User report during the #170 gate: pack-melee monsters partly inside each other with slightly stale facings vs retail on the same ACE. Investigation (report-only) pinned two code-grounded causes, both already-tracked R5-V3 scope, fix APPROVED by the user: 1. TS-39 — sticky melee is a no-op: ACE arms melee chases with Sticky (Monster_Navigation.cs:416); retail's arrival hands off to PositionManager::StickTo -> StickyManager::adjust_offset (0x00555430, per-tick 0.3m edge gap + facing tracking); acdream's StickTo/Unstick seams are unbound so attackers freeze at stale arrival poses. 2. Arrival radii are zero: getOwnRadius () => 0f (the R5-V3 pin) and RouteServerMoveTo never sets MovementStruct.Radius/Height — retail/ACE arrive edge-to-edge with setup-derived radii (ACE PhysicsObj.MoveToObject reads the TARGET's PartArray radius/height). Ruled out: the between-snap collision sweep (remotes run full ResolveWithTransition; CollisionExemption keeps creatures collidable). Caveat recorded: ACE has no server-side monster avoidance — acceptance is retail PARITY, not zero overlap. ISSUES #171 filed; handoff docs/research/2026-07-04-171-sticky-melee-handoff.md + pickup docs/research/2026-07-04-171-pickup-prompt.md; memory index updated. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
7.4 KiB
Handoff — #171 group-melee interpenetration + facing drift (R5-V3: StickyManager + arrival radii) — 2026-07-04
Fresh session picks up HERE for #171. Worktree vigorous-joliot-f0c3ad, branch
claude/vigorous-joliot-f0c3ad, tree CLEAN after the #170 close-out
(4cad626f). The fix scope below is USER-APPROVED ("Ok I approve",
2026-07-04). Pickup prompt: docs/research/2026-07-04-171-pickup-prompt.md.
Symptom (user report, #170 gate session)
In a pack melee vs the player, acdream monsters end up partly inside each other with slightly stale facings, vs retail on the same local ACE. The #170 chase itself (turn → sustained run → plant → swing) is CLOSED and gate-passed — do not reopen that machinery.
Root causes (code-grounded, investigated 2026-07-04)
-
Sticky melee is a no-op — register TS-39. ACE arms EVERY melee chase with
Sticky | UseFinalHeading | MoveAway | FailWalk(references/ACE/Source/ACE.Server/WorldObjects/Monster_Navigation.cs:406-419). The retail arrival chain:MoveToManager::BeginNextNode(sticky bit set, queue empty) readsSoughtObjectId/Radius/HeightBEFORECleanUpzeroes them (that ordering IS already ported —MoveToManager.cs~700-714) and callsPositionManager::StickTo(tlid, radius, height); from then onStickyManager::adjust_offset(0x00555430) runs per tick and holds a ~0.3 m edge gap + facing against the moving target. EveryMovementManager::PerformMovementhead callsunstick_from_object→PositionManager::UnStick(ourMoveToManager.PerformMovement:414invokes the seam). acdream'sStickTo/Unstickseams are UNBOUND (GameWindowEnsureRemoteMotionBindings+ the player wiring bind neither) → attackers complete-and-freeze at stale arrival poses until the next wire re-arm. This is the direct cause of BOTH observed symptoms. -
Arrival radii are zero. Retail/ACE arrive EDGE-TO-EDGE: ACE
PhysicsObj.MoveToObject(references/ACE/…/Physics/PhysicsObj.cs:936-956) reads the TARGET'sPartArray.GetRadius()/GetHeight()and passes them intoMoveToObject_Internal; the mover's own radius feedsGetCurrentDistance'scylinder_distancewhenUseSpheres(ACE default TRUE,DistanceToObjectdefault 0.6). acdream:-
GameWindow.EnsureRemoteMotionBindingsbinds `getOwnRadius/getOwnHeight- () => 0f` — the comment IS the R5-V3 pin ("setup cylsphere radius lands with R5-V3");
GameWindow.RouteServerMoveTonever setsMovementStruct.Radius/Height(target radii) → 0. Net: every attacker closes ~one body-radius deeper than retail → dogpile.
-
-
Server-side caveat: ACE has no monster-vs-monster avoidance; UP hard-snaps plant bodies where ACE says (retail hard-snaps identically). Some overlap is server-authoritative and visible on retail too — acceptance is retail parity, not zero overlap.
Ruled out: the between-snap collision sweep. Remotes run the full
ResolveWithTransition (GameWindow ~10100) and CollisionExemption keeps
creature cylinders collidable for non-viewer movers.
Approved fix scope (= the R5-V3 slice, roadmap-aligned)
- Port
StickyManagerverbatim (grepdocs/research/named-retail/ acclient_2013_pseudo_c.txtforStickyManager::first —StickTo,UnStick,adjust_offset0x00555430,HandleUpdateTarget; cross-checkreferences/ACE/Source/ACE.Server/Physics/Managers/StickyManager.cs). Groundwork ALREADY in tree (MoveToMath):CylinderDistanceNoZ(signed — the adjust_offset gap math),GlobalToLocalVec,NormalizeCheckSmall— all documented as adjust_offset consumers.ConstraintManager(the sibling PositionManager member) was ported R5-V1 (TS-35, unarmed — #167 is SEPARATE, do not arm it here). - PositionManager: the facade that owns Sticky + Constraint
(
references/ACE/…/Managers/PositionManager.cs). Retail per-tick anchors pinned this session from the named decomp:PositionManager::adjust_offsetcalled insideCPhysicsObj::UpdatePositionInternal@0x00512d0e (BEFORE process_hooks);PositionManager::UseTimecalled inUpdateObjectInternal@0x005159b3 (AFTERCPartArray::HandleMovement). Wire the acdream equivalents at the matching points of the remote tick (GameWindowTickAnimations) and the player path.
- Bind the seams:
MoveToManager.StickTo→ PositionManager.StickTo;MoveToManager.Unstick→ PositionManager.UnStick — inEnsureRemoteMotionBindingsAND the player wiring (EnterPlayerModeNowarea, ~13128). The TargetManager voyeur fan-out already delivers target info; the R5-V2 comment at GameWindow ~4327 says exactly this: "PositionManager sticky joins the fan-out in V3" — StickyManager is a voyeur consumer in retail (its own HandleUpdateTarget). - Thread real radii: own radius/height from the entity's Setup (the
spawn path already reads
setup.Radius/setup.Heightfor collision registration, GameWindow ~4187); target radius/height at theRouteServerMoveToMoveToObject branch (resolve the target entity's setup — retail reads the TARGET object, not the wire). Sweep BOTH the remote and player MoveToManager bindings. - Register bookkeeping (same commit): retire TS-39; retire/narrow the radius pin note; new rows for any adaptation introduced.
- Conformance: extend
RemoteChaseEndToEndHarnessTestswith a sticky scenario — arm a sticky MoveToObject, arrive, then MOVE the target sideways: assert the follower tracks (gap ≈ stick distance, facing follows) andUnStickfires on the next PerformMovement head. The harness already models the full tick order; add a PositionManager step where retail has it.
Gotchas
- Revert-prone area (remote motion). Follow the workflow: grep named decomp FIRST, pseudocode, port verbatim, ACE cross-check, harness, then wire. No redesigns; the two prior #170 reverts were redesigns.
- The harness gotcha from #170: any new harness body MUST replicate the live
RemoteMotionconstruction (InWorld=true,RemoteWeenie, Contact|OnWalkable|Active) or the TS-40 guard strips links and everything wedges (RemoteChaseDrainBisectTestsdocuments the shape). - Per-entity probes must print the guid (memory:
feedback_probe_identity_attribution— the #170 misread). StickyManager::adjust_offsetsign semantics: inside the gap the signed distance goes NEGATIVE and the per-tick delta inverts (backs off) — ACE StickyManager.cs:156, already noted onMoveToMath.CylinderDistanceNoZ.- Do NOT arm ConstraintManager (#167 — two unknown x87 constants).
- Visual gate at the end: pack melee side-by-side vs retail; the user strafes around the pack; attackers should reshuffle + keep facing like retail.
Where things are (quick map)
MoveToManager.cs:PerformMovement:411(Unstick head),BeginNextNodesticky arrival ~700-714,GetCurrentDistance(UseSpheres cylinder math).MoveToMath.cs:CylinderDistance,CylinderDistanceNoZ,GlobalToLocalVec,NormalizeCheckSmall.GameWindow.cs:EnsureRemoteMotionBindings~4251 (seams + radius 0f pin),RouteServerMoveTo~4457 (MovementStruct — Radius/Height unset), remote tickTickAnimations(PositionManager wiring points), player wiring ~13128.ConstraintManager.cs(R5-V1) — PositionManager sibling, reference for the port style.- Register rows: TS-39 (sticky seams), TS-35 (ConstraintManager), TS-41/42 (#170 rows, adjacent machinery).