pathing: route Descend->turn handoff through LandingRecovery hints

When a Descend segment is followed by another Descend (or Traverse/
Diagonal) with a different heading, PathSegmentBuilder.Classify
correctly assigned ExitTransition=LandingRecovery, but BuildHints fell
into the `if (turning)` branch first and returned hints with
RequireStableFooting=true. That gate forces GroundedSegmentController to
wait for IsSettledOnTargetBlock (footprint inside, won't leave next tick,
horizontal speed^2 <= 0.0016), so a multi-block diagonal Descend that
landed inside the target block while still carrying ~0.02 m/tick of
residual jump momentum oscillated in place for ~60 ticks (3 seconds)
until the speed decayed.

Move the LandingRecovery branch ahead of the turning branch so the
Descend-carry handoff uses RequireStableFooting=false and the
ShouldComplete shortcut (LandingRecovery + footprint inside target on
the ground) fires the moment the bot reaches the landing column.

Adds two regression tests covering the Descend->turning-Descend handoff
and a sanity guard that ordinary Traverse->turning-Traverse still uses
the turning branch.

Also lifts DiagnosticsTailSize from 64 to 200 and emits an automatic
"slow segment" tick dump from PathSegmentManager whenever a segment
takes >=25 ticks, which is what surfaced this stall.

Made-with: Cursor
This commit is contained in:
BruceChen 2026-04-26 06:10:25 +00:00
parent 1c2e6fba2b
commit b35cdfc40f
3 changed files with 94 additions and 15 deletions

View file

@ -49,6 +49,45 @@ public sealed class PathSegmentBuilderTests
Assert.True(segments[0].PreserveSprint);
}
[Fact]
public void FromPath_DescendIntoTurningDescend_UsesLandingRecoveryHints()
{
// Regression: a Descend that lands and immediately steps into a
// perpendicular Descend (different heading) used to receive the
// turning-branch hints with RequireStableFooting=true. That gate forces
// GroundedSegmentController to wait for IsSettledOnTargetBlock, which
// takes ~3 seconds while residual jump momentum decays. The
// LandingRecovery branch (RequireStableFooting=false) lets the
// ShouldComplete shortcut fire as soon as the bot's footprint is
// inside the landing block.
var nodes = BuildNodes(
(255, 137, 220, MoveType.Traverse),
(256, 134, 219, MoveType.Descend),
(256, 132, 217, MoveType.Descend));
List<PathSegment> segments = PathSegmentBuilder.FromPath(nodes);
Assert.Equal(PathTransitionType.LandingRecovery, segments[0].ExitTransition);
Assert.False(segments[0].ExitHints.RequireStableFooting);
}
[Fact]
public void FromPath_TraverseIntoTurningTraverse_StillUsesTurnHints()
{
// Sanity guard: ordinary Traverse → turning-Traverse must still use the
// turning branch (StableFooting=true) — only Descend/Parkour/Fall
// sources should bypass it.
var nodes = BuildNodes(
(0, 80, 0, MoveType.Traverse),
(1, 80, 0, MoveType.Traverse),
(1, 80, 1, MoveType.Traverse));
List<PathSegment> segments = PathSegmentBuilder.FromPath(nodes);
Assert.Equal(PathTransitionType.Turn, segments[0].ExitTransition);
Assert.True(segments[0].ExitHints.RequireStableFooting);
}
[Fact]
public void FromPath_CopiesParkourProfile_ToRuntimeSegment()
{

View file

@ -94,20 +94,21 @@ namespace MinecraftClient.Pathing.Execution
bool nextImmediatelyJumps = nextNext is not null
&& nextNext.MoveType is (MoveType.Parkour or MoveType.Ascend);
if (turning)
{
return new PathTransitionHints(
DesiredHeadingX: next.HeadingX,
DesiredHeadingZ: next.HeadingZ,
MinExitSpeed: nextImmediatelyJumps ? 0.05 : 0.0,
MaxExitSpeed: nextImmediatelyJumps ? 0.16 : 0.05,
RequireStableFooting: !nextImmediatelyJumps,
RequireGrounded: true,
RequireJumpReady: nextImmediatelyJumps,
AllowAirBrake: true,
HorizonTicks: 12);
}
// LandingRecovery (current is Descend/Parkour/Fall) takes precedence
// over the turning branch even when heading changes between current
// and next. The turning branch demands RequireStableFooting=true,
// which forces the GroundedSegmentController completion gate to wait
// for IsSettledOnTargetBlock (footprint inside, won't leave next
// tick, horizontal speed^2 <= 0.0016). After a multi-block diagonal
// Descend the bot lands inside the target block already carrying
// ~0.02 m/tick of residual momentum that the planner can't shed
// cleanly: the per-tick yaw bias toward the next segment's heading
// pulls the bot off-axis, the bot slides off the target block, the
// template re-targets the centre, and so on for ~60 ticks until
// momentum decays. The LandingRecovery shortcut in
// GroundedSegmentController.ShouldComplete (!RequireStableFooting +
// footprint inside target) bypasses the speed gate cleanly the
// moment the bot reaches the landing column.
if (exitTransition == PathTransitionType.LandingRecovery)
{
return new PathTransitionHints(
@ -122,6 +123,20 @@ namespace MinecraftClient.Pathing.Execution
HorizonTicks: 12);
}
if (turning)
{
return new PathTransitionHints(
DesiredHeadingX: next.HeadingX,
DesiredHeadingZ: next.HeadingZ,
MinExitSpeed: nextImmediatelyJumps ? 0.05 : 0.0,
MaxExitSpeed: nextImmediatelyJumps ? 0.16 : 0.05,
RequireStableFooting: !nextImmediatelyJumps,
RequireGrounded: true,
RequireJumpReady: nextImmediatelyJumps,
AllowAirBrake: true,
HorizonTicks: 12);
}
return new PathTransitionHints(
DesiredHeadingX: next.HeadingX,
DesiredHeadingZ: next.HeadingZ,

View file

@ -51,10 +51,12 @@ namespace MinecraftClient.Pathing.Execution
/// </summary>
public static bool DiagnosticsEnabled { get; set; }
private const int DiagnosticsTailSize = 64;
private const int DiagnosticsTailSize = 200;
private const int SlowSegmentDumpTickThreshold = 25;
private readonly Queue<string> _diagnosticsTail = new(DiagnosticsTailSize + 1);
private PathResult? _lastPlan;
private int _lastObservedSegmentIndex = -1;
private int _ticksSinceSegmentStart;
public bool IsNavigating =>
(_executor is not null && !_executor.IsComplete)
@ -89,6 +91,7 @@ namespace MinecraftClient.Pathing.Execution
var segments = PathSegmentBuilder.FromPath(result.Path);
_executor = new PathExecutor(segments, _debugLog, _observer);
_lastObservedSegmentIndex = -1;
_ticksSinceSegmentStart = 0;
_infoLog?.Invoke($"[PathMgr] Navigation started: {segments.Count} segments");
}
@ -197,11 +200,32 @@ namespace MinecraftClient.Pathing.Execution
// without relying on the bounded tail buffer. Resets on plan install.
if (segIdx != _lastObservedSegmentIndex)
{
if (_lastObservedSegmentIndex >= 0
&& _ticksSinceSegmentStart >= SlowSegmentDumpTickThreshold)
{
_infoLog?.Invoke(
$"[PathDiag] Slow segment {_lastObservedSegmentIndex}/{_executor.TotalSegments} took {_ticksSinceSegmentStart} ticks, dumping last {Math.Min(_diagnosticsTail.Count, _ticksSinceSegmentStart)} ticks:");
int toDump = Math.Min(_diagnosticsTail.Count, _ticksSinceSegmentStart);
int skipCount = _diagnosticsTail.Count - toDump;
int i = 0;
foreach (string line in _diagnosticsTail)
{
if (i++ < skipCount)
continue;
_infoLog?.Invoke($"[PathDiag] t-{toDump - (i - skipCount)}: {line}");
}
}
_lastObservedSegmentIndex = segIdx;
_ticksSinceSegmentStart = 0;
_infoLog?.Invoke(
$"[PathDiag] seg->{segIdx}/{_executor.TotalSegments} pos=({pos.X:F2},{pos.Y:F2},{pos.Z:F2}) yaw={physics.Yaw:F1} vy={physics.DeltaMovement.Y:F3} og={physics.OnGround} " +
(seg is null ? "none" : $"{seg.MoveType} ({seg.Start.X:F1},{seg.Start.Y:F1},{seg.Start.Z:F1})->({seg.End.X:F1},{seg.End.Y:F1},{seg.End.Z:F1}) exit={seg.ExitTransition}"));
}
else
{
_ticksSinceSegmentStart++;
}
_diagnosticsTail.Enqueue(
$"pos=({pos.X:F2},{pos.Y:F2},{pos.Z:F2}) yaw={physics.Yaw:F1} vy={physics.DeltaMovement.Y:F3} vx={physics.DeltaMovement.X:F3} vz={physics.DeltaMovement.Z:F3} og={physics.OnGround} {segStr}");
@ -428,6 +452,7 @@ namespace MinecraftClient.Pathing.Execution
_lastPlan = result;
_diagnosticsTail.Clear();
_lastObservedSegmentIndex = -1;
_ticksSinceSegmentStart = 0;
if (isInitial)
{
_executor = new PathExecutor(segments, _debugLog, _observer);