Self-contained handoff doc for a follow-up focused session that fixes #77. Captures: the two bugs (NPC at walking range never auto-walks; pickup at walking range overshoots and snaps back), the trace evidence from Step 2's verification run (cmd=0x0005 speed=-1.84 from ACE), four ranked root-cause hypotheses (H1 missing BeginServerAutoWalk fire / H2 walk-run-threshold misclassification / H3 negative ForwardSpeed sign-interpretation / H4 arrival predicate firing too early), the reproduction recipe with ACDREAM_PROBE_AUTOWALK=1, acceptance criteria, and the "don't workaround, fix root cause" guardrail. The auto-walk diagnostic infrastructure already exists from Phase B.6 work — the next session just turns it on and reads the trace. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
13 KiB
Issue #77 — close-range auto-walk + pickup overshoot — investigation handoff
Filed: 2026-05-16 (in docs/ISSUES.md as the active issue at the top)
Severity: MEDIUM (M1-deferred polish; visible during normal play, doesn't block any phase)
Component: physics / auto-walk / PlayerMovementController.DriveServerAutoWalk
Branch state when handed off: main at f8829b3 (post-merge of claude/hungry-tharp-b4a27b)
What you're chasing
Two related close-range bugs in the server-driven auto-walk path. Both are
pre-existing — not caused by the LiveSessionController extraction
(0b25df5) — they were surfaced during that refactor's visual verification.
Bug A — NPC at walking range never auto-walks
- User clicks an NPC (e.g. Royal Guard at
0x7A9B46AE) when the player is at "walking range" — far enough that retail would walk a short distance to reach the NPC'suseRadius, not close enough to fire Use immediately. - The client's
WorldPickerreturnsWithinUseRadius=false, soOnInputAction.UseSelecteddefers the Use and would expect ACE's inboundMoveToObjectmotion update to drive the player to the NPC. - The local player does not visibly move. Repeated clicks (the trace below shows seq 81 → 87 → 90 → 96 → 105 → 141 → 146 → 159 → 163 → 169 → 173 → 177 against the same Royal Guard) produce the same response every time without any movement.
Bug B — Pickup at walking range runs/overshoots/snaps back
- User presses F on a ground item while in "walking range" of it.
- Player runs (not walks) toward the target.
- Overshoots the item, then blips back to the correct position before the pickup actually fires.
- The pickup completes (item ends up in inventory), but the visual is jarring.
The "blips back" almost certainly means ACE's server-side position correction snaps the player back after the client overshot. The client's run-not-walk choice is the proximal cause.
What we know already (don't re-discover this)
Trace evidence captured during merge
From launch.log of the Step 2 verification run (task b01zkw68w,
2026-05-16, with ACDREAM_DEVTOOLS=1 + my temporary
OnLiveMotionUpdated diagnostic):
[B.4b] use guid=0x7A9B46AE seq=159 ← outbound Use packet sent
OnLiveMotionUpdated: guid=0x5000000A stance=61 cmd=0x speed= ← player → NonCombat
OnLiveMotionUpdated: guid=0x7A9B46AE stance=61 cmd=0x0003 speed= ← NPC turns to face
OnLiveMotionUpdated: guid=0x7A9B46AE stance=61 cmd=0x speed=
OnLiveMotionUpdated: guid=0x5000000A stance=0 cmd=0x0005 speed=-1.84 ← ACE sends MoveToObject for player
OnLiveMotionUpdated: guid=0x5000000A stance=0 cmd=0x speed=
The pattern repeats identically for every retry — ACE is sending the auto-walk command, but the client isn't engaging it.
The negative speed (-1.84) is suspicious. Speed is parsed as a raw
IEEE 754 float by UpdateMotion.cs:193. Either retail encodes a sign
that we're misinterpreting, or this is a legitimate "move backward"
instruction (ACE sometimes positions the move-to point behind the
player). The auto-walk engagement condition may be filtering negative
speeds out without our intent.
What was already established BEFORE this issue
PlayerMovementController got significant retail-faithful refactor work
in Phase B.6 (closed-issue #75 territory, commit f035ea3). That work
established:
- Walk/run threshold = 1.0m of remaining-distance-to-useRadius (not ACE's wire-supplied 15m default — that's overridden).
- One-shot walk/run decision at
BeginServerAutoWalktime, held for the rest of the chain. - Direct body-velocity drive — auto-walk does NOT synthesize
MovementInput. It stepsYaw, sets_body.set_local_velocityfromrunRate, and calls_motion.DoMotion(WalkForward, speed)directly.
The auto-walk diagnostic infrastructure already exists:
PhysicsDiagnostics.ProbeAutoWalkEnabled ← runtime-toggleable
ACDREAM_PROBE_AUTOWALK=1 ← env-var enable
[autowalk-out] on every SendUse / SendPickUp
[autowalk-mt] on every inbound UpdateMotion for the local player
[autowalk-up] on every inbound UpdatePosition for the local player
[autowalk-begin] when BeginServerAutoWalk fires
[autowalk-end] when EndServerAutoWalk fires
You should turn this on first. The [autowalk-begin] line will tell
you whether BeginServerAutoWalk is even being invoked for the
walking-range case.
Where to start reading code
| File | Why |
|---|---|
src/AcDream.App/Input/PlayerMovementController.cs |
The auto-walk driver lives here. Key functions: BeginServerAutoWalk (line ~428), DriveServerAutoWalk (line ~550), EndServerAutoWalk (line ~478). |
src/AcDream.App/Rendering/GameWindow.cs line ~3360 |
The OnLiveMotionUpdated site that detects MoveToObject pattern and calls BeginServerAutoWalk. The [autowalk-mt] and [autowalk-begin] traces fire here. |
src/AcDream.Core.Net/Messages/UpdateMotion.cs line ~193 |
The inbound parser. ForwardSpeed is a raw float — investigate whether negative is legitimate or a sign-misinterpretation. |
docs/superpowers/specs/2026-05-14-phase-b6-design.md |
The Phase B.6 design spec. Read this first to understand the existing auto-walk contract. |
references/holtburger/crates/holtburger-core/src/client/simulation.rs |
The Rust client's equivalent — has ServerControlledProjection + approximate_move_to_object_projection_target. Holtburger handles this case correctly, so cross-checking is valuable. |
docs/research/named-retail/acclient_2013_pseudo_c.txt |
Grep for MoveToManager::HandleMoveToPosition, MoveToManager::HandleAutonomyLevelChange, CMotionInterp::apply_interpreted_movement. Retail's truth. |
What was checked and ruled out during the Step 2 session
- The bugs exist on the pre-Step-2 branch (
eda936d/32423c2/ main). This was confirmed by diff scope:PlayerMovementController.cs,PhysicsEngine.cs,UpdateMotion.cswere not touched by Step 2. - The Step 2 refactor (
0b25df5) does not affect the auto-walk path. - Subscriptions are wired correctly —
OnLiveMotionUpdatedIS firing for every motion update (verified via[step2-diag]traces that have since been stripped).
Hypotheses to test, in order
H1 (most likely) — BeginServerAutoWalk never fires for the walking-range MoveToObject
The walking-range MoveToObject from ACE may not match the pattern that
OnLiveMotionUpdated checks before calling BeginServerAutoWalk. The
condition probably checks for one of: IsServerControlledMoveTo,
non-zero ForwardSpeed magnitude, specific MovementType, or specific
ForwardCommand values. Walking-range UpdateMotion may differ from
running-range in one of those fields.
Test: Enable ACDREAM_PROBE_AUTOWALK=1, click the NPC at walking
range. Look for [autowalk-mt] (inbound parse) WITHOUT a following
[autowalk-begin]. That confirms H1 and points to GameWindow.cs:3360.
H2 — BeginServerAutoWalk fires but _autoWalkInitiallyRunning decision misclassifies
The walk/run decision uses:
remainingAtStart = initialDist - distanceToObject
_autoWalkInitiallyRunning = remainingAtStart >= 1.0m
If ACE sends a distanceToObject (useRadius) much smaller than the
NPC's actual useRadius — or if initialDist is computed against the
wrong target position — remainingAtStart could land just above 1m
even at user-perceived walking range, causing run-not-walk. That
matches Bug B's "runs and overshoots" pattern.
Test: Compare [autowalk-begin] dest=(...) minDist=... objDist=... walkRunThresh=...
values between a walking-range click and a running-range click. The
objDist should be the wire-supplied useRadius. If it's wrong (too
small), retail's value disagrees and we have a parser bug elsewhere.
H3 — Negative ForwardSpeed is filtered or misinterpreted
speed=-1.84 is the literal IEEE 754 float on the wire. Retail's
CMotionInterp::handle_action_walkforward (or whichever code consumes
ForwardSpeed) may use it for direction relative to the auto-walk
heading; a sign-extension bug in our parse would matter.
Test: Grep references/holtburger and named-retail decomp for how
ForwardSpeed is consumed. If retail/holtburger interpret the sign
specially and we don't, that's the gap.
H4 — Arrival predicate fires too early
DriveServerAutoWalk line ~601:
withinArrival = dist <= arrivalThreshold
where arrivalThreshold = _autoWalkDistanceToObject (use-radius).
If distanceToObject is 0 or near-zero (a parser bug, see H2), the
arrival predicate fires on the first frame and EndServerAutoWalk("arrived")
is called immediately, so the player never visibly moves. That matches
Bug A exactly.
Test: Look for [autowalk-end] reason=arrived immediately after
[autowalk-begin] with zero or one frame between. That confirms H4.
Reproduction recipe (~3 minutes)
-
Launch with autowalk probe enabled:
$env:ACDREAM_DAT_DIR = "$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_DEVTOOLS = "1" $env:ACDREAM_PROBE_AUTOWALK = "1" dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug | Tee-Object -FilePath launch.log -
Reproduce Bug A:
- Walk toward the inn area in Holtburg until you're ~3-5 meters from an NPC (e.g. Royal Guard near the inn). Estimate by eye — the goal is "you can see the NPC clearly but you'd need to take a few steps to reach them."
- Double-click the NPC.
- Observe: player doesn't move. Click again — same result.
-
Reproduce Bug B:
- Find a ground item (Holtburg has scattered spell components — the coloured Tapers are obvious). Stand ~3-5 meters away.
- Press F (or whatever your
SelectionPickUpkey is bound to). - Observe: player runs, overshoots, snaps back, item picked up.
-
Stop the client gracefully (window close, not Stop-Process — see CLAUDE.md "Logout-before-reconnect"). ACE clears stale sessions in 3–5 seconds on graceful close.
-
Grep the log:
tr -d '\000' < launch.log | grep -E "\[autowalk-(out|mt|begin|up|end)\]"This should give you a complete frame-by-frame trace of every auto-walk decision the client made.
Acceptance criteria
When the fix lands:
- ✅ Click NPC at walking range → player walks (not runs) directly to NPC, Use fires on arrival, NPC dialogue appears.
- ✅ Press F on ground item at walking range → player walks the short distance, no overshoot, no blip-back, item enters inventory.
- ✅ Far-range click still runs to target (don't regress the working case).
- ✅ Out-of-walking-but-very-close-range case (right at the edge of useRadius) still arrives without infinite spin or stuttering.
- ✅ All existing tests pass (8 pre-existing Core failures are baseline, do NOT count against the fix).
- ✅ Visual verification at Holtburg, all three M1 demo targets still work (door, NPC, pickup).
What NOT to do
- Don't add a workaround, per CLAUDE.md's "no workarounds" rule. No grace-period band-aid, no "if speed is negative, force walk" hack, no "always walk when within 5m" override. Fix the root cause.
- Don't rewrite the auto-walk path — Phase B.6 was a heavy retail decomp port. The fix is almost certainly a one-condition or one-formula adjustment, not a new design.
- Don't change
Step 2's extracted code.LiveSessionControllerand the wireup are clean —OnLiveMotionUpdatedis wired and firing per the previous session's verification traces.
Time estimate
- 30 min: read the spec + reproduce + capture trace
- 30 min: identify root-cause hypothesis from the trace
- 30 min – 2 hr: implement the fix (depends on which hypothesis lands)
- 30 min: visual verification + write commit message
- Total: 2–3 hours focused work
When done
- Commit message format:
fix(physics): close #77 — <root cause summary> - Move
#77to the "Recently closed" section ofdocs/ISSUES.mdwith closed-date + commit SHA (matches the project convention). - If the fix uncovered a durable lesson (e.g. "ACE sends negative
ForwardSpeed for MoveToObject; we were filtering"), add a
feedback_*.mdmemory entry permemory/MEMORY.mdconventions. - The next pre-M2 cleanup items in queue: root
.editorconfig+ Step 3 (LiveEntityRuntime). Seedocs/architecture/code-structure.md§4.