fix(client): re-assert mouse facing after each follow step — vision-cone flap mitigation (T-1088)
Live finding: during a path-follow the cone snapped to path-forward on every accepted step (server facing_from_delta overwrites Facing; the change-gated SetFacing never re-sends an unchanged octant) and stayed there until the mouse crossed an octant boundary. The follower now re-asserts the current mouse octant 100ms (~2 ticks) after each emitted step — same-tick re-asserts lose, movement wins within a tick — shrinking the flap to a ~100ms blip. Full stability needs server-side aim-lock: filed T-1093 (Q-084's walk-vs-aim split, now with play evidence); wire semantics untouched per the sidequest's presentation-layer constraint. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -208,6 +208,26 @@ func queue_move_step(tile_delta: Vector2i) -> bool:
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# so no throttle — the server's handle_toggle_stance has no cooldown, so the sandbox
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# follower can burst the exact ladder distance and trust it (server validates). No-op
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# while input is suppressed (dialogue / free camera), matching movement.
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## T-1088 follow-facing: unconditionally re-send the CURRENT facing octant.
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## The server overwrites Facing from the move delta on every accepted step
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## (movement.rs facing_from_delta), and the change-gated send above never
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## re-asserts an unchanged octant — during a path-follow the vision cone would
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## stick path-forward until the mouse crossed an octant boundary. The follower
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## calls this ~2 server ticks after each emitted step (same-tick re-asserts
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## lose: movement wins within a tick). Suppression-guarded like all sends.
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func reassert_facing() -> void:
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if GameState.dialogue_active or GameState.free_camera_mode:
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return
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_last_sent_octant = facing_octant
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input_queue.append(
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{
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"action": Action.SET_FACING,
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"timestamp_msec": Time.get_ticks_msec(),
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"action_data": {"facing": facing_octant},
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}
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)
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func queue_stance_toggle(up: bool) -> void:
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if GameState.dialogue_active or GameState.free_camera_mode:
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return
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@@ -48,7 +48,14 @@ enum Mode { NORMAL, SPRINT, CROUCH }
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## last element. Empty while inactive.
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var _path: Array[Vector3i] = []
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var _goal: Vector3i = Vector3i.ZERO
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## T-1088 follow-facing: two server ticks (50 ms each) after an emitted step —
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## past the tick that applies the move (whose facing_from_delta would win) but
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## as soon after as the wire allows.
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const FACING_REASSERT_DELAY_MS := 100
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var _active: bool = false
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## 0 = nothing pending; else the msec deadline for the post-step facing re-assert.
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var _reassert_at_ms: int = 0
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var _mode: int = Mode.NORMAL
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## SPRINT only: the pre-sprint stance (kept for readability/debug) and the exact
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@@ -120,6 +127,13 @@ func cancel() -> void:
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func tick(current_tile: Vector3i, is_floor: Callable) -> void:
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if not _active:
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return
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# T-1088 follow-facing: the server overwrote Facing from this follow's last
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# accepted step — re-assert the mouse octant once the overwrite tick has
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# passed (~2 server ticks; a same-tick re-assert loses, movement wins within
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# a tick). Keeps the vision cone on the mouse while the body walks the path.
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if _reassert_at_ms > 0 and Time.get_ticks_msec() >= _reassert_at_ms:
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_reassert_at_ms = 0
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InputMapper.reassert_facing()
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# Cancel (no stance change): input suppression — dialogue / free camera.
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if GameState.dialogue_active or GameState.free_camera_mode:
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cancel()
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@@ -147,7 +161,8 @@ func tick(current_tile: Vector3i, is_floor: Callable) -> void:
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# the 200 ms cadence automatically — the character accelerates into the sprint).
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var next_tile: Vector3i = _path[idx + 1]
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var delta := Vector2i(next_tile.x - current_tile.x, next_tile.y - current_tile.y)
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InputMapper.queue_move_step(delta)
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if InputMapper.queue_move_step(delta):
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_reassert_at_ms = Time.get_ticks_msec() + FACING_REASSERT_DELAY_MS
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# ---------------------------------------------------------------------------
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