Rewrites the visual gate now that 69ba9486 makes the ForcePosition lever exist.
Records the finding that would otherwise cause a false pass: admin teleports
(@teleto/@teletome/@teleloc/@movetome) advance ObjectTeleport, not
ObjectForcePosition (PositionPack.cs:49-52), so they exercise route 3. ACE
advances ObjectForcePosition in exactly two places and only the PK Lite
entry-collision bump is reachable by command.
Flags the one-shot nature of the test: entering PK Lite is a persistent
character state change, and DoPKLite @0x0057A490 rejects every later attempt
once IsPlayerKiller @0x0058C910 is true. The two no-op checks come first so the
state-changing step is last.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
6.3 KiB
C4 route 2 — ForcePosition: connected visual gate (2026-08-03)
Hand-off for the user-facing acceptance test. Two commits are in scope:
9966b531— C4 route 2, ForcePosition through the canonical placement.69ba9486— retail's@pkliteclient command, the lever this gate needs.
Complete Release suite green at 10,867 / 4 skipped / 0 failed. Both Opus reviews PASS on route 2's final diff.
Why @pklite is the lever
ACE advances SequenceType.ObjectForcePosition in exactly two places
(Player.cs:1148, Player_Tick.cs:488). The second is an anti-cheat
rubber-band that needs the server to believe you are fly-hacking — no command
path reaches it. So the first is the only usable trigger:
Player.HandleActionEnterPkLite bumps the sequence when entering PK Lite finds
you physically overlapping something (Player.cs:1130-1150, gated on
allow_pkl_bump, default true).
Admin teleports do NOT produce a ForcePosition. @teleto, @teletome,
@teleloc, @movetome all route through Teleport() / SendUpdatePosition(true)
and advance ObjectTeleport instead (PositionPack.cs:49-52). Those exercise
route 3. Testing route 2 with them would give a false pass.
Read this before you start — the state change is one-way
Entering PK Lite is a persistent character state change. Once +Acdream is
PKLite, ClientCommunicationSystem::DoPKLite @0x0057A490 rejects every later
@pklite (its IsPlayerKiller check @0x0058C910 is true for the PK bit 0x20
OR the PKLite bit 0x2000000). Retail's own help text says the status reverts
only by dying in a PK Lite battle and logging off.
Practical consequence: the bump test is effectively one shot per character.
Do the two no-op checks first, and consider a throwaway character for step 3 if
you want to keep +Acdream NPK.
Also possible: +Acdream may already be PK or PKLite, in which case step 3
answers with the rejection message immediately. That is still a valid test of
the gate — just not of the bump.
Launch
Release, retail UI, per the project's standing rule for visual gates.
dotnet build -c Release
$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
$env:ACDREAM_LIVE = "1"
$env:ACDREAM_TEST_HOST = "127.0.0.1"
$env:ACDREAM_TEST_PORT = "9000"
$env:ACDREAM_TEST_USER = "testaccount"
$env:ACDREAM_TEST_PASS = "testpassword"
$env:ACDREAM_RETAIL_UI = "1"
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Release
Step 1 — @pklite argument guard (changes nothing)
Type @pklite foo.
Expect a local message pointing you at @help pklite, and nothing sent to
the server. Retail's DoPKLite returns early on any trailing argument text
without building the game action.
Step 2 — the command is recognised, not forwarded as chat (changes nothing)
Type /pklite and @pklite and confirm neither appears in chat as literal
text. Before this commit they fell through to the server-text path, and ACE —
which has no pklite command handler — silently ignored them. Both forms must
now resolve as a client command.
If +Acdream is already PK or PKLite you will get "Only Non-Player Killers
may enter PK Lite" here. That is the correct retail rejection (WeenieError
0x507) and proves the gate works; it also means the bump in step 3 is not
available on this character.
Step 3 — the ForcePosition bump (one shot; changes character state)
- Bring a second character online standing somewhere reachable. The retail client in parallel is ideal — it doubles as the two-client observation.
- On
+Acdream,@teleto <OtherCharacterName>. This is an ACE server command and forwards as text. You should land in physical overlap. - Immediately type
@pklite. Do not let time pass — ordinary collision resolution will otherwise have already pushed you apart, leaving nothing to bump. - Wait ~1-2 s for the PK Lite entry animation. ACE then runs
ethereal_check_for_collisions(), resolves withSetPositionSimple(..., sliding: true), bumpsObjectForcePosition, and sends the correction.
You should see a short slide off the other character. That slide is the ForcePosition.
What to watch — in priority order
1. Your facing must not change. Retail's force branch replaces the
destination heading with your current heading before placing
(HandleReceivedPosition @0x00453FD0, Frame::set_heading @0x00454068). If
your character or camera snaps to a new heading on the bump, that is a failure.
2. No double-apply. You end at the corrected position and stay there. A visible snap-then-yank-back over one or two frames means the old duplicate writer is somehow still live.
3. The leash. This is the change most worth your eyes, because #167 was a
leash bug. Route 2 stopped re-arming the constraint leash on this route —
retail's force branch returns at 0x0045409D, ahead of all three ConstrainTo
sites, and our old code cited a branch it was not on. After the bump, run
around normally for a bit. Symptoms of a problem: movement feels tethered,
rubber-bands toward the pre-bump spot, or the leash trips during ordinary
running shortly afterwards.
4. Blast radius. Route 2 deleted BlipPosition and BlipLocalPlayer and
re-routed the local player's accepted placement through the canonical
transaction, so confirm ordinary play is untouched: running and turning,
walk/run toggle, a jump and landing, a doorway into an interior and back out,
a portal recall, and a dungeon portal. Anything wrong there is route 2's fault
even though route 2 did not intend to touch it.
Known and deliberate
- AD-62. A ForcePosition our async collision publication cannot carry to a committed placement is not re-applied. Retail has no park — its world is fully resident and its placement synchronous — so the state is unreachable there. In practice the next accepted Position (ACE broadcasts at 5-10 Hz) carries the corrected pose forward.
- Acceptance item 2 is not met (#292): the App-layer double-write check is a source pin, and "the committed projection moves the render entity" is uncovered at any layer. Recorded, not claimed.
- Retail's
SmartBox::PlayerPositionUpdated@0x00453870 gates its viewer re-seat ondistance >= GetAutonomyBlipDistance; we publish the render root unconditionally. Not changed in this slice.