Next-session entry point: 2026-07-03-session-handoff.md. Two ready streams — #170 (creature chase/attack animation, well-scoped) or R5-V3 (sticky/TS-39). Roadmap Phase R updated: R5-V2 shipped, streaming fixes landed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
7.4 KiB
Session handoff — R5-V1/V2 + world-loading fixes (2026-07-03, late)
Fresh session enters HERE. Worktree vigorous-joliot-f0c3ad, branch
claude/vigorous-joliot-f0c3ad, tree CLEAN at 64f83d7c. Full suite 4007
green (+ the R5-V1 conformance tests + the #168 relocate test). Everything below
is committed.
What landed this session
| Commit | What |
|---|---|
3d89446d |
R5-V1 — PositionManager facade + StickyManager + ConstraintManager + the full TargetManager voyeur system ported to Core, fully tested, UNWIRED. Renamed the misnamed Physics.PositionManager combiner → RemoteMotionCombiner. Decomp/ACE/plan in docs/research/2026-07-03-r5-managers/. |
2b5e8a67 |
R5-V1 docs: wiring handoff, register TS-35 correction, ISSUES #167 (ConstraintManager leash unarmed). |
fffe90b3 |
R5-V2 — wired the TargetManager voyeur system per-entity via EntityPhysicsHost (App), retired the AP-79 poll adapter. Verified live — this is why remote creatures now chase the player. |
315af02f |
fix #168 — the pending-bucket trap (RelocateEntity couldn't recover an entity stranded in _pendingByLandblock). Invisible player / disappear-on-run-out. |
9b06a9b8 |
fix #169 — the cold-spawn streaming "hole" (far login-spawn diffs against the half-loaded startup window; residence marked before loads land → hole). Now ForceReloadWindows on a far login-spawn. |
7c5bc97c |
ISSUES #168/#169 filed DONE. |
64f83d7c |
ISSUES #170 filed (creature chase/attack animation divergence). |
The user's headline ask this session — "the world doesn't load / character
disappears" — is FIXED and verified live (0xADAF loads, player transitions
PENDING → DRAWSET PRESENT). Root-caused to two pre-existing streaming bugs;
R5-V2 was verified line-by-line to be read-only w.r.t. position/cell/landblock/
streaming and RULED OUT as the cause. Durable lesson: feedback_streaming_residence_race.
NEXT — two ready work streams (Claude picks; both are teed up)
Option A — #170: remote creature chase+attack renders wrong vs retail
Well-scoped, user-confirmed via retail side-by-side (the oracle). A monster
chasing+attacking the player glides, over-plays attacks, and shows uniform/wrong
attack animations; retail (same local ACE) renders it correctly → the divergence
is CLIENT-side. Motion trace (ACDREAM_DUMP_MOTION, guid 0x80000244): ACE sends
mt-0 stance 0x3C → mt-6 chase spd 2.03 → a stream of mt-0 attacks
0x62/0x63/0x64 spd 0.97; acdream shows a MOTIONDONE pending=True loop.
Decomposes into THREE sub-bugs (full detail in ISSUES #170):
- Wrong/uniform attack anims → likely #159 (CombatAnimationPlanner uses
2013-decomp command numbering, not ACE/DRW —
0x10000062/63/64misclassify). This one has a KNOWN fix path (renumberCombatAnimationMotionCommandstoDatReaderWriter.Enums.MotionCommandvalues; parity test). - Over-frequency / stuck — the
pending_motionsqueue completes+re-queues in a tight loop. R3/R4 animation-sequencer / MotionDone territory (grep the named decomp for how retail'sCMotionInterphandles an attack UM stream arriving over an active moveto — attack one-shots should play over locomotion and RETURN to it, not wedge). - Glide — position moves (mt-6 + UP dead-reckon) but no locomotion legs play
(attacks override) → smooth slide. AP-80 / #160 dead-reckon-vs-animation family.
Entry points:
MotionInterpreter/AnimationSequencerattack dispatch +pending_motions;CombatAnimationPlanner(#159);ServerControlledLocomotion. Start with #159 (bounded), then trace the pending-motions loop with the motion dump. Retail is the oracle — the user runs it side-by-side; ask for a frame-by-frame retail comparison, don't guess.
Option B — R5-V3: wire PositionManager sticky, retire TS-39, apply mt-0 flags
The paused R5 continuation. Full plan in
docs/research/2026-07-03-r5-managers/r5-wiring-handoff.md (§V3). Bind
MoveToManager.StickTo/Unstick → PositionManager (now that V2 gives each entity
an EntityPhysicsHost, adding a PositionManager to it is the natural next
step), integrate adjust_offset into the body tick, apply the UpdateMotion mt-0
flags (0x1 sticky-guid → stick_to_object, 0x2 → StandingLongJump). Retires
TS-39. Then R5-V4 (MovementManager facade + #164 + head-stance dispatch).
Recommendation: #170 is more user-visible (they just watched it break) and is now well-scoped; R5-V3 is the "finish what we started" path. Either is fine — Claude's call per work-order autonomy. #170's part 1 (#159) is the smallest concrete win.
R5 arc status
- V1 (Core managers + tests) — DONE
3d89446d. - V2 (voyeur wiring, retire AP-79) — DONE
fffe90b3, verified live. - V3 (sticky, retire TS-39, mt-0 flags) — PENDING.
r5-wiring-handoff.md§V3. - V4 (MovementManager facade + #164 + head-stance dispatch) — PENDING. §V4.
- Open R5-adjacent: #167 (ConstraintManager leash unarmed + 2 unknown x87 consts), TS-35 (stays open until the leash is armed), #164 (action-replay Autonomous bit).
Debug apparatus that proved decisive (reuse for #170)
ACDREAM_PROBE_ENT=1—EntityVanishProbe:[ent] APPEND → PENDING/LOADED,DRAWSET PRESENT/ABSENT,[dyn] player DRAWN/CULLED. Separates "not in draw set" from "present-but-culled." A one-line[lb] ADDinGpuWorldState.AddLandblock(added then stripped) exposed the streaming hole as a missing Y-band — re-add it if you chase another streaming gap.ACDREAM_DUMP_MOTION=1— every inboundUM(guid, stance, cmd, speed) + the resultingSetCycle+[MOTIONDONE]. THE tool for #170 — it's how the attack-stream-over-chase was found.
Session gotchas (environment)
- The test character
+Acdream(0x5000000A) is saved OUT in the wilderness (landblock ~0xADAF/0xAEAE, ~1 km SE of Holtburg), from an earlier run of the #168 disappear bug. It spawns there every login. With the #169 fix that now loads correctly (far login-spawn ForceReloadWindows), so it's testable — and there are Mite Scamps + a Mosswart Feeder right at the spawn (handy for #170). To get back to Holtburg, the user GM-teleports. - Client lifecycle: the USER manages it. Launch with plain
dotnet run --no-buildin the background (never pre-close/kill). If a rebuild is locked by a running client (The file is locked by AcDream.App), ASK the user to close it — don't kill it. - ACE stale session: a hard-closed or rapidly-relaunched client leaves ACE
thinking the character is still in-world →
session failed: CharacterList not receivedfor ~3 min. Graceful close (window X / WM_CLOSE, exit 0) clears in ~5 s. Don't retry-spam; wait ~160 s if it's stuck. This session hit it once from rapid relaunches. - PowerShell
Tee-Object/Out-Filewrite UTF-16 → the plain-text grep needstr -d '\000'first (the launch logs read as UTF-16). Used throughout.
Pointers
- R5 decomp/plan:
docs/research/2026-07-03-r5-managers/(decomp per manager, ACE cross-ref, port plan, wiring handoff). - ISSUES: #167 (constraint leash), #168/#169 (DONE this session), #170 (creature animation), #159 (combat command numbering), #160/#165/#166 (remote-motion).
- Memory:
feedback_streaming_residence_race, and the R5 research index entry inMEMORY.md(animation-sequencer deep-dive line). - Roadmap Phase R: R5-V1/V2 shipped; V3/V4 next.