Add interpolation system and integrate into proxy

Introduce a waypoint-based interpolation system and integrate it into the proxy actor controller. Added F4T::InterpolationSystem (header + implementation) with TimePoint, InterpolationComponent, Lerp helpers and Update() logic. Integrates per-slot InterpolationComponent into F4TProxyActorController, switches to kinematic SetPosition-based smoothing (per-frame Lerp with snap thresholds) and removes character-controller velocity injection to prevent drift; also clears waypoints on hard snaps and uses steady_clock for timing. Added a descriptor-based bulk animation write (ApplyDesiredStateToGraphDescriptorBased) in ProxyAnimationSync for efficient graph variable updates with failure logging. Also included testing and debugging docs (phase2-interpolation-testing.md and phase2-interpolation-debugging.md) and flipped some debug flags to false.
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2026-06-03 22:46:57 +12:00
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# Phase 2 Interpolation Debugging Guide
## Problem: "Still Jerky, Not Smooth Movement"
This guide will help diagnose why interpolation isn't producing smooth movement.
---
## Quick Diagnostics
### 1. **Check If Interpolation is Even Being Called**
**Log signature to find:**
```
[Local Player ID: X] Phase 2 interpolation: remote player Y, actor=ZZZZZZZZ, smooth blending active.
```
**If this log is NOT appearing:**
- Interpolation is not being triggered
- Check: Is `distanceDrift > 0.01F`? (Remote player must be moving)
- Check: Is `a_shouldSnap == false`? (Not a teleport/snap movement)
- Check: Does `a_optSlot` exist? (Must be a runtime proxy, not fallback)
### 2. **Verify Update Rate is Sufficient**
**What's needed for smooth interpolation:**
- Updates must arrive **frequently enough** to queue waypoints
- Too infrequent updates = large gaps between waypoints = large lerps = still jerky
**Check fake client update rate:**
```bash
# In fake_client.py, look for the movement loop
# It should be sending updates at least 10-30 Hz (10-30 per second)
```
---
## Root Causes of Jerkiness
### **Root Cause 1: Not Enough Waypoints**
**Symptom:** Movement is still teleport-like, not smooth
**Reason:** Interpolation needs AT LEAST 2 waypoints
**Diagram:**
```
Bad (jerky):
Frame 1: ╔══ Position A
Frame 2: ║ ╔══ Position B (teleport)
Frame 3: ║ ║ ╔══ Position C (teleport)
Good (smooth):
Frame 1: ╔══════════════════╗ WayPoint 1 (A) queued
Frame 2: ║ Interp between ║ WayPoint 2 (B) queued, lerp A→B at 0.5
║ A and B at 25% ║
Frame 3: ║ Interp between ║ WayPoint 3 (C) queued, lerp B→C at 0.5
║ B and C at 50% ║
```
**Diagnosis:**
- Add extra logging to `ApplyRuntimeProxyTransform()`:
```cpp
LogInfoWithLocalPlayerPrefix(std::format(
"Waypoint queue size: {}, distanceDrift: {:.2f}, interpolating: {}",
a_optSlot->interpolationComponent.TimePoints.size(),
distanceDrift,
interpResult.IsInterpolating));
```
### **Root Cause 2: Update Arrival Rate Too Slow**
**Symptom:** Movement jumps happen, then freeze, then jump again
**Reason:** Remote player updates arriving slower than game frame rate
**Example:**
```
Game FPS: 60 (16ms per frame)
Update Rate: 10 Hz (100ms per update)
Result:
Frame 1-6: (100ms of frames) Interpolate slowly
Frame 7: NEW UPDATE arrives, big jump
Frame 8-13: Interpolate again
```
**Fix:** Increase fake client update frequency
```python
# In fake_client.py, change sleep duration:
time.sleep(0.033) # 30 Hz instead of slower
```
### **Root Cause 3: Alpha Calculation Wrong**
**Symptom:** Movement speed changes unexpectedly, or stalls
**Reason:** Frame counter might not be incrementing correctly
**Check the alpha calculation:**
```cpp
// In InterpolationSystem::Update()
float alpha = static_cast<float>(tickElapsed) / static_cast<float>(tickDelta);
// If tickDelta is 0 or 1, alpha calculation breaks
// tickDelta should be the FRAME DIFFERENCE between waypoints (e.g., 30-60)
```
### **Root Cause 4: Waypoint Queue Pruning Too Aggressive**
**Symptom:** Interpolation logs appear but movement still jerky
**Reason:** Queue size limited to 3, old waypoints popped too early
**Current code:**
```cpp
while (a_optSlot->interpolationComponent.TimePoints.size() > 3) {
a_optSlot->interpolationComponent.TimePoints.pop_front();
}
```
**Try increasing to 5-10 waypoints** for more buffer.
---
## Testing Strategy
### **Step 1: Add Detailed Logging**
Edit `F4TProxyActorController.cpp` in `ApplyRuntimeProxyTransform()`:
```cpp
if (a_optSlot && !a_shouldSnap && distanceDrift > 0.01F) {
static uint64_t frameCounter = 0;
frameCounter++;
// ADD THIS DEBUG LOG:
if (frameCounter % 10 == 0) { // Log every 10th frame to avoid spam
LogInfoWithLocalPlayerPrefix(std::format(
"Phase2-DEBUG: frame={}, distanceDrift={:.2f}, queueSize={}, interpolating={}",
frameCounter,
distanceDrift,
a_optSlot->interpolationComponent.TimePoints.size(),
/* will know after Update */
false));
}
// ... rest of code
}
```
### **Step 2: Monitor Log Output**
After recompiling, run fake client and watch log:
```bash
# Terminal: Watch logs in real-time
Get-Content "c:\Users\User\Documents\My Games\Fallout4\F4SE\Fallout4Together.log" -Wait -Tail 50 | Select-String "Phase2-DEBUG"
```
**Expected pattern (good interpolation):**
```
Phase2-DEBUG: frame=10, distanceDrift=345.62, queueSize=2, interpolating=true
Phase2-DEBUG: frame=20, distanceDrift=298.45, queueSize=2, interpolating=true
Phase2-DEBUG: frame=30, distanceDrift=251.23, queueSize=2, interpolating=true ← Smooth decrease
```
**Bad pattern (not working):**
```
Phase2-DEBUG: frame=10, distanceDrift=345.62, queueSize=1, interpolating=false
Phase2-DEBUG: frame=20, distanceDrift=1000.00, queueSize=1, interpolating=false ← Jumps!
Phase2-DEBUG: frame=30, distanceDrift=500.00, queueSize=1, interpolating=false
```
### **Step 3: Check Fake Client Update Rate**
Add logging to `fake_client.py`:
```python
last_update_time = time.time()
while True:
# ... send update ...
now = time.time()
update_interval = now - last_update_time
if update_interval > 0.05: # Log if >50ms between updates
print(f"WARNING: Long update interval: {update_interval*1000:.1f}ms")
last_update_time = now
time.sleep(0.033) # ~30 Hz
```
---
## Comprehensive Fix Checklist
- [ ] **Verify waypoints are queuing**: Add frame counter debug log
- [ ] **Confirm queue size > 1**: Should see "queueSize=2" in logs during movement
- [ ] **Check update frequency**: Fake client sending at 20-30 Hz minimum
- [ ] **Verify distanceDrift threshold**: Is `distanceDrift > 0.01F`?
- [ ] **Test with moving fake client**: Stationary player won't trigger interpolation
- [ ] **Increase waypoint buffer**: Try `queueSize > 5` instead of 3
- [ ] **Monitor alpha calculation**: Should go 0.0 → 1.0 as player moves between waypoints
---
## Quick Fix: Increase Update Frequency
**Easiest fix:** Make fake client send updates more frequently
Edit `fake_client.py`:
```python
# Find the main loop:
while True:
# ... code ...
time.sleep(0.033) # Change from 0.1 or higher to 0.033 (30 Hz)
```
Or increase queue size in `ApplyRuntimeProxyTransform()`:
```cpp
// Change from:
while (a_optSlot->interpolationComponent.TimePoints.size() > 3) {
// To:
while (a_optSlot->interpolationComponent.TimePoints.size() > 10) {
```
---
## If Still Jerky After All This
The issue might be **architectural**: Maybe F4 doesn't support sub-frame smooth movement, and we need to adjust strategy.
**Next options:**
1. **Reduce frame times via velocity injection**: Make proxies move via physics instead of SetPosition
2. **Use different lerp approach**: Accumulate delta over frames instead of tick-based
3. **Accept some jerkiness**: Design animations to hide it (blending animations during transitions)
---
## Need More Help?
Post the following in your logs:
1. Output of "Phase2-DEBUG" log lines (10 consecutive)
2. Fake client update interval timing
3. FPS you're getting in-game
4. Distance between waypoints in the logs
This will help diagnose the exact cause.
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# Phase 2: Interpolation System Testing Guide
## Overview
Phase 2 tests the waypoint-based smooth movement interpolation system. This replaces direct position application with time-based lerp between waypoints, resulting in smoother remote player movement.
**Prerequisites:**
- F4T plugin built with interpolation system (just completed ✓)
- Fallout 4 running with F4SE
- Network relay server running (`python server.py`)
- Fake client ready (`python server/fake_client.py`)
---
## Architecture Review
Before testing, understand what we're testing:
### Current System (Pre-Phase 2)
```
Remote Player Update
↓
GetRuntimeProxyVisibleTargetPosition()
↓
targetPosition = direct network position
↓
SetPosition(targetPosition) ← IMMEDIATE, no lerp
↓
Result: Jittery/choppy movement on low update rates
```
### New System (Phase 2)
```
Remote Player Update
↓
GetRuntimeProxyVisibleTargetPosition()
↓
AddWaypoint(targetPosition, angleZ, currentTick) → InterpolationComponent
↓
InterpolationSystem::Update(currentTick)
↓
Lerp between waypoints if tick is between them
↓
SetPosition(interpolatedPosition) ← SMOOTH, tick-based
↓
Result: Smooth movement even on low update rates
```
---
## Testing Phase 2.1: Interpolation System Unit Test
### Goal
Verify interpolation math works correctly before testing in-game.
### Test: Manual Interpolation Check
Create a simple test script (`test_interpolation.py`):
```python
# Pseudo-code showing what Phase 2 does
# Position at tick 100: (1000, 2000, 500)
# Position at tick 200: (1100, 2050, 550)
# At tick 150 (halfway):
# alpha = (150 - 100) / (200 - 100) = 0.5
# interpolated_x = 1000 + (1100 - 1000) * 0.5 = 1050
# interpolated_y = 2000 + (2050 - 2000) * 0.5 = 2025
# interpolated_z = 500 + (550 - 500) * 0.5 = 525
# Result: (1050, 2025, 525) ← smooth midpoint
```
**Expected behavior:** Movement is linear blend between waypoints.
---
## Testing Phase 2.2: In-Game Setup
### Setup Step 1: Start Relay Server
```bash
cd f:\Repos\Fallout-4-Together\server
python server.py
```
Expected output:
```
Server listening on 127.0.0.1:7777
Waiting for connections...
```
### Setup Step 2: Start Fake Client
In a new terminal:
```bash
cd f:\Repos\Fallout-4-Together\server
python fake_client.py
```
Expected output:
```
Connecting to server...
Connected successfully
Fake player registered with ID: <player_id>
```
### Setup Step 3: Launch Fallout 4
1. Start Fallout 4 with F4SE
2. Load into a game with open space (avoid dungeons)
3. Check console for F4T startup messages
Expected log output:
```
[Local Player ID: X] F4T Plugin initialized
[Local Player ID: X] Proxy controller ready
```
---
## Testing Phase 2.3: Basic Interpolation Test
### Test: Remote Player Walks in Circle
This verifies waypoint buffering and interpolation.
**Setup:**
1. Have fake client move in a small circle around you
2. Watch the proxy actor move
**Expected Behavior (PRE-Phase 2):**
- Proxy position updates in discrete jumps
- Movement appears jittery/choppy
- Proxy teleports between waypoints
**Expected Behavior (POST-Phase 2):**
- Proxy moves smoothly
- Movement is continuous, not jerky
- Smooth arc instead of sharp jumps
**How to Verify:**
1. Run fake client for 30 seconds with slow movement
2. Observe proxy actor
3. Compare smoothness to pre-Phase 2 behavior
**Log Indicators:**
```
[Local Player ID: 0] First smoothed runtime proxy movement for remote player X: actor=FORMID, alpha=0.15.
```
This log should appear once per remote player.
---
## Testing Phase 2.4: Movement Speed Variations
### Test: Fast vs Slow Movement
**Objective:** Verify interpolation works across movement speeds.
**Test Case 1: Slow Movement**
- Fake client walks slowly (1-2 units/sec)
- Expected: Smooth continuous movement
- Should NOT have position snapping
**Test Case 2: Fast Movement**
- Fake client sprints (100+ units/sec)
- Expected: Fast smooth movement
- No lag or skipping
**Test Case 3: Teleport**
- Fake client teleports 500 units away
- Expected: Proxy snaps (shouldSnap=true for teleport movement type)
- Movement type check happens first, no interpolation
---
## Testing Phase 2.5: Multiple Remote Players
### Test: Interpolation with 2-4 Remote Players
**Setup:**
1. Start 2-4 fake clients
2. Each sends unique movement patterns
3. Observe all proxies
**Expected Behavior:**
- Each proxy interpolates independently
- No interaction/interference between proxies
- Each has its own InterpolationComponent
- Smooth movement for all
**Performance Check:**
1. Monitor FPS with 4 remote players
2. Should be similar to Phase 1 (baseline)
3. Interpolation adds minimal CPU load (just lerp math)
**Command to simulate:**
```bash
# Terminal 1: Start main relay
python server.py
# Terminal 2-5: Start 4 fake clients
python fake_client.py
python fake_client.py
python fake_client.py
python fake_client.py
```
---
## Testing Phase 2.6: Waypoint Queue Management
### Test: Verify Waypoint Cleanup
**Objective:** Ensure old waypoints are cleaned up, not accumulated.
**How to Check:**
1. Run fake client for 2 minutes straight
2. Monitor memory usage
3. Should be stable (not growing)
**What's Happening:**
```
Tick 100: Add waypoint
Tick 101-150: Lerp between waypoint 0 and 1
Tick 151: Pop waypoint 0 (cleanup!)
Tick 151: Add new waypoint
Tick 152-200: Lerp between waypoint 0 and 1 (still 2 max)
```
The InterpolationSystem::Update() automatically pops old waypoints when they're consumed.
---
## Testing Phase 2.7: Rotation Interpolation
### Test: Verify Smooth Rotation
**Objective:** Test angle lerp with wrap-around handling.
**Test Case 1: Normal Rotation**
- Remote player rotates from 0° to 90°
- Expected: Smooth rotation from 0° → 45° → 90°
**Test Case 2: Wrap-Around**
- Remote player rotates from 350° to 10° (crossing 0°)
- Expected: Shortest path rotation (350° → 0° → 10°), not 350° → 180° → 10°
- Our `LerpRotation()` handles this
**Visual Check:**
- Watch proxy heading as it turns
- Should be smooth, not jerky
- Should take shortest angular path
---
## Testing Phase 2.8: Integration with Animation Sync
### Test: Interpolation + Descriptor-Based Animation
**Setup:**
1. Ensure Phase 1 (descriptor-based animation) is working
2. Run Phase 2 interpolation in parallel
3. Fake client walks around you
**Expected Behavior:**
- Remote player position interpolates smoothly
- Remote player animation (Speed, isSprinting) syncs correctly
- No conflicts between systems
**Verification:**
```
[Local Player ID: 0] Runtime proxy animation sync initial for remote player X:
moving=true, sprinting=false, graphSpeed=55.0, direction=0.123
```
This should still appear alongside interpolation.
---
## Testing Checklist
- [ ] **Unit Test**: Lerp math is correct (waypoint positions smooth)
- [ ] **Single Player**: Fake client walks, proxy moves smoothly
- [ ] **Slow Movement**: Proxy glides smoothly at 1-2 units/sec
- [ ] **Fast Movement**: Proxy glides smoothly at 100+ units/sec
- [ ] **Multiple Players**: 2-4 proxies move smoothly independently
- [ ] **Memory**: Stable after 2+ minutes (no memory growth)
- [ ] **Rotation**: Proxy heading rotates smoothly
- [ ] **Wrap-Around**: Rotation handles 0°↔360° correctly
- [ ] **Integration**: Works with Phase 1 animation sync
- [ ] **Snapping**: Teleports still snap (movement type check first)
---
## Debugging: Common Issues & Fixes
### Issue: Proxy Still Jerky After Phase 2
**Cause:** Interpolation not being called
**Fix:**
1. Check that `AddWaypoint()` is being called
2. Verify `Update()` is called before `SetPosition()`
3. Check that `shouldSnap` isn't overriding interpolation
### Issue: Proxy Moves Too Slowly
**Cause:** Alpha blend factor too small
**Fix:**
1. Increase waypoint update rate (more frequent updates = smoother)
2. Check tick calculation (verify currentTick is advancing)
### Issue: Memory Grows Over Time
**Cause:** Waypoints not being popped
**Fix:**
1. Verify `Update()` is cleaning up old waypoints
2. Check that TimePoints.pop_front() is being called
### Issue: Rotation Wraps Incorrectly
**Cause:** LerpRotation() not handling 0°/360° boundary
**Fix:**
- This is handled in our implementation
- If still wrong, check angle units (radians vs degrees)
---
## Next Steps After Testing
1. **If interpolation works:** Move to Phase 3 or other features
2. **If issues found:** Document in dev-log.md and fix
3. **Performance baseline:** Record FPS with 1, 2, 4 remote players
---
## Quick Start Commands
```bash
# Terminal 1: Start relay server
cd f:\Repos\Fallout-4-Together\server
python server.py
# Terminal 2: Start fake client (single remote player)
cd f:\Repos\Fallout-4-Together\server
python fake_client.py
# In-game: Launch F4T and observe proxy movement
```
---
## Expected Logs for Phase 2
When interpolation is active, look for:
```
[Local Player ID: 0] First smoothed runtime proxy movement for remote player 1: actor=0x14003ED8, alpha=0.15.
[Local Player ID: 0] Moved runtime proxy actor 0x14003ED8 from remote player 1 state for the first time: X=1234.56, Y=2345.67, Z=-100.00, AngleZ=1.570, flags1=00000000, flags2=00000000.
```
These confirm the proxy is spawned and moving smoothly.
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#pragma once
#include <chrono>
#include <deque>
#include <cstdint>
#include "RE/N/NiPoint3.h"
namespace F4T::InterpolationSystem
{
// TimePoint: Represents a position/rotation at a specific game tick
struct TimePoint
{
RE::NiPoint3 Position{};
float Rotation{}; // Z-axis rotation (angleZ)
std::chrono::steady_clock::time_point Timestamp{};
uint64_t Tick{ 0 };
TimePoint() = default;
TimePoint(const RE::NiPoint3& a_pos, float a_rot, uint64_t a_tick)
: Position(a_pos), Rotation(a_rot), Tick(a_tick), Timestamp(std::chrono::steady_clock::now())
{
}
};
// InterpolationComponent: Manages smooth movement between waypoints
struct InterpolationComponent
{
// Deque maintains 2 waypoints for lerp: current and next
std::deque<TimePoint> TimePoints;
// Last interpolated position (for delta checks)
RE::NiPoint3 LastInterpolatedPosition{};
// Add a new waypoint to the queue
void AddWaypoint(const TimePoint& a_point) noexcept
{
TimePoints.push_back(a_point);
}
// Get the current number of waypoints
std::size_t GetWaypointCount() const noexcept
{
return TimePoints.size();
}
// Clear all waypoints
void Clear() noexcept
{
TimePoints.clear();
}
// Check if we have enough waypoints for interpolation (need at least 2)
bool HasEnoughWaypoints() const noexcept
{
return TimePoints.size() >= 2;
}
};
// Update interpolation for an actor
// Returns the interpolated position if interpolation occurred, nullopt otherwise
struct InterpolationResult
{
RE::NiPoint3 Position{};
float Rotation{};
bool IsInterpolating{ false };
};
// Update the interpolation for a remote player
// a_currentTime: Current game time (in milliseconds or ticks)
// Returns interpolated position/rotation if movement is happening
InterpolationResult Update(
InterpolationComponent& a_component,
uint64_t a_currentTick) noexcept;
// Helper: Linear interpolation between two 3D points
RE::NiPoint3 Lerp(const RE::NiPoint3& a_from, const RE::NiPoint3& a_to, float a_alpha) noexcept;
// Helper: Circular interpolation for rotation (handles wrap-around)
float LerpRotation(float a_from, float a_to, float a_alpha) noexcept;
}
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#include "pch.h"
#include "F4TInterpolationSystem.h"
#include <cmath>
#include <algorithm>
namespace F4T::InterpolationSystem
{
// Helper: Linear interpolation for 3D points
RE::NiPoint3 Lerp(const RE::NiPoint3& a_from, const RE::NiPoint3& a_to, float a_alpha) noexcept
{
a_alpha = std::clamp(a_alpha, 0.0F, 1.0F);
return RE::NiPoint3{
a_from.x + (a_to.x - a_from.x) * a_alpha,
a_from.y + (a_to.y - a_from.y) * a_alpha,
a_from.z + (a_to.z - a_from.z) * a_alpha
};
}
// Helper: Circular interpolation for angles (handles 0-2π wrap-around)
float LerpRotation(float a_from, float a_to, float a_alpha) noexcept
{
a_alpha = std::clamp(a_alpha, 0.0F, 1.0F);
// Normalize both angles to [0, 2π]
const auto normalize = [](float a_angle) {
while (a_angle < 0.0F) a_angle += 2.0F * 3.14159265F;
while (a_angle >= 2.0F * 3.14159265F) a_angle -= 2.0F * 3.14159265F;
return a_angle;
};
float from = normalize(a_from);
float to = normalize(a_to);
// Find the shortest path
float delta = to - from;
if (delta > 3.14159265F) {
delta -= 2.0F * 3.14159265F;
} else if (delta < -3.14159265F) {
delta += 2.0F * 3.14159265F;
}
return normalize(from + delta * a_alpha);
}
InterpolationResult Update(
InterpolationComponent& a_component,
uint64_t a_currentTick) noexcept
{
InterpolationResult result{};
// Need at least 2 waypoints to interpolate
if (a_component.TimePoints.size() < 2) {
return result;
}
auto& first = a_component.TimePoints[0];
auto& second = a_component.TimePoints[1];
// If current tick is before the first waypoint, return the first position
if (a_currentTick <= first.Tick) {
result.Position = first.Position;
result.Rotation = first.Rotation;
result.IsInterpolating = false;
return result;
}
// If current tick is past the second waypoint, remove the first and try again
if (a_currentTick >= second.Tick) {
a_component.TimePoints.pop_front();
// Recursively check if we can interpolate with the next pair
if (a_component.TimePoints.size() >= 2) {
return Update(a_component, a_currentTick);
} else {
// Only one waypoint left; use it
result.Position = a_component.TimePoints[0].Position;
result.Rotation = a_component.TimePoints[0].Rotation;
result.IsInterpolating = false;
return result;
}
}
// Interpolate between first and second waypoint
const uint64_t tickDelta = second.Tick > first.Tick ? second.Tick - first.Tick : 1;
const uint64_t tickElapsed = a_currentTick - first.Tick;
float alpha = static_cast<float>(tickElapsed) / static_cast<float>(tickDelta);
alpha = std::clamp(alpha, 0.0F, 1.0F);
result.Position = Lerp(first.Position, second.Position, alpha);
result.Rotation = LerpRotation(first.Rotation, second.Rotation, alpha);
result.IsInterpolating = true;
a_component.LastInterpolatedPosition = result.Position;
return result;
}
}
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@@ -6,6 +6,7 @@
#include "F4TProxyAnimationSync.h" #include "F4TProxyAnimationSync.h"
#include "F4TRemotePlayerState.h" #include "F4TRemotePlayerState.h"
#include "F4RemoteActionComponent.h" #include "F4RemoteActionComponent.h"
#include "F4TInterpolationSystem.h"
#include "RE/A/ACTOR_STANCE.h" #include "RE/A/ACTOR_STANCE.h"
#include "RE/A/ActorValue.h" #include "RE/A/ActorValue.h"
@@ -76,8 +77,8 @@ namespace
constexpr auto kRuntimeProxyDebugForwardDistance = 250.0F; constexpr auto kRuntimeProxyDebugForwardDistance = 250.0F;
constexpr auto kRuntimeProxyDebugFallbackOffsetX = 200.0F; constexpr auto kRuntimeProxyDebugFallbackOffsetX = 200.0F;
constexpr auto kDebugPlaceAtMeSpawnDetectionRadius = 700.0F; constexpr auto kDebugPlaceAtMeSpawnDetectionRadius = 700.0F;
constexpr bool kDebugForceRuntimeProxyNearLocalPlayer = true; constexpr bool kDebugForceRuntimeProxyNearLocalPlayer = false;
constexpr bool kDebugHoldRuntimeProxyNearLocalPlayer = true; constexpr bool kDebugHoldRuntimeProxyNearLocalPlayer = false;
constexpr float kDebugRuntimeProxyHoldSeconds = 15.0F; constexpr float kDebugRuntimeProxyHoldSeconds = 15.0F;
constexpr auto kDebugRuntimeProxyOffsetZ = 0.0F; constexpr auto kDebugRuntimeProxyOffsetZ = 0.0F;
constexpr auto kDebugRuntimeProxyScale = 1.50F; constexpr auto kDebugRuntimeProxyScale = 1.50F;
@@ -276,6 +277,11 @@ namespace
// Phase 5.1: Action queue for discrete action replay // Phase 5.1: Action queue for discrete action replay
F4T::RemoteActionComponent::RemoteActionQueue actionQueue; F4T::RemoteActionComponent::RemoteActionQueue actionQueue;
// Phase 2: Interpolation system for smooth movement between waypoints
F4T::InterpolationSystem::InterpolationComponent interpolationComponent{};
uint64_t lastInterpolationTick{ 0 };
bool interpolationEnabledLogged{ false };
}; };
constexpr auto kProxyMovementMode = ProxyMovementMode::kRemotePlayerStateTest; constexpr auto kProxyMovementMode = ProxyMovementMode::kRemotePlayerStateTest;
@@ -579,28 +585,53 @@ namespace
a_proxy.GetFormID(), hasAI)); a_proxy.GetFormID(), hasAI));
} }
// Always update heading
a_proxy.SetHeading(a_heading);
RE::NiPoint3 currentPosition = a_proxy.GetPosition(); RE::NiPoint3 currentPosition = a_proxy.GetPosition();
RE::NiPoint3 deltaPos = a_nextPosition - currentPosition; RE::NiPoint3 deltaPos = a_nextPosition - currentPosition;
float distanceDrift = deltaPos.Length(); float distanceDrift = deltaPos.Length();
// SetPosition moves the proxy to the correct network position. // Stable smoothing strategy:
a_proxy.SetPosition(a_nextPosition, true); // - snap for explicit snap movements or huge drift
if (a_optSlot) { // - otherwise, smoothly lerp from current -> latest network target
a_optSlot->lastPositionSyncTime = std::chrono::steady_clock::now(); constexpr float kLargeDriftSnapDistance = 1800.0F;
constexpr float kInterpolationRatePerSecond = 8.0F;
constexpr float kMinInterpolationAlpha = 0.08F;
constexpr float kMaxInterpolationAlpha = 0.35F;
const auto now = std::chrono::steady_clock::now();
float deltaSeconds = 1.0F / 60.0F;
if (a_optSlot && a_optSlot->lastPositionSyncTime != std::chrono::steady_clock::time_point{}) {
deltaSeconds = std::chrono::duration<float>(now - a_optSlot->lastPositionSyncTime).count();
}
deltaSeconds = std::clamp(deltaSeconds, 1.0F / 120.0F, 0.1F);
RE::NiPoint3 positionToApply = a_nextPosition;
if (!a_shouldSnap && distanceDrift < kLargeDriftSnapDistance) {
const float alpha = std::clamp(
deltaSeconds * kInterpolationRatePerSecond,
kMinInterpolationAlpha,
kMaxInterpolationAlpha);
positionToApply = F4T::InterpolationSystem::Lerp(currentPosition, a_nextPosition, alpha);
} else if (a_optSlot) {
// Clear queued waypoints when hard-snapping to avoid stale interpolation state.
a_optSlot->interpolationComponent.Clear();
} }
// Inject velocity into the character controller so the movement controller // Always apply authoritative heading directly.
// computes a non-zero Speed, which the animation graph reads to blend walk/run. a_proxy.SetHeading(a_heading);
// Without this, SetPosition produces zero velocity and the NPC stands still. a_proxy.SetPosition(positionToApply, true);
if (distanceDrift > 0.001F) {
auto* charController = a_proxy.Move(0.016F, deltaPos, false); if (a_optSlot) {
if (charController) { a_optSlot->lastPositionSyncTime = now;
InjectProxyMovementVelocity(*charController, deltaPos, 0.016F);
}
} }
// NOTE: Movement is kinematic (SetPosition-based). We deliberately do NOT
// inject character-controller velocity here. Persistent havok velocity plus
// the proxy's active AIProcess caused the actor to drift/wander around the
// network target (visible as teleporting), especially while the remote was
// idle. Locomotion animation is driven separately by writing the "Speed"
// graph variable in ProxyAnimationSync (Phase 1), so velocity injection is
// unnecessary for animation blending. Per-frame SetPosition in
// ApplySmoothFrameMovement pins the actor to the network target.
} }
// NEW: Enable AI-driven animation mode // NEW: Enable AI-driven animation mode
@@ -5304,28 +5335,33 @@ bool IsConsolePlaceAtMeCandidateActor(const RE::Actor& a_actor, const RE::Player
RE::NiPoint3 deltaToTarget = slot.targetPosition - currentPosition; RE::NiPoint3 deltaToTarget = slot.targetPosition - currentPosition;
float distanceToTarget = deltaToTarget.Length(); float distanceToTarget = deltaToTarget.Length();
// Skip if too close to target proxy->SetHeading(slot.targetHeading);
// Already at target: pin exactly and stop. This prevents the actor from
// drifting/wandering around a fixed target while the remote is idle.
if (distanceToTarget < 0.1F) { if (distanceToTarget < 0.1F) {
proxy->SetPosition(slot.targetPosition, true);
continue; continue;
} }
proxy->SetHeading(slot.targetHeading); // Kinematic smoothing toward the network target.
// We intentionally avoid proxy->Move() + velocity injection: physics-driven
// Use Move() to smoothly approach target via character controller // movement combined with the proxy's active AIProcess caused unstable
// This lets the AI/character controller drive animations naturally // wandering/overshoot. SetPosition pins the actor deterministically while
constexpr float kFrameDeltaSeconds = 0.016F; // the locomotion animation is driven by the "Speed" graph variable (Phase 1).
constexpr float MAX_FRAME_DELTA = 12.0F; // Max movement per frame constexpr float kLargeDriftSnapDistance = 1500.0F;
RE::NiPoint3 frameDelta = deltaToTarget; RE::NiPoint3 nextPosition;
if (distanceToTarget > MAX_FRAME_DELTA) { if (distanceToTarget > kLargeDriftSnapDistance) {
frameDelta = (deltaToTarget / distanceToTarget) * MAX_FRAME_DELTA; // Recover instantly from very large gaps (e.g. cell change / teleport).
nextPosition = slot.targetPosition;
} else {
// Smoothly converge a fraction of the remaining distance each frame.
constexpr float kPerFrameApproachAlpha = 0.25F;
nextPosition = F4T::InterpolationSystem::Lerp(
currentPosition, slot.targetPosition, kPerFrameApproachAlpha);
} }
// Call Move() through the character controller and publish a velocity proxy->SetPosition(nextPosition, true);
// sample so the graph can blend into locomotion.
// This should update velocity in the character controller for animations
if (auto* charController = proxy->Move(kFrameDeltaSeconds, frameDelta, false)) {
InjectProxyMovementVelocity(*charController, frameDelta, kFrameDeltaSeconds);
}
} }
} }
} }
+60 -1
View File
@@ -239,6 +239,65 @@ namespace
return success; return success;
} }
bool ApplyDesiredStateToGraphDescriptorBased(
RE::Actor& a_proxy,
const DesiredProxyAnimationState& a_desired,
std::uint32_t a_remotePlayerId)
{
auto* graphHolder = static_cast<RE::IAnimationGraphManagerHolder*>(&a_proxy);
const auto actorId = a_proxy.GetFormID();
auto& descriptor = F4T::AnimationDescriptor::F4AnimationDescriptor::GetHumanoidDescriptor();
F4T::AnimationDescriptor::AnimationVariableSnapshot snapshot;
// Resize vectors to match descriptor counts
snapshot.floats.resize(descriptor.GetFloatVariableCount(), 0.0F);
snapshot.bools.resize(descriptor.GetBoolVariableCount(), false);
snapshot.ints.resize(descriptor.GetIntVariableCount(), 0);
// Populate float variables
const auto speedIdx = descriptor.GetFloatVariableIndex("Speed");
if (speedIdx != static_cast<std::size_t>(-1)) {
snapshot.floats[speedIdx] = a_desired.graphSpeed;
}
const auto directionIdx = descriptor.GetFloatVariableIndex("direction");
if (directionIdx != static_cast<std::size_t>(-1)) {
snapshot.floats[directionIdx] = a_desired.direction;
}
// Populate bool variables
const auto isSprintingIdx = descriptor.GetBoolVariableIndex("isSprinting");
if (isSprintingIdx != static_cast<std::size_t>(-1)) {
snapshot.bools[isSprintingIdx] = a_desired.isSprinting;
}
const auto isSneakingIdx = descriptor.GetBoolVariableIndex("isSneaking");
if (isSneakingIdx != static_cast<std::size_t>(-1)) {
snapshot.bools[isSneakingIdx] = a_desired.isSneaking;
}
const auto isMovingIdx = descriptor.GetBoolVariableIndex("isMoving");
if (isMovingIdx != static_cast<std::size_t>(-1)) {
snapshot.bools[isMovingIdx] = a_desired.isMoving;
}
// Single bulk write operation (major performance win)
const auto success = descriptor.LoadAnimationVariablesToCache(*graphHolder, snapshot);
if (!success) {
static std::unordered_set<std::uint32_t> loggedWriteFailures;
if (loggedWriteFailures.insert(a_remotePlayerId).second) {
LogWarningWithLocalPlayerPrefix(std::format(
"Runtime proxy animation sync (descriptor-based) failed for remote player {}: actor={:08X}.",
a_remotePlayerId,
actorId));
}
}
return success;
}
void LogAppliedTransition( void LogAppliedTransition(
std::uint32_t a_remotePlayerId, std::uint32_t a_remotePlayerId,
std::uint32_t a_actorId, std::uint32_t a_actorId,
@@ -293,7 +352,7 @@ namespace F4T::ProxyAnimationSync
const auto initial = !a_state.hasAppliedGraphState; const auto initial = !a_state.hasAppliedGraphState;
const auto changed = HasDesiredStateChanged(a_state, desired); const auto changed = HasDesiredStateChanged(a_state, desired);
if (ApplyDesiredStateToGraph(a_proxy, desired, a_remotePlayer.playerId)) { if (ApplyDesiredStateToGraphDescriptorBased(a_proxy, desired, a_remotePlayer.playerId)) {
if (initial || changed) { if (initial || changed) {
LogAppliedTransition(a_remotePlayer.playerId, actorId, desired, initial); LogAppliedTransition(a_remotePlayer.playerId, actorId, desired, initial);
} }