The "sustain the run" residual. The handoff's "Ready stop-node backlog drains a beat slower than retail" framing was DISPROVEN: a new full-stack offline harness (RemoteChaseEndToEndHarnessTests — real MoveToManager + MotionInterpreter + AnimationSequencer + MotionTableDispatchSink + the manual omega integration, wired field-for-field like EnsureRemoteMotionBindings and ticked in TickAnimations' exact phase order) proves the Core turn/run/drain pipeline healthy: the chase turn completes in <1 s both directions, BeginMoveForward installs per arm, the run sustains across re-arms and attack swings, and pending_motions fully empties (retail cdb invariant add_to_queue == MotionDone). The real mechanism (launch-drainq.log, corrected per-guid attribution — the previous session's timeline mis-attributed [mvto] lines that fire in the network phase): funnel per chasing scamp was 16 mt-6 arms -> 11 dispatched turns -> ONE BeginMoveForward. Any NPC receiving UpdatePositions gets HasServerVelocity=true (synthesized from position deltas even when the wire carries no velocity), and the grounded per-tick branch routed those to the SERVERVEL leg, which SKIPS MoveToManager.UseTime — [npc-tick] literally logged "branch=SERVERVEL (skips UseTime) mtState=MoveToObject". The armed moveto was starved for exactly the duration of the server-side chase: legs stayed in Ready while the body glided on synthesized velocity (the #170 slide); the manager only woke in UP-silent gaps (creature stopped server-side) and its stale-heading turn was interrupted by the next UM before reaching BeginMoveForward. Retail runs MovementManager::UseTime UNCONDITIONALLY every tick (CPhysicsObj::UpdateObjectInternal 0x005156b0, call @0x00515998) and has no wire-velocity leg-driver anywhere; between UPs a moveto-driven body translates from the motion state (get_state_velocity) with UP hard-snaps correcting drift. Fix: an armed moveto (MovementTypeState != Invalid) always takes the MOVETO leg; SERVERVEL remains only as the legacy fallback for entities without a moveto (scripted paths / missiles). Register: TS-41 (the narrowed SERVERVEL stopgap), TS-42 (drain-order divergence also pinned this session: acdream drains AnimDone->MotionDone AFTER HandleTargetting/MoveTo.UseTime; retail's process_hooks @0x00512d3d runs BEFORE TargetManager/MovementManager in UpdateObjectInternal — one frame of extra latency, R6 scope). New conformance: RemoteChaseEndToEndHarnessTests (3 scenarios + theory) + RemoteChaseDrainBisectTests (the drain-chain pin; its first run also demonstrated the TS-40 InWorld=false link-strip wedge shape — harness bodies must replicate the live RemoteMotion construction). ISSUES #170 updated (awaiting user visual gate; probes stay until then); handoff doc superseded-note added. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
188 lines
12 KiB
Markdown
188 lines
12 KiB
Markdown
# Handoff — #170 creature chase renders as slide (PARTIAL FIX landed; residual = "sustain the run") — 2026-07-04
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> **⚠ SUPERSEDED (2026-07-04, second session): the residual is FIXED — pending visual gate.**
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> The "Ready stop-node backlog drains a beat slower" framing below was DISPROVEN by a
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> full-stack offline harness (`tests/AcDream.Core.Tests/Physics/Motion/RemoteChaseEndToEndHarnessTests.cs`)
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> plus corrected per-guid attribution of the launch-drainq.log evidence. The Core
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> drain/turn/run machinery is healthy; both handoff hypotheses ((a) tick counts,
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> (b) drain trigger rate) are moot. The real mechanism: the per-tick branch arbitration
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> sent any UP-receiving NPC down the SERVERVEL leg, which **skips `MoveToManager.UseTime`**
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> — the armed moveto was starved for the whole server-side chase (funnel: 16 arms →
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> 11 dispatched turns → 1 run install), legs stayed Ready while the body glided on
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> UP-synthesized velocity. Retail runs `MovementManager::UseTime` unconditionally
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> (`UpdateObjectInternal` 0x005156b0 @0x00515998). Fix: armed movetos always take the
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> MOVETO leg (GameWindow `TickAnimations`, `moveToArmed` gate; register TS-41 narrowed,
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> TS-42 added for the one-frame drain-order divergence). Current status + next steps
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> live in `docs/ISSUES.md` #170. This doc remains as the evidence record for the flood
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> fix (`427332ac`) and the cdb apparatus.
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Fresh session picks up HERE for #170. Worktree `vigorous-joliot-f0c3ad`, branch
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`claude/vigorous-joliot-f0c3ad`. Tree CLEAN at **`427332ac`** (the partial fix +
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env-gated probes). This session root-caused #170 end-to-end with **live retail cdb
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tracing** + acdream runtime probes and landed a **verified partial fix**. One
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residual remains (the run isn't fully sustained). This doc is the SSOT; the paste
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prompt is `docs/research/2026-07-04-170-pickup-prompt.md`.
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## TL;DR
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A monster chasing a fleeing player renders as a **slide** in acdream (glides toward
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you in an idle/attack pose) vs **runs to close, stops to swing** in retail (same
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local ACE). Root cause, proven:
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- The chase **run cycle is manufactured client-side** from the `mt-6` MoveToObject
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stream: `HandleUpdateTarget → MoveToObject_Internal → (TurnToHeading node
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completes via UseTime) → BeginMoveForward → _DoMotion(RunForward)` sets the
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motion-table **substate = RunForward** (the legs). `RunForward` is NEVER on the
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wire — the server only sends mt-6 + the attack UMs.
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- `MoveToManager.BeginTurnToHeading` (retail `0x00529b90`) bails while
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`CMotionInterp.motions_pending` is non-empty (**retail-faithful guard**).
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- acdream's `pending_motions` **exploded to ~1.3M entries** because the NPC
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per-tick called `rm.Motion.apply_current_movement` **every frame**, re-dispatching
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the whole interpreted state (stance + attack + stops) and appending a
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`pending_motions` node each time. `MotionsPending()` stayed permanently true →
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the chase turn never started → `BeginMoveForward/RunForward` ~never fired → slide.
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- **FIX (landed `427332ac`):** delete the per-frame `apply_current_movement` in the
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grounded remote-NPC path (`GameWindow.cs` ~9992). Retail dispatches per motion
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**event** (per UM), never per frame.
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**Result (verified live):** flood 1.3M → depth ~1 (add≈done); "stuck in attack
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animation" GONE (user-confirmed); run cycle installs (`BeginMoveForward` 1→10,
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`RunForward` held 0→7). **PARTIAL** — still not fully sustained (below).
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## The one remaining residual (= the next session's job)
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The run isn't sustained: `BeginTurnToHeading` is still blocked
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`motionsPending=True` **256/272 (94%)** of the time, because a small **`Ready`
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(0x41000003) stop-node backlog** keeps `pending_motions` from ever fully emptying
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between swings. acdream gets ~10 run-starts to **retail's 21**, so it now
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**twitches forward + glides** (short run bursts + idle) instead of a clean
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run-then-stop.
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**Where the `Ready` backlog comes from (traced, not guessed):**
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- `MotionInterpreter.StopInterpretedMotion` (`MotionInterpreter.cs:3254`) appends a
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`Ready` `pending_motions` node (line 3292) whenever the stop **succeeds**
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(`sink.StopMotion` → `CMotionTable.StopSequenceMotion` returns true).
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- `StopSequenceMotion` (`CMotionTable.cs:559`) returns **false** for a *redundant*
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sidestep/turn stop (Case A: not our substate; Case B: no matching modifier) — so
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those correctly DON'T queue `Ready`. The `Ready` nodes that DO accumulate come
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from stops that **succeed**: chiefly the per-UM tail
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`StopInterpretedMotion(TurnRight)` (`MotionInterpreter.cs:3008`) stopping the
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MoveTo's OWN steering turn, plus the MoveTo-cancel `StopCompletely`.
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- Those `Ready` nodes drain via `MotionDone` (fired 1:1 by `MotionTableManager`
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per completed `_pendingAnimations` entry — `AnimationDone` per AnimDone hook
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`GameWindow.cs:10306` + `UseTime`→`CheckForCompletedMotions` 0-tick sweep at
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`10309`). They drain **a beat slower** than they add → backlog grows (lag 1→10
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over a chase). Retail hits `add_to_queue == MotionDone` **exactly** (cdb-proven).
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**The decisive open question for the fix:** WHY do acdream's `Ready` stop-nodes
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drain slower than retail's? Two concrete hypotheses to test with a retail cdb
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trace (retail is the oracle; do NOT guess in this verbatim-ported R2/R3 machinery):
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1. **Tick count.** acdream's `Ready` stop entries have `outTicks > 0` (from
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`StopSequenceMotion` Case A → `GetObjectSequence(styleDefault, stopCall:true,
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out outTicks)`), so they wait for `AnimationDone` instead of draining
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immediately via the per-frame 0-tick `CheckForCompletedMotions`. Retail's may be
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0-tick. → cdb: break `CMotionTable::StopObjectMotion`/`GetObjectSequence` on a
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live chasing monster, read the returned tick count for a turn-stop.
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2. **Drain trigger rate.** Retail may fire `CheckForCompletedMotions`/`MotionDone`
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more aggressively than acdream's once-per-frame `Manager.UseTime`. → cdb: count
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`CMotionInterp::MotionDone` vs `add_to_queue` (already have the script:
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`scratchpad/cdb-drain.cdb` — retail = add==done) and add
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`CPhysicsObj::CheckForCompletedMotions`/`MotionTableManager::UseTime` counts.
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Target acceptance: acdream's `pending_motions` drains to `add==done` (fully empties
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between swings like retail) → `BeginTurnToHeading` proceeds per mt-6 arm →
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`BeginMoveForward ≈ MoveToObject` (retail was 21≈22) → the creature runs to close
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distance, plants to swing. **Visual gate:** user runs acdream + retail side-by-side.
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## Evidence table (live traces this session)
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| Metric | retail (cdb) | acdream BEFORE fix | acdream AFTER fix (`427332ac`) |
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|---|---|---|---|
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| `pending_motions` add vs done | **254 == 254** | 1.37M vs 5.7K | 425 vs 424 |
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| max `pending_motions` depth | shallow | **1,332,575** | ~1–2 |
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| `BeginMoveForward` (run installs) / chase | 21 | 1 | 10 |
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| `MoveToObject` arms / chase | 22 | (7 in an attack-heavy cap) | 32 |
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| `HandleUpdateTarget` (voyeur re-drive) | 689 | 44 | fires |
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| `BeginTurnToHeading` motionsPending True/False | (empties often) | n/a | **256 / 16** |
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| lingering queue contents | — | 0x8000003C×671K (stance) | **0x41000003 (Ready) backlog** |
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## Apparatus (all in place at `427332ac`; reuse, then strip when #170 closes)
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**acdream env-gated probes** (`ACDREAM_MVTO_DIAG=1`, alongside `ACDREAM_DUMP_MOTION=1`):
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- `MoveToManager.cs` `s_mvtoDiag`: `[mvto] BeginMoveForward cmd=…`, `HandleUpdateTarget
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… match=… init=… mtState=…`, `CancelMoveTo (real) wasType=…`, `UseTime enter/dispatch
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node=…`, `BeginTurnToHeading motionsPending=… curCmd=…`.
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- `MotionInterpreter.cs` `s_drainDiag`: `[drain] add=… done=… lag=… depth=…` (aggregate
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add_to_queue vs MotionDone) + `[drainq] depth=… q=[…]` (queue CONTENTS when depth≥2 —
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this is what named `Ready` as the lingering node).
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- `GameWindow.cs`: `[npc-tick] guid=… branch=SERVERVEL|MOVETO` (which per-tick branch),
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+ the earlier `UM ↳ actions …` inbound-action dump (capture aid).
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**Launch (user manages lifecycle; graceful close):**
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```
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$env:ACDREAM_DUMP_MOTION="1"; $env:ACDREAM_MVTO_DIAG="1" # + ACDREAM_LIVE/DAT_DIR/host/port/user/pass
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dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object launch.log
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```
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In-world: **aggro a Mite Scamp at the wilderness spawn (~0xADAF), RUN AWAY so it
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CHASES** (the bug is the chase, not attack-in-place — no chase ⇒ no `[mvto]` lines).
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Logs are UTF-16 → `tr -d '\000'` before grep.
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**Retail cdb toolchain** (Step -1; retail is the oracle for the residual):
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- Binary `C:\Turbine\Asheron's Call\acclient.exe` MATCHES `refs/acclient.pdb`
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(`py tools/pdb-extract/check_exe_pdb.py "…/acclient.exe"`). cdb at
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`C:\Program Files (x86)\Windows Kits\10\Debuggers\x86\cdb.exe`.
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- Working scripts saved in the scratchpad this session: `cdb-lookup.cdb` (symbol
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names), `cdb-count.cdb` / `cdb-chase.cdb` (BeginMoveForward/MoveToObject/
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HandleUpdateTarget/RunForward-dispatch counts), `cdb-drain.cdb`
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(add_to_queue vs MotionDone vs motions_pending). Pattern: count + `gc`,
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auto-`qd` after N `move_to_interpreted_state` hits (user makes a monster chase
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retail during the trace). Key addrs: `MoveToManager::BeginMoveForward 0x00529a00`,
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`_DoMotion 0x00529010`, `CancelMoveTo 0x00529930`, `MoveToObject 0x00529680`,
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`HandleUpdateTarget 0x0052a7d0`, `UseTime 0x0052a780`;
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`CMotionInterp::move_to_interpreted_state 0x005289c0`, `DoInterpretedMotion
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0x00528360`, `add_to_queue 0x00527b80`, `MotionDone 0x00527ec0`, `motions_pending
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0x00527fe0`, `get_state_velocity 0x00527d50`.
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## DO-NOT-RETRY / superseded
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- **The `eb423fb7` "MovementManager coexistence / R5-V4" hypothesis is WRONG** — the
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attack UM cancelling the MoveTo is retail-faithful and NOT the cause. Superseded by
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this doc. (Register/ISSUES updated.)
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- The `d2ccc80e` velocity fix (`get_state_velocity` → `set_local_velocity` each
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grounded tick) is CORRECT but **position-only** — it does NOT fix the legs; keep it.
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- `CombatAnimationPlanner` (#159, fixed `2de5a011`) was a **red herring** for the
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Mite Scamp (its 0x62/63/64 attacks were always in the correct block; the planner
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is unwired). Real #170 is the MoveTo/pending_motions chain above.
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- `BeginTurnToHeading`'s `if (motions_pending) return` guard is **retail-faithful** —
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do NOT patch it. Fix the DRAIN so the queue empties, don't remove the guard.
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- The per-frame `apply_current_movement` deletion is the ROOT fix for the flood
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(retail dispatches per UM). Do NOT re-add it.
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## Key file:line map
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- `GameWindow.cs` ~9982 (grounded remote-NPC branch; the deleted per-frame
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apply_current_movement + the kept `get_state_velocity` velocity refresh);
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~10306/10309 (the pending-motions DRAIN: `Manager.AnimationDone` per AnimDone
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hook + `Manager.UseTime`); ~4251 `EnsureRemoteMotionBindings` (MoveToManager +
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TargetManager voyeur wiring, `getSelfId=serverGuid` correct).
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- `MoveToManager.cs`: `BeginMoveForward:741`, `BeginTurnToHeading:821`
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(`if (_interp.MotionsPending()) return` at ~833), `HandleTurnToHeading:1164`,
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`HandleUpdateTarget:1229`, `MoveToObject_Internal:1333`, `UseTime:953`,
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`CancelMoveTo:1475`.
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- `MotionInterpreter.cs`: `AddToQueue:2297` (pending_motions add),
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`MotionsPending:2298`, `MotionDone:2318` (pops one head),
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`ApplyInterpretedMovement:2920` (style→forward→sidestep-stop→turn-stop),
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`StopInterpretedMotion:3254` (adds `Ready` on success, line 3292).
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- `CMotionTable.cs`: `StopSequenceMotion:559` (false for redundant stop),
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`StopObjectMotion:640`, `GetObjectSequence` (Branch 1 substate write; Branch 3
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action overlay — verified faithful).
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- `MotionTableManager.cs`: `AnimationDone:290`, `CheckForCompletedMotions:322`,
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`UseTime:342`, `PerformMovement:409` (StopInterpreted → AddToQueue(Ready,ticks)).
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## Session gotchas
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- Client + retail both hit the SAME local ACE (127.0.0.1:9000). acdream char
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`+Acdream` (0x5000000A) spawns in the wilderness (~0xADAF) with Mite Scamps.
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- Two workflow tracers returned junk/schema-cap this session; the synthesis+verify
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carried it BUT its "run cycle from mt-6/BeginMoveForward" map was later REFUTED for
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attack-in-place (BeginMoveForward=0) and CONFIRMED only for the CHASE — always
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trace the CHASE scenario, and trust the live cdb over the decomp synthesis.
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