpState.ForwardSpeed for WalkForward / WalkBackwards
// (Network/Motion/MovementData.cs:104-119) — for any other command
// the else-branch passes through without setting speed, so observers
// dead-reckon at speed=0. The wire therefore must be:
// - Forward (walk): WalkForward @ 1.0
// - Forward (run): WalkForward @ run_rate + HoldKey.Run
// (ACE auto-upgrades to RunForward for observers)
// - Backward: WalkBackward @ 1.0
// Our own local animation still wants the actual RunForward cycle
// though — that's carried separately in LocalAnimationCommand below.
uint? localAnimCmd = null;
if (input.Forward)
{
outForwardCmd = MotionCommand.WalkForward;
if (input.Run && _weenie.InqRunRate(out float runRate))
{
outForwardSpeed = runRate;
localAnimCmd = MotionCommand.RunForward; // local cycle is RunForward
}
else
{
outForwardSpeed = 1.0f;
localAnimCmd = MotionCommand.WalkForward;
}
}
else if (input.Backward)
{
outForwardCmd = MotionCommand.WalkBackward;
outForwardSpeed = 1.0f;
localAnimCmd = MotionCommand.WalkBackward;
}
// Strafe: retail uses speed=1.0 for SideStep (see holtburger
// common.rs::locomotion_command_for_state). 0.5 was our earlier guess
// and made strafing feel lethargic; the retail feel is full-speed
// sidestep matching the walk forward pace.
if (input.StrafeRight)
{
outSidestepCmd = MotionCommand.SideStepRight;
outSidestepSpeed = 1.0f;
}
else if (input.StrafeLeft)
{
outSidestepCmd = MotionCommand.SideStepLeft;
outSidestepSpeed = 1.0f;
}
// Turn commands from KEYBOARD only (A/D). Mouse turning is applied
// directly to Yaw above and doesn't generate a turn command — if it
// did, mouse jitter would flip turnCmd between TurnRight/TurnLeft
// every frame, causing stateChanged=True on every frame and flooding
// the server with MoveToState spam.
if (input.TurnRight)
{
outTurnCmd = MotionCommand.TurnRight;
outTurnSpeed = 1.0f;
}
else if (input.TurnLeft)
{
outTurnCmd = MotionCommand.TurnLeft;
outTurnSpeed = 1.0f;
}
// ── 7. Detect motion state change ─────────────────────────────────────
// Bug fix: ForwardCommand can stay the same (WalkForward) while ONLY
// ForwardSpeed or the run-hold bit changes. If the user is already
// walking (W held), then presses Shift, the outbound wire still has
// ForwardCommand=WalkForward but outForwardSpeed jumps from 1.0 to
// runRate. Without also tracking speed + hold-key here, no new
// MoveToState is sent — the server keeps thinking the player walks,
// and retail observers render walking animation despite the local
// player's RunForward cycle.
//
// Similarly LocalAnimationCommand change (Walk→Run on local cycle)
// must force a fresh outbound so ACE's BroadcastMovement re-runs
// MovementData(this, moveToState) which only reads ForwardCommand +
// ForwardSpeed + HoldKey to pick between WalkForward vs RunForward
// for remote observers.
bool runHold = input.Run;
bool changed = outForwardCmd != _prevForwardCmd
|| outSidestepCmd != _prevSidestepCmd
|| outTurnCmd != _prevTurnCmd
|| !FloatsEqual(outForwardSpeed, _prevForwardSpeed)
|| runHold != _prevRunHold
|| localAnimCmd != _prevLocalAnimCmd;
_prevForwardCmd = outForwardCmd;
_prevSidestepCmd = outSidestepCmd;
_prevTurnCmd = outTurnCmd;
_prevForwardSpeed = outForwardSpeed;
_prevRunHold = runHold;
_prevLocalAnimCmd = localAnimCmd;
static bool FloatsEqual(float? a, float? b)
{
if (a.HasValue != b.HasValue) return false;
if (!a.HasValue || !b.HasValue) return true;
return System.Math.Abs(a.Value - b.Value) < 1e-4f;
}
// ── 8. Heartbeat timer (always while in-world, not just while moving) ─
// Holtburger fires AutonomousPosition heartbeat at 1 Hz regardless of
// motion state (gated only by has_autonomous_position_sync_target).
// Retail's CommandInterpreter::SendPositionEvent gates on
// transient_state (Contact + OnWalkable + valid Position), not on
// motion. The pre-fix isMoving gate stopped acdream from heart-beating
// at rest, which left observers with stale last-known positions during
// long idle periods. PortalSpace (handled at the top of Update via
// early return) skips Update entirely, so reaching this line implies
// we're in a valid in-world pose.
_heartbeatAccum += dt;
HeartbeatDue = _heartbeatAccum >= HeartbeatInterval;
if (HeartbeatDue) _heartbeatAccum = 0f;
// K-fix5 (2026-04-26): local-animation-cycle pacing. Visual rate
// should match the actual movement speed. For Forward+Run this is
// already runRate (it equals ForwardSpeed). For Backward+Run and
// Strafe+Run it must be runRate too even though the wire keeps
// those at 1.0. Picking runMul (already computed above) keeps the
// math in one place.
bool anyDirectional = input.Forward || input.Backward
|| input.StrafeLeft || input.StrafeRight;
float localAnimSpeed = (input.Run && anyDirectional)
? (_weenie.InqRunRate(out float vrrAnim) ? vrrAnim : 1f)
: 1f;
return new MovementResult(
Position: Position,
CellId: CellId,
IsOnGround: _body.OnWalkable,
MotionStateChanged: changed,
ForwardCommand: outForwardCmd,
SidestepCommand: outSidestepCmd,
TurnCommand: outTurnCmd,
ForwardSpeed: outForwardSpeed,
SidestepSpeed: outSidestepSpeed,
TurnSpeed: outTurnSpeed,
// Run hold-key applies to ANY active directional axis, not just
// forward (per holtburger's build_motion_state_raw_motion_state:
// "uses the same value for every active per-axis hold key"). The
// pre-fix condition `input.Run && input.Forward` made strafe-run
// and backward-run incorrectly broadcast as walk to observers,
// who then animated walk + dead-reckoned at walk speed while the
// server position moved at run speed — visible as observer lag.
IsRunning: input.Run && anyDirectional,
LocalAnimationCommand: localAnimCmd,
LocalAnimationSpeed: localAnimSpeed,
JustLanded: justLanded,
JumpExtent: outJumpExtent,
JumpVelocity: outJumpVelocity);
}
}