MP: replicant gait animation -- peer mechs walk instead of sliding (task #50)
A peer's replicant mech slid around as a frozen statue: DeadReckon moved localOrigin but nothing animated the legs. Reconstruct the replicated-motion display loop: after DeadReckon, derive a SIGNED speed demand from the replicated velocity (the master publishes worldLinearVelocity in every update record, Mover::WriteUpdateRecord MOVER.cpp:759; the replicant stores it in updateVelocity.linearMotion :712; sign = forward dot against the -Z facing), write it to controlsMapper->speedDemand (the LEG channel's live demand source), and advance the LEG state machine for its JOINT writes only -- travel stays with DeadReckon, so position always follows the master and the clip cadence matches the replicated speed. Two replicant-only initialization holes found live (the master's equivalents are primed per-frame in the PLAYER-only drive block): - globalTimeScale/idleStrideScale read 0 -> clip advance time dt*0, the leg machine engaged (state 11) but the clip froze (legCycle stuck 0); - reverseSpeedMax2 (the run-cycle rise-clamp @0x7a0; LoadLocomotionClips does NOT set it) read debug-heap garbage -> legCycleSpeed clamped to -4.3e8 on entering run state 13. Primed both; legCycleSpeed sane-banded once. VERIFIED 2-node (BT_GOTO driver + BT_REPL_LOG observer): the replicant runs the full gait lifecycle -- stand -> walk(5,7) -> run(10,12), legCycle 7.5->34 tracking the master's speed, wind-down(8), Standing(0) when the master stops. Solo un-regressed (goto->aim->kill chain intact, no crash). projectedVelocity source-swap (the binary publishes the BODY channel's smoothed projection instead of the actual travel velocity) evaluated and DEFERRED: it risks a verified working replication feed for a smoothing nuance; recorded in multiplayer.md. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -138,10 +138,30 @@ autofire → **B hdlr=192, DESTROYED** — a fully automated human-style cross-p
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(not the FORCE_DMG hook). Solo un-regressed (plain autodrive + goto both work). `scratchpad/mp_kill_test.sh`;
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`BT_GOTO_LOG` traces the beeline.
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## Replicant gait animation (task #50, 2026-07-09) — DONE [T2]
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A peer's replicant used to slide as a frozen statue (DeadReckon moved it; nothing animated it). Now the
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replicant block (mech4.cpp, after `DeadReckon`) derives a SIGNED speed demand from the replicated
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velocity — the master publishes `worldLinearVelocity` in every update record (`Mover::WriteUpdateRecord`
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MOVER.cpp:759), the replicant stores it in `updateVelocity.linearMotion` (:712); sign = the forward dot
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against the mech's -Z facing — writes it to `controlsMapper->speedDemand` (the LEG channel's live source)
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and advances the LEG state machine for its JOINT writes only. Travel stays DeadReckon (the returned
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distance is discarded) so position always follows the master; the clip cadence matches the replicated
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speed. ⚠ REPLICANT GAIT-SCALAR PRIMING (same class as the master's per-frame primes, which live in the
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PLAYER-only drive block): `globalTimeScale`/`idleStrideScale` read 0 on a replicant (clip frozen at
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advance-time dt*0, legState engaged but legCycle stuck 0), and `reverseSpeedMax2`@0x7a0 (the run-cycle
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rise-clamp; LoadLocomotionClips does NOT set it) read debug-heap garbage → legCycleSpeed clamped to
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-4.3e8 entering run state 13. Both primed in the replicant block; `legCycleSpeed` itself sane-banded once.
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VERIFIED 2-node: the observer's replicant runs the full lifecycle — stand→walk(5,7)→run(10,12) with
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legCycle 7.5→34 tracking the master's speed, wind-down (8) and back to Standing(0) when the master stops.
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Solo un-regressed. `BT_REPL_LOG` traces pos/vel/legState/legCycle; recipe `scratchpad/mp_gait_test.sh`.
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NOTE: the update-record velocity is currently the master's ACTUAL travel velocity (worldLinearVelocity
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from the leg channel); the binary publishes the BODY channel's smoothed projection (projectedVelocity,
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disasm +0x2a0). Swapping the source is a fidelity refinement DEFERRED — it risks a verified working feed
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for a smoothing nuance. [T3 on that nuance]
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## Remaining (P6 phase 4 / Phase 7)
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Replicant GAIT animation (derive from replicated velocity); the pod-LAN config (real IPs, bare-IP pilot
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entries). See
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[[open-questions]]. [T3]
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The pod-LAN config (real IPs, bare-IP pilot entries); update-record velocity sourced from the body-channel
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projection (above). See [[open-questions]]. [T3]
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## MP-front scout (task #45, 2026-07-09) — the P6 chain SURVIVES the combat/HUD rework [T2]
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Re-ran the one-box smoke test on the current build (world-pick targeting, weapon groups, death
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@@ -1194,6 +1194,51 @@ void
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{
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DeadReckon(dt); // engine: reckoner + lerp
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localToWorld = localOrigin;
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// REPLICANT GAIT (task #50): animate the peer mech's legs at the
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// REPLICATED speed -- without this the replicant slides around as a
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// frozen statue. The master publishes worldLinearVelocity in every
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// update record (Mover::WriteUpdateRecord, MOVER.cpp:759); the
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// replicant stores it in updateVelocity.linearMotion (:712). Derive
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// the signed speed demand from it (forward = local -Z; a negative
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// forward dot = the master is reversing), feed the LEG channel's live
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// demand source, and advance the leg state machine for its JOINT
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// writes only -- TRAVEL stays with DeadReckon (the returned distance
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// is discarded), so position always follows the master and the clip
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// cadence matches the replicated speed (residual foot-slip is the
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// inherent dead-reckoning artifact). The state machine self-arms
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// stand->walk / winds down from the demand exactly as on the master.
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if (!IsMechDestroyed() && controlsMapper != 0)
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{
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const Vector3D &wv = updateVelocity.linearMotion;
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float spd = sqrtf((float)(wv.x * wv.x + wv.z * wv.z));
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UnitVector zAxR;
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localToWorld.GetFromAxis(Z_Axis, &zAxR);
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const float fdot = -((float)wv.x * (float)zAxR.x
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+ (float)wv.z * (float)zAxR.z); // mech faces -Z
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controlsMapper->speedDemand = (fdot < 0.0f) ? -spd : spd;
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// Prime the same clip-advance scalars the master's gait block sets
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// each frame -- uninitialized on a replicant they read 0, freezing
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// the clip at advance-time dt*0 (observed: legState engaged at 11,
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// legCycle stuck 0). Same forwardCycleRate floor as the master
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// (the model-record decode reads ~1 u/s^2 -- a 55s ramp; floor 25).
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globalTimeScale = 1.0f;
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idleStrideScale = 1.0f;
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if (forwardCycleRate < 25.0f) forwardCycleRate = 25.0f;
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// reverseSpeedMax2@0x7a0: the run-cycle rise-CLAMP (leg case 12/13);
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// LoadLocomotionClips doesn't set it, so a replicant reads 0xCDCD
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// (-4.3e8) and the clamp CLOBBERS legCycleSpeed the moment the run
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// cycle engages (observed live: legCycle=-4.31602e+08, state 13
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// stuck). Same heal as the master's drive block.
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reverseSpeedMax2 = reverseStrideLength;
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// legCycleSpeed itself is also debug-heap garbage until a walk
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// state first writes it (Standing never touches it); sane-band it
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// once so a direct run-state entry can't slew from -4.3e8.
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if (legCycleSpeed < -100.0f || legCycleSpeed > 200.0f)
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legCycleSpeed = 0.0f;
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(void)AdvanceLegAnimation(dt); // joints only; travel = DeadReckon
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}
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if (getenv("BT_REPL_LOG"))
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{
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static float s_replLog = 0.0f; s_replLog += dt;
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@@ -1203,7 +1248,11 @@ void
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DEBUG_STREAM << "[repl] mech " << (long)GetEntityID()
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<< " pos=(" << localOrigin.linearPosition.x << ", "
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<< localOrigin.linearPosition.y << ", "
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<< localOrigin.linearPosition.z << ")\n" << std::flush;
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<< localOrigin.linearPosition.z << ")"
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<< " vel=(" << updateVelocity.linearMotion.x << ","
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<< updateVelocity.linearMotion.z << ")"
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<< " legState=" << (int)legStateAlarm.GetLevel()
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<< " legCycle=" << legCycleSpeed << "\n" << std::flush;
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}
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}
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}
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