Rewrites src/AcDream.Core/Physics/InterpolationManager.cs from the spec in docs/research/2026-05-04-l3-port/04-interp-manager.md. Public API preserved (Vector3-returning AdjustOffset, Enqueue, Clear, IsActive, Count) so PositionManager + GameWindow callers continue to compile; internals are full retail spec. Bug fixes vs prior port (audit 04-interp-manager.md § 7): #1 progress_quantum accumulates dt (sum of frame deltas), not step magnitude. Retail line 353140; the prior port's `+= step` made the secondary stall ratio meaningless. #3 Far-branch Enqueue (dist > AutonomyBlipDistance = 100m) sets _failCount = StallFailCountThreshold + 1 = 4, so the next AdjustOffset call's post-stall check fires an immediate blip-to- tail snap. Retail line 352944. Prior port silently drifted toward far targets at catch-up speed instead of teleporting. #4 Secondary stall test ports the retail formula verbatim: cumulative / progress_quantum / dt < CREATURE_FAILED_INTERPOLATION_PERCENTAGE. Audit notes the units are 1/sec (likely Turbine bug or x87 FPU misread by Binary Ninja) — mirrored byte-for-byte regardless. #5 Tail-prune is a tail-walking loop, not a single-tail compare. Multiple consecutive stale tail entries within DesiredDistance (0.05 m) of the new target collapse together. Retail line 352977. #6 Cap-eviction at the HEAD when count reaches 20 (already correct in the prior port; verified). New API: Enqueue gains an optional `currentBodyPosition` parameter so the far-branch detection can reference the body when the queue is empty. Backward-compatible (default null = pre-far-branch behavior). UseTime collapsed into AdjustOffset's tail (post-stall blip check) since acdream has no per-tick UseTime call separate from adjust_offset; identical semantic outcome. State fields renamed to retail names with sentinel values: _frameCounter, _progressQuantum, _originalDistance (init = 999999f sentinel per retail line 0x00555D30 ctor), _failCount. Tests: - 17/17 InterpolationManagerTests green. - New test Enqueue_FarBranch_PrearmsImmediateBlipOnNextAdjustOffset pins the bug #3 fix: enqueueing 150 m away triggers a same-tick blip (delta length ≈ 150 m), and the queue clears. Spec tree: 17 research docs (00–14) under docs/research/2026-05-04-l3-port/. 00-master-plan + 00-port-plan describe the 8-phase rollout. 01-per-tick, 03-up-routing, 04-interp-manager, 05-position-manager-and-partarray, 06-acdream-audit, 14-local-player-audit are the L.3 spec used by this commit and the M2 follow-up. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
585 lines
28 KiB
Markdown
585 lines
28 KiB
Markdown
# UpdatePosition (0xF748) Routing Pipeline — Retail Pseudo-C Extract
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**Date:** 2026-05-04
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**Source:** `docs/research/named-retail/acclient_2013_pseudo_c.txt` (Sept 2013 EoR PDB-named pseudo-C)
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**Cross-reference:** `docs/research/named-retail/acclient.h` (verbatim retail headers)
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This document extracts the complete UpdatePosition routing tree from the
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retail acclient — from the inbound F748 dispatcher down to the body's
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position. Every branch is cited verbatim with the originating retail
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line number. Cross-checked against acdream's
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`OnLivePositionUpdated` in `src/AcDream.App/Rendering/GameWindow.cs:3425`
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and `docs/research/2026-05-02-remote-entity-motion/resolved-via-cdb.md`.
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---
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## 0. Pipeline overview (Mermaid)
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```
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Network blob (NetBlob, opcode 0xF748)
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│
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▼
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ACSmartBox::DispatchSmartBoxEvent (357117) ─── case 0xF748 ───┐
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│ │
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▼ │
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SmartBox::UnpackPositionEvent (93055) ◄── reads PositionPack ─┘
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│
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│ PositionPack = { Position pos, Vec3 velocity, uint32 placement_id,
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│ uint32 has_contact, uint16 instance_timestamp,
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│ uint16 position_timestamp,
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│ uint16 teleport_timestamp,
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│ uint16 force_position_timestamp }
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│
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▼ if instance_timestamp == obj.update_times[INSTANCE_TS]
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SmartBox::HandleReceivedPosition (92896)
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args: arg2 = target CPhysicsObj
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arg3 = Position* (objcell_id + Frame{origin, rotation})
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arg4 = placement_id (uint32)
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arg5 = has_contact (int32; 0 = airborne, !0 = grounded)
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arg6 = velocity Vec3*
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arg7 = position_timestamp (uint16) ← POSITION_TS
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arg8 = teleport_timestamp (uint16) ← TELEPORT_TS / move-seq
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arg9 = force_position_timestamp (uint16) ← FORCE_POSITION_TS
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│
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├─[ if arg2 == player AND newer_event(player, FORCE_POSITION_TS, arg9) ]
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│ ► SmartBox::BlipPlayer (92928) — server forced our pos
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│ ► return
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│
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├─[ if newer_event(arg2, POSITION_TS, arg7) == 0 ]
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│ ► return — stale position update
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│
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├─[ if arg2 != player ]
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│ ► CPhysicsObj::MoveOrTeleport(arg2, &recvPos, arg8, arg5, arg6) (92997)
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│ │
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│ └── (see Section 3 below)
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│ ► if MoveOrTeleport returned 1: CPhysicsObj::ConstrainTo (93007)
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│ ► return
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│
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└─[ if arg2 == player ]
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├─[ if newer_event(player, TELEPORT_TS, arg8) ]
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│ ► SmartBox::TeleportPlayer (93015)
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│ ► CPhysicsObj::ConstrainTo (93024)
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│ ► CPhysicsObj::set_velocity(player, 0) (93029)
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│ ► return
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│
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└─[ else ]
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► CPhysicsObj::ConstrainTo(player, …) (93041)
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► if cmdinterp.UsePositionFromServer && arg5 != 0:
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CPhysicsObj::InterpolateTo(arg2, &recvPos, …) (93049)
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```
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Key insight: the `arg2 != player` branch (remotes) is the one that fires
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into `MoveOrTeleport`. That's the only place the routing decision tree
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between hard-snap, slide-snap, and InterpolateTo lives. The
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`arg2 == player` branches (server-corrected local) do their own thing
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(BlipPlayer / TeleportPlayer / ConstrainTo + InterpolateTo).
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---
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## 1. The packet entry — ACSmartBox::DispatchSmartBoxEvent
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**File line:** 357117 — `0x005595d0`
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Verbatim retail (excerpt of `case 0xF748`):
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```c
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357181 case 0xf748:
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357182 {
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357183 ebp_1 = *(uint32_t*)(buf_ + 4); // object guid
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357184 arg2 = &buf_[8]; // payload start
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357185 result = SmartBox::UnpackPositionEvent(this, ebp_1, &arg2, bufSize_);
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357187 if (result != NETBLOB_QUEUED)
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357188 return result;
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357190 SmartBox::QueueBlobForObject(this, ebp_1, ebx); // not yet known
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357191 return result;
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357192 }
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```
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**Notes**
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- The opcode dispatch is a simple `switch (ecx)`; F748 is *only* the
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generic UpdatePosition. F619 = "MoveObject" (player's own moves)
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routes through the **same** `UnpackPositionEvent`, then falls through
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into `SetObjectMovement` if the unpack succeeded — see lines 357138–
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357158. F74C is the server-controlled-move variant that drops in via
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a different sequence-stamp check. F748 is the pure-position event.
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- `QueueBlobForObject` parks the blob if the target object isn't yet
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known to the client, so the position is replayed after CreateObject.
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---
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## 2. UnpackPositionEvent — gating on `instance_timestamp`
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**File line:** 93055 — `0x004542c0`
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```c
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93055 enum NetBlobProcessedStatus
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93055 SmartBox::UnpackPositionEvent(this, arg2 /*guid*/, arg3 /*payload**/, arg4 /*size*/)
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93055 {
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93059 PositionPack::PositionPack(&var_68);
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93060 PositionPack::UnPack(&var_68, arg3, arg4);
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93061 eax_1 = CObjectMaint::GetObjectA(this->m_pObjMaint, arg2);
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93063 if (eax_1 != 0)
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93063 {
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93065 ecx_4 = eax_1->update_times[8]; // INSTANCE_TS
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93081 if (newer-by-rolling-uint16(esi /*var_64*/, ecx_4) == 0) // EQUAL
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93081 {
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93083 if (ecx_4 != esi)
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93084 return 2; // NETBLOB_LOGGED_OUT
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93092 SmartBox::HandleReceivedPosition(
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93092 this, eax_1, &recvPos, placement_id, has_contact,
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93092 &velocity, position_ts, teleport_ts, force_position_ts);
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93093 return 1; // NETBLOB_PROCESSED_OK
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93081 }
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93095 }
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93097 return 4; // NETBLOB_QUEUED
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93055 }
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```
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**Notes**
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- `update_times[8]` is `INSTANCE_TS` (`enum PhysicsTimeStamp::INSTANCE_TS = 0x8`,
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`acclient.h:6094`). The full array is `unsigned __int16 update_times[9]`
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(`acclient.h:30738`).
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- The instance check is "must equal the recorded instance stamp"
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(after rolling-uint16 normalization). Mismatch returns NETBLOB_LOGGED_OUT;
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unknown object returns NETBLOB_QUEUED.
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### PositionPack contents (line 284585)
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```c
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284589 ebx = first byte of payload // flags byte
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284591 Position::UnPackOrigin(&this->position, …) // 12 bytes float3 + uint cell
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284593 if (ebx & 8) == 0: read qw (else 0)
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284601 if (ebx & 0x10) == 0: read qx (else 0)
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284609 if (ebx & 0x20) == 0: read qy (else 0)
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284617 if (ebx & 0x40) == 0: read qz (else 0)
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284625 Frame::cache(&position.frame); // recompute cached matrix
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284628 if (ebx & 1) != 0: read velocity (12 bytes)
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284646 if (ebx & 2) != 0: read placement_id (4 bytes)
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284654 has_contact = (ebx >> 2) & 1;
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284655 read uint16 instance_timestamp;
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284660 read uint16 position_timestamp; // POSITION_TS
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284664 read uint16 teleport_timestamp; // used as move-seq for arg8 below
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284667 read uint16 force_position_timestamp; // FORCE_POSITION_TS
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```
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Observation: the wire field called "teleport_timestamp" is reused as
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the **move-seq** that gets passed as `arg8 = arg3` into
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`MoveOrTeleport`. It indexes `update_times[TELEPORT_TS=4]` in the
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`newer_event(this, TELEPORT_TS, arg3)` check inside MoveOrTeleport
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(284325). One stamp, two purposes — for remotes it acts as a generic
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"move sequence"; for the local player it triggers the teleport branch
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in HandleReceivedPosition (93013).
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---
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## 3. CPhysicsObj::MoveOrTeleport — the ROUTER
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**File line:** 284304 — `0x00516330`
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This is the function L.3 has to port faithfully. Verbatim:
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```c
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284304 int32_t __thiscall CPhysicsObj::MoveOrTeleport(
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284304 class CPhysicsObj* this,
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284304 class Position* arg2, // received position (objcell_id + Frame)
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284304 uint16_t arg3, // move-seq (TELEPORT_TS slot value)
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284304 int32_t arg4, // has_contact (0 = airborne, !0 = grounded)
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284304 class AC1Legacy::Vector3 const* arg5) // velocity vector
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284306 {
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284307 class CPhysicsObj* this_1 = this;
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284308 this = this_1->update_times[4]; // current TELEPORT_TS
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284311 // rolling-uint16 compare: arg3 vs current update_times[4]
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284321 if ( delta-from-rolling-uint16(this, arg3) == 0 ) // SAME-OR-NEWER
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284321 {
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284325 eax_8 = CPhysicsObj::newer_event(this_1, TELEPORT_TS, arg3);
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284327 // └── writes update_times[4]=arg3 if newer ──┘
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284327 if ( eax_8 != 0 || this_1->cell == 0 )
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284327 {
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// ───────── BRANCH A: HARD TELEPORT ─────────
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284329 int32_t var_70_3 = 1;
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284330 CPhysicsObj::teleport_hook(this_1, edx_2);
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284332 SetPositionStruct sps;
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284332 SetPositionStruct::SetPositionStruct(&sps);
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284333 SetPositionStruct::SetPosition(&sps, arg2);
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284334 SetPositionStruct::SetFlags(&sps, 0x1012); // ← TELEPORT FLAGS
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284335 CPhysicsObj::SetPosition(this_1, &sps);
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284336 SetPositionStruct::~SetPositionStruct(&sps);
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284337 return 1;
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}
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284340 if ( arg4 != 0 ) // GROUNDED?
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284340 {
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// arg4 == has_contact != 0
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284342 long double playerDist = this_1->player_distance; // float
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284343 long double thresh96 = 96.0f; // ★
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284347 if ( playerDist >= thresh96 ) // ★
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284347 {
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// ───────── BRANCH B: WITHIN BUBBLE → INTERPOLATE ─────────
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284351 CPhysicsObj::InterpolateTo(this_1, arg2,
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284351 CPhysicsObj::IsMovingTo(this_1));
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284352 return 1;
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284347 }
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// ───────── BRANCH C: BEYOND BUBBLE → SLIDE-SNAP ─────────
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284355 class PositionManager* position_manager = this_1->position_manager;
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284357 if ( position_manager != 0 )
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284358 PositionManager::StopInterpolating(position_manager);
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284360 CPhysicsObj::SetPositionSimple(this_1, arg2, /*slide=*/1);
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284361 return 1;
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}
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284362 }
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284365 return 0; // STALE — ignore
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284366 }
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```
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★ — the float comparison on lines 284343–284349 is x87 nonsense in the
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decomp output but the semantic is straightforward. The `if (!p)` branch
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is taken when `playerDist < 96f`. (Inverted — the literal pseudo-C
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reads "if not (PF set after compare)" which means "comparison was
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ordered and not (less or equal)". Cross-checked against ACE
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`PhysicsObj.cs::MoveOrTeleport` which reads
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`if (player_distance >= MaxObjectTrackingDistance) InterpolateTo(...) else SetPositionSimple(...)`
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— SO the labelling above (Branch B = within bubble = InterpolateTo) is
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correct as written. Verify on port via cdb if uncertain.)
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### The router's three exits
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| Branch | Condition | Action |
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|--------|-----------|--------|
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| **A — Hard Teleport** | `newer_event(TELEPORT_TS, arg3) != 0` (move-seq advanced) **OR** `cell == 0` (object isn't placed yet) | `SetPosition` with flags **0x1012** — teleport-style placement (full sphere validation, `change_cell`, `AddShadowObject`). Position immediately becomes the received position. |
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| **B — Interpolate** | grounded (`has_contact != 0`) AND **within view bubble** (`player_distance < 96 m`) | `InterpolateTo(recvPos, IsMovingTo)` — **enqueues a waypoint**, body's m_position is NOT changed yet. |
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| **C — Slide-snap** | grounded AND **beyond view bubble** (`player_distance >= 96 m`) | `StopInterpolating` (drop queue) + `SetPositionSimple(recvPos, slide=1)` — body snaps to received position, but with `0x1012` flag *omitted* (so this is a softer placement than teleport — see Section 5). |
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Air branch (`has_contact == 0`): the function falls through to
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`return 0`. **This is the "AIRBORNE NO-OP"** that acdream's
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`OnLivePositionUpdated` mirrors at line 3570. The body keeps integrating
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gravity locally; received position is discarded.
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### Distance constants
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- **MAX_PHYSICS_DISTANCE = 96 f** (line 284343) — the in-bubble vs
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out-of-bubble threshold inside MoveOrTeleport. **This is the
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hard-coded float in the retail binary**; no symbol name in the PDB.
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- **CREATURE_OUTSIDE_BLIP_DISTANCE = 100 f** — used elsewhere
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(`CMonsterMode::IsBlippable` and similar) to decide visibility blips.
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NOT used by MoveOrTeleport.
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- **CREATURE_INSIDE_BLIP_DISTANCE = 20 f** — blip threshold for indoor
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cells. Also outside MoveOrTeleport.
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Only the 96 f figure is on the routing path. The 100/20 figures are
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display-only and live in the BlipPlayer / view-cone code.
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---
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## 4. CPhysicsObj::InterpolateTo — the QUEUE side
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**File line:** 278344 — `0x005104f0`
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```c
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278344 void __thiscall CPhysicsObj::InterpolateTo(
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278344 class CPhysicsObj* this,
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278344 class Position const* arg2,
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278344 int32_t arg3 /* IsMovingTo? — the object is following an MTP route */)
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278346 {
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278347 CPhysicsObj::MakePositionManager(this);
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278348 PositionManager::InterpolateTo(this->position_manager, arg2, arg3);
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278349 }
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```
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This is two lines: ensure a PositionManager exists, then forward.
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`PositionManager::InterpolateTo` (line 352136) creates an
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`InterpolationManager` lazily and forwards again to
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`InterpolationManager::InterpolateTo` (line 352892).
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### InterpolationManager::InterpolateTo — what actually queues
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```c
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352892 void InterpolationManager::InterpolateTo(this, arg2 /*Position**/, arg3 /*isMovingTo*/)
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352892 {
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352899 tail_ = this->position_queue.tail_;
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352902 // Compare new waypoint to the last queued one (or current m_position)
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352908 dist = Position::distance( queueTailOrCurrentPos, arg2 );
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352911 autonomyBlipDist = CPhysicsObj::GetAutonomyBlipDistance(physobj); // float
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352918 if ( dist > autonomyBlipDist ) // ★ FAR
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352918 {
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// ── Far: enqueue a new InterpolationNode ──
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352920 node = operator new(0x60);
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352926 edi_1 = InterpolationNode::InterpolationNode(node);
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352928 edi_1->kind = 1; // POSITION node
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352929 edi_1->objcell_id = arg2->objcell_id;
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352930 Frame::operator=(&edi_1->frame, &arg2->frame);
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352932 if ( this->keep_heading )
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352934 CPhysicsObj::get_heading(physobj); // overwrite heading w/ current
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352935 Frame::set_heading(&edi_1->frame, currentHeading);
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node_fail_counter = 4; // 4 retry slots
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352942 // append to tail (or set head+tail if empty)
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352945 return;
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352918 }
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// ── Near: dist <= AutonomyBlipDistance ──
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352956 dist2 = Position::distance(&physobj->m_position, arg2);
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352962 if ( dist2 <= 0.05 f ) // 5 cm
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352962 {
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352964 if ( arg3 == 0 ) // not following MTP route
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352968 CPhysicsObj::set_heading(physobj, frame.get_heading(), 1);
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352973 InterpolationManager::StopInterpolating(this); // wipe queue
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352974 return;
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352962 }
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// ── Mid-distance: collapse adjacent waypoints into ours ──
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352977 while ( queue.tail kind==1 AND Position::distance(tail, arg2) <= 0.05f )
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352977 remove tail;
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352986 // …then enqueue our waypoint at the end (loop @ 353004 follows)
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352892 }
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```
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**Critical answer to the cross-question — does the body's CURRENT
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position change immediately on InterpolateTo?**
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**No.** InterpolateTo only manipulates `position_queue`. The body's
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`m_position` is advanced by `InterpolationManager::adjust_offset` /
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`UpdateInterpolation`, which runs from
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`CPhysicsObj::UpdatePhysicsInternal` each tick. The queue is a
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sequence of waypoints; the body chases them at the natural movement
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speed driven by `MoveToManager` and `RawMotionState`.
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There are two clear early-exits:
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1. If the new waypoint is within **5 cm** of the body's current
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position (`0.05 f` literal, line 352957), `StopInterpolating`
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wipes the queue and the function returns. No queue change.
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2. If `keep_heading` is set, the queued waypoint inherits the
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physobj's CURRENT heading (line 352934) — meaning the queued frame's
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rotation is overwritten before insertion. This is how retail
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prevents a "snap to face north on UP" on creatures that are mid-
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strafe.
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---
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## 5. CPhysicsObj::SetPosition / SetPositionSimple — the SNAP side
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### SetPositionSimple (line 284276 — `0x005162b0`)
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```c
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284276 enum SetPositionError CPhysicsObj::SetPositionSimple(
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284276 class CPhysicsObj* this,
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284276 class Position const* arg2,
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284276 int32_t arg3 /* slide flag */)
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284278 {
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284279 uint32_t flags = 0x1002; // base: place-collide+place-no-onwalkable?
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284281 if ( arg3 != 0 )
|
||
284282 flags = 0x1012; // + slide flag (0x10 = SCATTER?)
|
||
284284 SetPositionStruct sps;
|
||
284285 SetPositionStruct::SetPositionStruct(&sps);
|
||
284286 SetPositionStruct::SetPosition(&sps, arg2);
|
||
284287 SetPositionStruct::SetFlags(&sps, flags);
|
||
284288 result = CPhysicsObj::SetPosition(this, &sps);
|
||
284290 return result;
|
||
284291 }
|
||
```
|
||
|
||
Compare with the BRANCH-A teleport in MoveOrTeleport (284334) — it also
|
||
uses **0x1012**. So Branch C (slide-snap) and Branch A (teleport)
|
||
produce the **same** SetPositionStruct flag. The difference is purely
|
||
the conditional path that got us here:
|
||
|
||
- Branch A: `arg3 != 0`, fires when teleport_timestamp advanced OR cell
|
||
was nil. Wraps with `teleport_hook(this_1, …)`.
|
||
- Branch C: fires when `arg3 == 0` (move-seq UNCHANGED) and we're
|
||
beyond the 96 m bubble. No teleport_hook, but **does** call
|
||
`StopInterpolating` first to drop any queued waypoints (since they're
|
||
no longer relevant — the visible position must immediately be the new
|
||
one).
|
||
|
||
### SetPosition (line 284137 — `0x005160c0`)
|
||
|
||
```c
|
||
284137 enum SetPositionError CPhysicsObj::SetPosition(this, SetPositionStruct* arg2)
|
||
284139 {
|
||
284141 eax = CTransition::makeTransition();
|
||
284143 if ( eax == 0 ) return 1; // OK / fail-soft
|
||
284146 CTransition::init_object(eax, this, 0);
|
||
// …gather sphere(s) from this->part_array…
|
||
284190 CTransition::init_sphere(eax, num_sphere, sphere*, m_scale);
|
||
284191 result = CPhysicsObj::SetPositionInternal(this, arg2, eax);
|
||
284192 CTransition::cleanupTransition(eax);
|
||
284193 return result;
|
||
284137 }
|
||
```
|
||
|
||
The internals: `SetPositionInternal` is the place where the body's
|
||
`m_position` actually gets written, after running `CTransition` to
|
||
validate the move (collision, walkable-floor, change_cell, etc.).
|
||
**By the time MoveOrTeleport returns 1 on Branch A or C, the body's
|
||
m_position equals the received position.** This is in stark contrast
|
||
to Branch B (InterpolateTo), where m_position is unchanged.
|
||
|
||
### SetPositionStruct flags reference
|
||
|
||
The PDB doesn't expose individual flag-bit names, but cross-referenced
|
||
against ACE (`PhysicsObj.cs`/`SetPositionStruct.cs`):
|
||
|
||
| Bit | ACE name | Used here? |
|
||
|-----|----------|------------|
|
||
| 0x0001 | `Placement` | yes (in 0x1012 / 0x1002) |
|
||
| 0x0002 | `Sliding` | sometimes |
|
||
| 0x0010 | `Slide` | yes (the +0x10 in SetPositionSimple's `arg3 != 0`) |
|
||
| 0x1000 | `SendPositionEvent` | yes (always set in MoveOrTeleport branches) |
|
||
|
||
So **0x1012 = Slide + Placement + SendPositionEvent**. 0x1002 (the
|
||
`arg3 == 0` SetPositionSimple branch, used for non-slide simple
|
||
placement, NOT MoveOrTeleport) is just `Placement | SendPositionEvent`.
|
||
|
||
---
|
||
|
||
## 6. CPhysicsObj::IsMovingTo (line 276430 — `0x0050eb10`)
|
||
|
||
```c
|
||
276430 int32_t CPhysicsObj::IsMovingTo(class CPhysicsObj const* this)
|
||
276432 {
|
||
276433 class MovementManager* mm = this->movement_manager;
|
||
276435 if ( mm != 0 && MovementManager::IsMovingTo(mm) != 0 )
|
||
276436 return 1;
|
||
276438 return 0;
|
||
276430 }
|
||
```
|
||
|
||
Tells the caller whether the object is currently following a
|
||
goal-position via the `MoveToManager`'s scripted-motion machine
|
||
(MoveToObject, MoveToPosition, "go to the door" type orders).
|
||
This is **not** the same as "is moving" generally — a creature
|
||
running a movement style (running cycle) but with no fixed
|
||
destination returns false here.
|
||
|
||
This is the third arg passed into InterpolateTo (line 284351). When
|
||
`true`, `InterpolationManager::InterpolateTo`'s near-distance branch
|
||
**skips** the `set_heading` correction (line 352964) — the rationale
|
||
being that the MoveToManager already handles heading.
|
||
|
||
---
|
||
|
||
## 7. Position::distance (line 438258 — `0x005a94b0`)
|
||
|
||
```c
|
||
438258 AC1Legacy::Vector3* Position::distance(
|
||
438258 class Position const* this,
|
||
438258 class Position const* arg2)
|
||
438260 {
|
||
438262 result = Position::get_offset(this, &__return, arg2);
|
||
438266 return result; // …but the function name is misleading:
|
||
// it returns a Vector3 by value via __return
|
||
438258 }
|
||
```
|
||
|
||
`get_offset` does the cross-cell offset math (objcell_id-aware) and
|
||
fills a Vector3 with the world-space delta. `distance` then uses this
|
||
as a Vector3 (its caller calls `.x`/`.y`/`.z` and dot-products), or the
|
||
result is cast to a `float` length elsewhere. (Yes, the function name
|
||
is wrong — Turbine's joke.)
|
||
|
||
---
|
||
|
||
## 8. Move-seq vs teleport-seq logic — the EXACT semantics
|
||
|
||
Combining the dispatcher, UnpackPositionEvent, HandleReceivedPosition,
|
||
and MoveOrTeleport:
|
||
|
||
| Stamp | Wire field | `update_times` slot | Meaning |
|
||
|-------|------------|---------------------|---------|
|
||
| `instance_timestamp` | uint16, 5th in PositionPack | `update_times[INSTANCE_TS=8]` | Object generation. UnpackPositionEvent rejects unless equal. |
|
||
| `position_timestamp` | uint16, 6th | `update_times[POSITION_TS=0]` | Generic "version" of *this* UP. HandleReceivedPosition drops if not newer. |
|
||
| `teleport_timestamp` | uint16, 7th | `update_times[TELEPORT_TS=4]` | **Doubles as move-seq** for remotes. MoveOrTeleport hard-snaps if newer than recorded. For local player → triggers SmartBox::TeleportPlayer. |
|
||
| `force_position_timestamp` | uint16, 8th | `update_times[FORCE_POSITION_TS=6]` | Server-forced relocation of OUR character. Triggers BlipPlayer (camera fixup, etc.) when newer. |
|
||
|
||
The decision: **teleport_timestamp advanced** ⇒ hard-snap (Branch A).
|
||
**teleport_timestamp same** ⇒ soft branches (B/C). The 96 m bubble
|
||
selects B vs C only on the soft path.
|
||
|
||
In wire terms:
|
||
- A normal "I'm running, server broadcasts my new position" UP has
|
||
the **same** teleport_ts as last time, so → InterpolateTo (Branch B).
|
||
- A "you got teleported by a portal / GM `@teleto` / death respawn"
|
||
UP advances teleport_ts by 1, so → SetPosition w/ teleport flags
|
||
(Branch A).
|
||
|
||
### How this maps to acdream today
|
||
|
||
`OnLivePositionUpdated` does NOT currently look at the
|
||
teleport_timestamp. The L.3 environment-variable port (lines 3508–3625
|
||
of GameWindow.cs) already mirrors the air-no-op (line 3570) and the
|
||
96 m bubble (line 3606), but the **teleport_timestamp gate is
|
||
missing** — Branch A is never taken explicitly. Teleports today rely
|
||
on the WorldSession's own teleport pathway, which short-circuits the
|
||
UP routing. The L.3 follow-up should:
|
||
1. Plumb `update.TeleportTimestamp` from the WorldSession message
|
||
parser into `OnLivePositionUpdated`.
|
||
2. On UP receipt, compare against `rmState.TeleportTimestamp` and on
|
||
advance: clear queue, hard-snap body, run `teleport_hook`-equivalent.
|
||
|
||
---
|
||
|
||
## 9. Orientation handling
|
||
|
||
A clean answer to the cross-question:
|
||
|
||
**Orientation is NOT queued separately.** It rides with the Position
|
||
struct (which carries `Frame { Vec3 origin; Quat (qw, qx, qy, qz) }`).
|
||
What happens to orientation depends on the branch:
|
||
|
||
| Branch | Position behavior | Orientation behavior |
|
||
|--------|------------------|---------------------|
|
||
| **A — Teleport** | hard-snapped to recvPos | hard-snapped (Frame.cache rebuilds matrix in SetPositionInternal) |
|
||
| **B — InterpolateTo** | queued | **queued in the same Frame**. If `keep_heading` is set on the InterpolationManager, the queued Frame's rotation is **overwritten with the physobj's current heading** (line 352935). Otherwise, the body slerps toward the queued rotation as it walks. |
|
||
| **C — SetPositionSimple slide** | hard-snapped | hard-snapped (same Frame.cache path) |
|
||
| **AIRBORNE no-op** | unchanged | unchanged |
|
||
|
||
acdream's current implementation in the env-var path **always
|
||
hard-snaps orientation immediately on UP receipt** (line 3516,
|
||
`rmState.Body.Orientation = rot;`) — this is a deliberate divergence
|
||
from retail (the `keep_heading` path) to keep the visual heading
|
||
in lock-step with the queue start, avoiding a one-frame lag
|
||
between body position and facing. Document this divergence in the
|
||
L.3 commit message; it is a known trade-off, not a bug.
|
||
|
||
---
|
||
|
||
## 10. Cross-check: acdream env-var path vs retail
|
||
|
||
| Step | Retail (MoveOrTeleport) | acdream env-var path (OnLivePositionUpdated, ACDREAM_INTERP_MANAGER=1) |
|
||
|------|------------------------|-----------------------|
|
||
| 1. Air check | line 284340–284362: `arg4==0` falls through to `return 0` | line 3570: `if (!update.IsGrounded) return;` ✓ |
|
||
| 2. Teleport stamp gate | line 284325–284337: `newer_event(TELEPORT_TS, arg3) → SetPosition(0x1012)` | **MISSING** — no teleport stamp comparison |
|
||
| 3. 96 m bubble | line 284343–284349: `player_distance < 96f` → InterpolateTo | line 3606: `MaxPhysicsDistance = 96f` ✓ |
|
||
| 4. InterpolateTo (queue) | line 284351: `InterpolateTo(arg2, IsMovingTo)` — preserves heading via keep_heading | line 3623: `rmState.Interp.Enqueue(worldPos, headingFromQuat, isMovingTo: false)` ✓ (but always passes `isMovingTo:false` and pre-extracts yaw from quat — minor divergence) |
|
||
| 5. Slide-snap | line 284360: `StopInterpolating + SetPositionSimple(slide=1)` | line 3613: `rmState.Interp.Clear(); rmState.Body.Position = worldPos;` ✓ |
|
||
| 6. Cell change | retail: `change_cell` runs inside SetPositionInternal — handles landblock crossing and AddShadowObject | acdream: `_physicsEngine.ShadowObjects.UpdatePosition(...)` already runs upstream at line 3463, before the routing. ✓ (slight ordering difference — retail does it inside the SetPosition flow) |
|
||
|
||
**Recommended L.3 follow-ups (not part of this research note):**
|
||
1. Plumb teleport_timestamp end-to-end and add the missing Branch A
|
||
gate.
|
||
2. Pass `IsMovingTo` properly (currently hard-coded to false).
|
||
3. Decide whether to honor `keep_heading` (acdream-side flag on the
|
||
sequencer) or keep the always-snap divergence — depends on whether
|
||
visible heading lag during MoveTo is acceptable.
|
||
|
||
---
|
||
|
||
## Appendix A — symbol map
|
||
|
||
| Function | Address | Line in retail decomp |
|
||
|----------|---------|----------------------|
|
||
| `ACSmartBox::DispatchSmartBoxEvent` | `0x005595d0` | 357117 |
|
||
| `SmartBox::UnpackPositionEvent` | `0x004542c0` | 93055 |
|
||
| `SmartBox::HandleReceivedPosition` | `0x00453fd0` | 92896 |
|
||
| `PositionPack::UnPack` | `0x00516740` | 284585 |
|
||
| `CPhysicsObj::MoveOrTeleport` | `0x00516330` | 284304 |
|
||
| `CPhysicsObj::SetPositionSimple` | `0x005162b0` | 284276 |
|
||
| `CPhysicsObj::SetPosition` | `0x005160c0` | 284137 |
|
||
| `CPhysicsObj::InterpolateTo` | `0x005104f0` | 278344 |
|
||
| `CPhysicsObj::IsMovingTo` | `0x0050eb10` | 276430 |
|
||
| `CPhysicsObj::newer_event` | `0x00451b10` | 90712 |
|
||
| `PositionManager::InterpolateTo` | `0x005551f0` | 352136 |
|
||
| `InterpolationManager::InterpolateTo` | `0x00555b20` | 352892 |
|
||
| `Position::distance` | `0x005a94b0` | 438258 |
|
||
| `enum PhysicsTimeStamp` | — | acclient.h:6084 |
|
||
| `struct SetPositionStruct` | — | acclient.h:52398 |
|
||
|