acdream/tests/AcDream.Core.Net.Tests
Erik f794832ebc fix(anim): Phase L.1c clear MoveTo state + bulk-copy ForwardCommand on overlay UMs
User-observed regression on commit d247aef: creature reaches melee
range and "just runs" instead of stopping to attack. Two independent
research subagents converged on the same root cause.

When ACE broadcasts a melee swing, it sends an mt=0 UpdateMotion with
ForwardCommand=AttackHigh1 (Action class, 0x10000062), motion_flags
=StickToObject, and a trailing 4-byte sticky-target guid — there is
NO preceding cmd=Ready. The swing UM IS the stop signal.

Retail's CMotionInterp::move_to_interpreted_state
(acclient_2013_pseudo_c.txt:305936-305992) bulk-copies forward_command
from the wire into InterpretedState UNCONDITIONALLY, regardless of
motion class. With forward_command=AttackHigh1, get_state_velocity
(:305172-305180) returns velocity.Y=0 because its gate is
RunForward||WalkForward — body stops moving forward. The animation
overlay (the swing) is appended on top of whatever cyclic tail is
active.

Acdream's overlay branch in GameWindow.OnLiveMotionUpdated routed
Action-class commands through PlayAction (animation overlay only) and
SKIPPED:
  - ServerMoveToActive flag update — stale RunForward MoveTo state
    persisted, the per-tick driver kept steering toward the prior
    Origin and calling apply_current_movement.
  - InterpretedState.ForwardCommand bulk-copy — even if the flag had
    been cleared, the body's InterpretedState.ForwardCommand stayed
    at RunForward from the prior MoveTo cycle, so
    apply_current_movement kept producing forward velocity.
  - MoveToPath capture — staleness-timeout band-aid masked this.

Fix: lift the _remoteDeadReckon state-update block out of the
substate-only `else` branch so it runs for both overlay and substate
paths. For non-MoveTo packets, write fullMotion + speedMod directly to
InterpretedState.ForwardCommand/ForwardSpeed (bypassing
ApplyMotionToInterpretedState, which is a heuristic helper that
silently no-ops for Action class — see MotionInterpreter.cs:941-970).
This matches retail's copy_movement_from
(acclient_2013_pseudo_c.txt:293301-293311) bulk-copy semantics.

Also corrected RemoteMoveToDriver arrival predicate to retail-faithful:
chase = dist <= DistanceToObject; flee = dist >= MinDistance. The
prior max(MinDistance, DistanceToObject) defensive port happened to
compute the right value for ACE's wire defaults but had wrong
semantics (would have failed for any retail config with MinDistance >
DistanceToObject).

Tests: 1414 → 1416. New parser test for the AttackHigh1 wire layout;
new driver tests for retail-faithful chase/flee arrival.

Defers: target-guid live resolution for type 6 packets (chase-lag
mitigation, symptom #3), StickToObject sticky-target guid trailing
field, full MoveToManager port (CheckProgressMade, pending_actions
queue, Sticky/StickTo, use_final_heading).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 10:02:53 +02:00
..
Cryptography feat(net): PacketHeader + PacketHeaderFlags + Hash32 checksum (Phase 4.2) 2026-04-11 14:17:37 +02:00
Messages fix(anim): Phase L.1c clear MoveTo state + bulk-copy ForwardCommand on overlay UMs 2026-04-29 10:02:53 +02:00
Packets feat(net): acdream enters the world — CharacterList parsed + CharacterEnterWorld sent + 68 CreateObject received (Phase 4.7) 2026-04-11 15:14:31 +02:00
AcDream.Core.Net.Tests.csproj feat(net): AcDream.Core.Net scaffold + ISAAC keystream (Phase 4.1) 2026-04-11 14:14:28 +02:00
GameEventWiringTests.cs fix(net): Phase L.1c conform combat wire events 2026-04-28 10:54:50 +02:00
LiveHandshakeTests.cs feat(net): CreateObject body parser — GUID + Position + SetupId extracted (Phase 4.7d) 2026-04-11 15:18:54 +02:00
NetClientTests.cs feat(net): live ACE handshake verified — ConnectRequest received and parsed (Phase 4.6a/b/c/d) 2026-04-11 14:46:19 +02:00
PlayerDescriptionParserTests.cs fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay 2026-04-25 18:15:20 +02:00
PrivateUpdateVitalTests.cs feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block 2026-04-25 16:42:24 +02:00
WorldSessionChatTests.cs feat(ui+net): #16 LiveCommandBus + WorldSession.Send{Talk,Tell,Channel} + SendChatCmd wiring 2026-04-25 19:27:22 +02:00
WorldSessionCombatTests.cs feat(combat): Phase L.1c add outbound combat actions 2026-04-28 10:57:12 +02:00