The crowd-tightness residual from the #182 gate: monsters overlap (arms) in acdream but barely in retail on the SAME ACE. Verified root (workflow wf_d2ff782f-9cb + source): retail runs UpdateObjectInternal+transition on EVERY remote creature (CPhysics::UseTime 0x00509950, no fork) so they de-overlap client-side, with the server pos a gentle MoveOrTeleport catch-up target (0x00516330), NOT a hard-snap. acdream (a) hard-snaps NPC remotes to the raw overlapping server pos (GameWindow.cs:5925) overwriting the swept de-penetration, and (b) forks player-remotes (skip sweep) from NPCs (sweep at :10558 but driven by get_state_velocity, not the catch-up). Collision math already exists + is faithful; the fix is the reconciliation (hard-snap→catch-up) + the movement model (synth-velocity→interp catch-up) — a delicate rework of the frozen R4/R5 remote-DR arc, staged NPC-first. Design spec + full handoff (verified code sites, retail anchors, preserve-list, gotchas, slices) written for a fresh session. Implementation NOT started. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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Handoff: verbatim port of retail's per-remote physics tick so packed monsters de-overlap
Date: 2026-07-07 · Status: DESIGN SPEC WRITTEN + APPROVED, IMPLEMENTATION NOT STARTED (fresh session). Driving report (user, side-by-side vs retail on the SAME ACE): monsters packed around the player overlap (arms interpenetrating) in acdream; in the retail client they barely overlap. That overlap is why there's "no room to slide out" of a crowd.
Read these first (in order):
- Design spec:
docs/superpowers/specs/2026-07-07-remote-creature-deoverlap-design.md— the full design. - This handoff — the executable detail + the exact verified code sites + what to preserve.
- Physics digest banner (SSOT):
claude-memory/project_physics_collision_digest.md(2026-07-07, incl. the "the room is SLIDING, user RETRACTED the jiggle framing" note).
0. Session context — what shipped, what this is
This work is a new, distinct thread from the #182 player physics rebuild that shipped THIS
session (6 commits 8bb8b204→e3c4c59b, Core 2617 / App 741 green, airborne-stuck confirmed
fixed by the user's visual gate: "Works better, don't get stuck in the animation"). That rebuild
is landed — do NOT redo it. Its own residual (the grounded ground-jam, #137 family) is a separate
Slice 3 tracked in ISSUES #182.
During that gate the user noticed the crowd still feels wrong and diagnosed it side-by-side vs retail: the monsters are packed tighter / overlapping in acdream. That's THIS handoff.
1. Verified root cause (decomp + source — do NOT re-derive)
Research workflow wf_d2ff782f-9cb (4 read-only agents, Opus) + my own direct source reads. Retail
pc:/0x… anchors are into docs/research/named-retail/acclient_2013_pseudo_c.txt.
Retail runs ONE unified per-object tick and collides every creature locally:
CPhysics::UseTime(0x00509950, pc:271640) walks everyCPhysicsObjin the object table and runsupdate_object → UpdateObjectInternalon each — no fork player-vs-remote. The player only gets an extra camera callback.UpdateObjectInternal(0x005156b0) runs the fulltransition(collision) for any active object with spheres whose origin moved.CObjCell::find_obj_collisions(0x0052b750, pc:308916) iterates the cell's shadow list; creature-vs-creature collision is exempt only for a viewer or IGNORE_CREATURES mover. So moving remote creatures de-overlap against each other, client-side.- A remote stays "active" via the motion system feeding velocity each tick (
apply_interpreted_movement0x00528600 →set_local_velocity0x005114d0 →set_velocity0x005113f0 sets the 0x80 active bit).
Retail's server position is a GENTLE dead-reckoning TARGET, not a hard-snap:
SmartBox::HandleReceivedPosition(0x00453fd0) →CPhysicsObj::MoveOrTeleport(0x00516330): teleport-TS / no-cell → hard snap; has-velocity ANDplayer_distance < 96→InterpolateTo(queue a DR node); has-velocity AND≥ 96→ far snap.InterpolationManager::adjust_offset(0x00555d30) catches up toward the queued position at ≤ 2× the creature's max animation speed × dt. The per-tick collision-resolved position is stored (SetPositionInternalwritessphere_path.curr_pos, NOT the raw target) and persists; the next server update re-aims the catch-up from wherever collision left the creature. Anode_fail_counterblips to the server point only after ~5 genuinely-stuck frames.
So retail's de-overlap is PROACTIVE (movement collision-stopped before interpenetration) and PERSISTENT (never snapped-into-overlap). ACE broadcasts each creature's own overlapping pathed position; the CLIENT spreads them. (ACE/holtburger source are NOT checked out — empty submodule dirs; the decomp + the #182 live cdb trace settle client-responsibility.)
acdream's two divergences (both verified against source):
- NPC (monster)
UpdatePositionHARD-SNAPS to the raw server position —GameWindow.cs:5925-5926:if (!snapSuppressedByStick) rmState.Body.Position = worldPos;(suppressed only while a sticky melee lease is armed). A packed monster teleports into the overlapping server position every UP, overwriting the swept de-penetration. The sweep resolves movement, not a static overlap it gets snapped into. - A two-path fork retail doesn't have (
GameWindow.cs:10076):- Path A — grounded player remotes (
IsPlayerGuid && !Airborne,:10076-10311): advance viaRemoteMotionCombiner.ComputeOffsetinterp catch-up,ResolveWithTransitionNOT called (:10274-10281"collision is the sender's problem" — factually wrong per the decomp). - Path B — NPCs/monsters + airborne player remotes (
:10312-10698): DO callResolveWithTransition(:10558,moverFlags: EdgeSlide, self-skipmovingEntityId: kv.Key) — so a monster already collides against other creatures. But it drives the body fromget_state_velocity()(synth locomotion), and the NPC hard-snap (#1) overwrites the result.
- Path A — grounded player remotes (
KEY INSIGHT: the collision math already exists and is faithful. The bug is the reconciliation (hard-snap) + the movement model (synth-velocity instead of catch-up) + the fork.
2. SCOPE REFINEMENT — read this before planning (discovered reading Path B)
The fix is bigger than "replace the hard-snap." Path B drives the body from
get_state_velocity() (the animation locomotion velocity), NOT the interp catch-up toward the
server target. For a monster to de-overlap, its per-tick movement must chase the server target
(so the sweep resolves that movement against neighbors and stops it at contact). So the faithful
fix reworks Path B's movement model: synth-velocity → interp catch-up (ComputeOffset, like Path A) → sweep → store resolved. Retail's UpdatePositionInternal uses a REPLACE dichotomy
(the catch-up REPLACES the anim root motion when the queue is active; the anim just animates the
legs). This is a delicate change to the FROZEN R4/R5 remote-DR arc — treat it with care.
3. Exact code sites (all verified against source THIS session)
RemoteMotion type — GameWindow.cs:441: .Body (:443 the sim PhysicsBody), .Movement (:453
R5 MovementManager; .Motion => Movement.Minterp :455, .MoveTo :478), .Host (:485
EntityPhysicsHost → TargetManager + the faithful Motion.PositionManager Sticky/Constraint facade),
.Interp (:581 the InterpolationManager catch-up queue), .Position (:590 the
RemoteMotionCombiner, NOT the retail facade).
A. Remote UpdatePosition handler (OnLivePositionUpdated), GameWindow.cs:~5640-5980:
:5655entity.SetPosition(worldPos)(unconditional render snap, undone later per-branch).:5665-5672ShadowObjects.UpdatePosition(entity.Id, worldPos, …)— keep (server-truth shadow sync; retailchange_cell/AddShadowObject). NOTE: this syncs the collision broadphase target to server truth even though the rendered body de-overlaps — verify this doesn't re-pack.:5724if (IsPlayerGuid(update.Guid))→ the player-remote branch ALREADY implements retail MoveOrTeleport (airborne no-op:5776; landing:5791; far>96 snap+clear:5827-5832; nearInterp.Enqueue(worldPos, heading, isMovingTo:false, currentBodyPosition:…):5843-5847). This is the model to extend to NPCs.- The
else(NPC) branch,:5879-5975: computesServerVelocitysynth (:5863/:5889, keep for[VEL_DIAG]);:5925-5926the HARD-SNAPrmState.Body.Position = worldPos(suppressed whilesnapSuppressedByStick);:5952rmState.CellId = p.LandblockId;:5967+orientation hard-snap (also stick-gated). THIS is what Slice 1 replaces with the MoveOrTeleport Enqueue.
B. Path B tick (NPC/legacy), GameWindow.cs:~10312-10698:
:10457-10460rm.Body.set_local_velocity(rm.Motion.get_state_velocity(), …)when OnWalkable — the synth-velocity movement source to REPLACE with the interp catch-up.:10484-10492manual omega/orientation integration (ObservedOmega) — keep.:10512preIntegratePos = rm.Body.Position.:10521-10526sticky delta viarm.Host.PositionManager.AdjustOffset(pmDelta, dt)+ApplyPositionManagerDelta— keep, composes with the catch-up (retail adjust_offset order).:10527-10528calc_acceleration()+UpdatePhysicsInternal(dt)(integrates the synth velocity).:10549-10583the SWEEPResolveWithTransition(preIntegratePos, postIntegratePos, rm.CellId, 0.48f, 1.835f, 0.4f, 0.4f, isOnGround:!rm.Airborne, body:rm.Body, moverFlags:EdgeSlide, movingEntityId:kv.Key)— KEEP; this is the creature-vs-creature de-overlap (Slice 3 makes the 0.48/1.835 Setup-derived).:10585rm.Body.Position = resolveResult.Position+:10586-10587CellId writeback.:10606+the #173 airborne reflect (old AD-25 airborne-only bounce) — leave for now (or later fold intoPhysicsObjUpdate.HandleAllCollisionslike the player path; NOT Slice 1).
C. Path A tick (player remote, ComputeOffset, NO sweep), GameWindow.cs:10076-10311:
:10173rm.Position.ComputeOffset(dt, rm.Body.Position, seqVel, ori, rm.Interp, maxSpeed, terrainNormal)— the catch-up model (REPLACE dichotomy).:10274-10281the "ResolveWithTransition NOT called" opt-out. Slice 2 adds the sweep here and unifies with Path B.
D. RemoteMotionCombiner.ComputeOffset, RemoteMotionCombiner.cs:59-115: interp catch-up
(interp.AdjustOffset toward the queue head) REPLACES the frame when non-zero; else seqVel anim
fallback projected on the terrain plane. This is the movement primitive both paths should use.
E. Substrate (KEEP, already retail-shaped): shadow registry RegisterLiveEntityCollision
GameWindow.cs:4171 (:4276 RegisterMultiPart, IsCreature :4271); CollisionExemption
CollisionExemption.cs:59-129 (creature-vs-creature exempt only for viewer/ignore-creatures mover —
an NPC mover with EdgeSlide is NOT exempt, so it DOES collide with other creatures).
4. The plan (slices) — see §2.2/§2.5 of the design spec
Slice 1 — NPC de-overlap (the reported symptom). The two changes are COUPLED, land together:
- NPC UP handler (
:5925-5926+ orientation:5967+): replace the hard-snap with the retailMoveOrTeleportrouting — mirror the player-remote branch (:5822-5848): far>96 → snap + clear queue; near →Interp.Enqueue; teleport/parent → snap. Keep thesnapSuppressedByStickescape (it's retail's "armed stick owns the frame, server correction can't fight it", TS-41/44). Keep the orientation hard-snap (retail hard-snaps orientation on UP). - Path B tick (
:10457-10528): replace theget_state_velocitymovement with the interp catch-up as the movement source (userm.Position.ComputeOffset/rm.Interp.AdjustOffsettoward the queued server target, REPLACE dichotomy), compose the sticky delta, KEEP the sweep (:10558) and storeresolveResult.Position. The anim (legs) still plays via the sequencer.ServerVelocitystays for diagnostics only.- Gate: monsters de-overlap side-by-side vs retail; no remote jitter/rubber-band/desync; sticky melee (#171) unbroken; walk/run/jump/land unchanged; Core 2617 / App 741 green.
Slice 2 — unify the fork: collapse Path A into the same catch-up+sweep model (player remotes gain the sweep → packed players de-overlap too). Per Code Structure Rule 1 (no new feature body in the
10k-line
GameWindow), extract aRemotePhysicsUpdaterclass (src/AcDream.App/Physics/orRendering/) owning the unified per-remoteUpdateObjectInternalchain (interp delta → sweep → commit);GameWindow's loop shrinks toRemotePhysicsUpdater.Tick(rm, dt). Extract theMoveOrTeleportrouting into a shared method so NPC + player-remote reconciliation is ONE impl. Retire the "remotes skip the transition" adaptation (:10089/:10275, filed #40, ISSUES.md ~:4899).
Slice 3 — Setup-derived mover sphere: replace the hard-coded 0.48f/1.835f (:10551-10556) with
the creature's Setup sphere / ObjScale so differently-sized creatures de-overlap at true radii.
5. What to PRESERVE (regression watch — the R4/R5 arc has many hard-won fixes)
- The sweep + transition internals (
ResolveWithTransitionand below), shadow registry,CollisionExemption— untouched (already faithful). - The R5 managers (
MovementManager/MoveToManager/TargetManager+Motion.PositionManagerSticky/Constraint) — TICKED by the unified update, not rewritten. - Sticky melee #171 (
snapSuppressedByStickescape + the sticky delta at:10521-10526) — MUST survive; it's the "monster facing while attacking" fix. - The airborne remote path (
!IsGroundedno-op:5776, landing transition:5791, gravity integration between UPs) — MUST survive. - The omega/orientation manual integration (
:10484-10492) and orientation hard-snap — keep. - The
node_fail_counterblip watchdog inInterpolationManager— keep (retail's stuck→snap escape; without it a genuinely-blocked remote freezes). - The #182 local-player rebuild (this session) — orthogonal, untouched.
6. Gotchas
- Don't double-move: the catch-up REPLACES the synth-velocity (retail's REPLACE dichotomy), it is
NOT additive on top of
get_state_velocity. - The two Slice-1 changes are coupled — Enqueue is useless unless Path B consumes the queue; a half-change (Enqueue without the catch-up movement) breaks DR (body stops tracking the server).
ShadowObjects.UpdatePosition(:5665) still syncs the broadphase to server truth — verify the de-overlapped rendered body and the server-truth collision target don't fight (retail's shadow follows the collided position; check whether acdream should sync the shadow to the collision-resolved position instead of raw server truth). Potential subtle bug — probe it.- The sweep only de-overlaps MOVING creatures (it resolves movement, not static overlap). Retail never lets deep static overlap form (proactive). The converging-pair test must drive real movement.
7. Validation
- Conformance test (
RemotePhysicsUpdaterTests, easiest after the Slice-2 extraction): two registered creature shadows given converging catch-up targets → assert they settle at contact-distance (sum of radii), not overlapping; aMoveOrTeleportrouting test (near→enqueue, far→snap, teleport→snap); a persistence test (a de-penetrated position survives the next server UP). - Suites green: Core 2617 / App 741 (no regression to remote anim, DR smoothness, sticky #171, the #182 player fix).
- Visual gate (acceptance): side-by-side vs the retail client on the SAME ACE — packed monsters spread to retail spacing (arms no longer interpenetrating); remotes don't jitter/rubber-band/desync; sticky-melee facing (#171) unbroken; remote walk/run/jump/land unchanged.
- Apparatus:
ACDREAM_REMOTE_VEL_DIAG=1(existing, UP/seq pace); add a[remote-deoverlap]probe (rendered pos vs raw server UP + neighbor overlap depth) if a residual needs it.
8. Risk
Touches the frozen R4/R5 remote-DR arc. The synth-velocity model was tuned against live ACE pace
over the R4/R5 sessions; replacing it with the catch-up model risks regressing remote walk/run
smoothness, the slope "staircase" fix, and the sticky melee. Mitigate: stage NPC-first + gate before
Slice 2; preserve every escape (§5); keep the sweep/registry/managers; the node_fail_counter
prevents a stuck-remote freeze.
9. Register bookkeeping (do in the landing commits)
- Retire the "remotes skip the transition / server already collision-resolved" adaptation
(
GameWindow.cs:10089/:10275, #40) — its "Risk if assumption breaks" IS the arms-overlap. Retire in the Slice-2 commit that adds the sweep to Path A. - Add rows for: the NPC
MoveOrTeleportnear-distance constant (96 m), the sticky-suppression retention, and (if kept) the shadow-follows-server-truth vs collision-resolved decision.
10. Retail anchors (addresses, for grep named-first in the fresh session)
CPhysics::UseTime 0x00509950 · update_object 0x00515d10 · UpdateObjectInternal 0x005156b0 ·
UpdatePositionInternal 0x00512c30 · transition 0x00512dc0 · find_obj_collisions 0x0052b750 ·
MoveOrTeleport 0x00516330 · HandleReceivedPosition 0x00453fd0 · InterpolateTo 0x005104f0 /
InterpolationManager::InterpolateTo 0x00555b20 · adjust_offset 0x00555d30 · UseTime 0x00555f20 ·
set_local_velocity 0x005114d0 · apply_interpreted_movement 0x00528600.
11. Pointers
- Design spec:
docs/superpowers/specs/2026-07-07-remote-creature-deoverlap-design.md. - Physics digest (SSOT + DO-NOT-RETRY):
claude-memory/project_physics_collision_digest.md. - The #182 player rebuild (shipped this session, orthogonal base): plan
docs/superpowers/plans/2026-07-07-player-physics-update-verbatim-rebuild.md; the histogramtools/analyze_resolve_capture.py. - Research: workflow
wf_d2ff782f-9cb(4-agent read-only sweep; findings distilled into §1-§3 here).