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https://github.com/MCCTeam/Minecraft-Console-Client
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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
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3 changed files with 94 additions and 15 deletions
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@ -49,6 +49,45 @@ public sealed class PathSegmentBuilderTests
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Assert.True(segments[0].PreserveSprint);
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}
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[Fact]
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public void FromPath_DescendIntoTurningDescend_UsesLandingRecoveryHints()
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{
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// Regression: a Descend that lands and immediately steps into a
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// perpendicular Descend (different heading) used to receive the
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// turning-branch hints with RequireStableFooting=true. That gate forces
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// GroundedSegmentController to wait for IsSettledOnTargetBlock, which
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// takes ~3 seconds while residual jump momentum decays. The
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// LandingRecovery branch (RequireStableFooting=false) lets the
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// ShouldComplete shortcut fire as soon as the bot's footprint is
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// inside the landing block.
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var nodes = BuildNodes(
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(255, 137, 220, MoveType.Traverse),
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(256, 134, 219, MoveType.Descend),
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(256, 132, 217, MoveType.Descend));
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List<PathSegment> segments = PathSegmentBuilder.FromPath(nodes);
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Assert.Equal(PathTransitionType.LandingRecovery, segments[0].ExitTransition);
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Assert.False(segments[0].ExitHints.RequireStableFooting);
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}
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[Fact]
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public void FromPath_TraverseIntoTurningTraverse_StillUsesTurnHints()
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{
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// Sanity guard: ordinary Traverse → turning-Traverse must still use the
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// turning branch (StableFooting=true) — only Descend/Parkour/Fall
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// sources should bypass it.
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var nodes = BuildNodes(
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(0, 80, 0, MoveType.Traverse),
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(1, 80, 0, MoveType.Traverse),
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(1, 80, 1, MoveType.Traverse));
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List<PathSegment> segments = PathSegmentBuilder.FromPath(nodes);
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Assert.Equal(PathTransitionType.Turn, segments[0].ExitTransition);
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Assert.True(segments[0].ExitHints.RequireStableFooting);
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}
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[Fact]
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public void FromPath_CopiesParkourProfile_ToRuntimeSegment()
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{
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@ -94,20 +94,21 @@ namespace MinecraftClient.Pathing.Execution
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bool nextImmediatelyJumps = nextNext is not null
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&& nextNext.MoveType is (MoveType.Parkour or MoveType.Ascend);
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if (turning)
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{
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return new PathTransitionHints(
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DesiredHeadingX: next.HeadingX,
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DesiredHeadingZ: next.HeadingZ,
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MinExitSpeed: nextImmediatelyJumps ? 0.05 : 0.0,
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MaxExitSpeed: nextImmediatelyJumps ? 0.16 : 0.05,
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RequireStableFooting: !nextImmediatelyJumps,
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RequireGrounded: true,
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RequireJumpReady: nextImmediatelyJumps,
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AllowAirBrake: true,
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HorizonTicks: 12);
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}
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// LandingRecovery (current is Descend/Parkour/Fall) takes precedence
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// over the turning branch even when heading changes between current
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// and next. The turning branch demands RequireStableFooting=true,
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// which forces the GroundedSegmentController completion gate to wait
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// for IsSettledOnTargetBlock (footprint inside, won't leave next
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// tick, horizontal speed^2 <= 0.0016). After a multi-block diagonal
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// Descend the bot lands inside the target block already carrying
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// ~0.02 m/tick of residual momentum that the planner can't shed
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// cleanly: the per-tick yaw bias toward the next segment's heading
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// pulls the bot off-axis, the bot slides off the target block, the
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// template re-targets the centre, and so on for ~60 ticks until
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// momentum decays. The LandingRecovery shortcut in
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// GroundedSegmentController.ShouldComplete (!RequireStableFooting +
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// footprint inside target) bypasses the speed gate cleanly the
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// moment the bot reaches the landing column.
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if (exitTransition == PathTransitionType.LandingRecovery)
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{
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return new PathTransitionHints(
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@ -122,6 +123,20 @@ namespace MinecraftClient.Pathing.Execution
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HorizonTicks: 12);
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}
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if (turning)
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{
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return new PathTransitionHints(
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DesiredHeadingX: next.HeadingX,
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DesiredHeadingZ: next.HeadingZ,
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MinExitSpeed: nextImmediatelyJumps ? 0.05 : 0.0,
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MaxExitSpeed: nextImmediatelyJumps ? 0.16 : 0.05,
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RequireStableFooting: !nextImmediatelyJumps,
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RequireGrounded: true,
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RequireJumpReady: nextImmediatelyJumps,
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AllowAirBrake: true,
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HorizonTicks: 12);
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}
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return new PathTransitionHints(
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DesiredHeadingX: next.HeadingX,
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DesiredHeadingZ: next.HeadingZ,
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@ -51,10 +51,12 @@ namespace MinecraftClient.Pathing.Execution
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/// </summary>
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public static bool DiagnosticsEnabled { get; set; }
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private const int DiagnosticsTailSize = 64;
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private const int DiagnosticsTailSize = 200;
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private const int SlowSegmentDumpTickThreshold = 25;
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private readonly Queue<string> _diagnosticsTail = new(DiagnosticsTailSize + 1);
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private PathResult? _lastPlan;
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private int _lastObservedSegmentIndex = -1;
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private int _ticksSinceSegmentStart;
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public bool IsNavigating =>
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(_executor is not null && !_executor.IsComplete)
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@ -89,6 +91,7 @@ namespace MinecraftClient.Pathing.Execution
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var segments = PathSegmentBuilder.FromPath(result.Path);
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_executor = new PathExecutor(segments, _debugLog, _observer);
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_lastObservedSegmentIndex = -1;
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_ticksSinceSegmentStart = 0;
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_infoLog?.Invoke($"[PathMgr] Navigation started: {segments.Count} segments");
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}
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@ -197,11 +200,32 @@ namespace MinecraftClient.Pathing.Execution
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// without relying on the bounded tail buffer. Resets on plan install.
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if (segIdx != _lastObservedSegmentIndex)
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{
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if (_lastObservedSegmentIndex >= 0
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&& _ticksSinceSegmentStart >= SlowSegmentDumpTickThreshold)
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{
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_infoLog?.Invoke(
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$"[PathDiag] Slow segment {_lastObservedSegmentIndex}/{_executor.TotalSegments} took {_ticksSinceSegmentStart} ticks, dumping last {Math.Min(_diagnosticsTail.Count, _ticksSinceSegmentStart)} ticks:");
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int toDump = Math.Min(_diagnosticsTail.Count, _ticksSinceSegmentStart);
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int skipCount = _diagnosticsTail.Count - toDump;
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int i = 0;
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foreach (string line in _diagnosticsTail)
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{
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if (i++ < skipCount)
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continue;
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_infoLog?.Invoke($"[PathDiag] t-{toDump - (i - skipCount)}: {line}");
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}
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}
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_lastObservedSegmentIndex = segIdx;
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_ticksSinceSegmentStart = 0;
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_infoLog?.Invoke(
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$"[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} " +
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(seg is null ? "none" : $"{seg.MoveType} ({seg.Start.X:F1},{seg.Start.Y:F1},{seg.Start.Z:F1})->({seg.End.X:F1},{seg.End.Y:F1},{seg.End.Z:F1}) exit={seg.ExitTransition}"));
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}
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else
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{
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_ticksSinceSegmentStart++;
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}
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_diagnosticsTail.Enqueue(
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$"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}");
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@ -428,6 +452,7 @@ namespace MinecraftClient.Pathing.Execution
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_lastPlan = result;
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_diagnosticsTail.Clear();
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_lastObservedSegmentIndex = -1;
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_ticksSinceSegmentStart = 0;
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if (isInitial)
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{
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_executor = new PathExecutor(segments, _debugLog, _observer);
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