Minecraft-Console-Client/MinecraftClient/Pathing/Execution/Templates
BruceChen f7d9a8048c pathing: fix long-descend water drift and offload PathDiag to background
Two related fixes for the (255,117,220) -> (237,97,172) route reported
where the bot fell out of a 22-block water descent and landed on the
rim, and where /pathdiag noticeably froze and warped the bot.

DescendTemplate: long-fall water-column overshoot
=================================================
On segment 7 of the route, a 22-block descend Descend (254.5,113,224.5)
-> (253.5,91,224.5), the bot's footprint enters the target column at
the very first airborne tick (X=253.6 footprint inside [253,254], Z=224.7
footprint inside [224,225]). The previous code immediately set
biasTowardExitInAir = true, rotating yaw to the next segment's exit
heading (-Z) for the entire 20+ tick fall. Forward held during the
fall pushed -Z momentum each tick (~0.05 m/tick equilibrium), so by
landing time the bot had drifted ~1 m past the water column and landed
on the dry rim (Z=223.42 vs target Z=224.5). On a real server this
plunge from 22 blocks onto a non-water block would kill the bot.

Two changes in DescendTemplate.cs:

1. Gate the footprint-inside-target bias for non-single-step descends
   behind a "near landing" check (remainingFallY <= 1.5 m, ~3 ticks of
   free-fall). The bias still applies on single-step descends (where
   the fall is too short for drift to matter) and on the final approach
   ticks of multi-block falls.

2. Extend the existing riskyOvershoot Back-input brake to fire on any
   multi-block descend whose footprint is already inside the target,
   not just the PrepareJump exit case. Once the bot is in the column,
   the segment's horizontal travel is done; releasing Forward and
   pressing Back kills any residual horizontal velocity so the bot
   falls straight into the water/landing block instead of accumulating
   air-control momentum from holding Forward for 20+ ticks.

Verified on 1.21.11 with /pathdiag on: segment 7 now lands at
(253.59,91,224.42), 0.09 m off target X and 0.08 m off target Z, well
inside the target water column.

PathSegmentManager: PathDiag main-thread offload
=================================================
Diagnostic dumps were emitted line-by-line through _infoLog?.Invoke(),
which calls Log.Info -> ConsoleIO.WriteLogLine -> file logger on the
main 20 TPS tick. A slow-segment dump or failure trace produces
25-200 synchronous log calls; on the affected route a single batch
took 200-500 ms on the tick thread, freezing the position-packet
stream long enough for the server to lose track and then snap the
bot forward when the tick resumed. Symptom on the user side: every
time /pathdiag is on, the bot freezes for ~half a second, then
"teleports" through the queued segments, then freezes again.

Each diagnostic emission point now snapshots its lines into a List
and dispatches them through DispatchDiagnosticsBatch, which appends
to a single chained Task running on TaskScheduler.Default. The chain
preserves emission order across batches so concurrent slow-segment
and seg-> headers do not interleave. The tick path now does O(1)
work per dump (build list, ContinueWith) instead of O(N) console
writes.

Verified by running the same /goto twice (with and without pathdiag):
both runs produced identical trajectories and identical replan
counts, confirming the diagnostics path no longer perturbs movement.

Pathing test suite: 23 failures, identical to baseline. Live regression
on prior 4 zero-replan routes ((237<->252, 237<->244)) all still
complete cleanly.

Made-with: Cursor
2026-04-29 13:44:26 +00:00
..
AscendTemplate.cs pathing: narrow Ascend post-landing shortcut to Turn exits only 2026-04-27 14:49:03 +00:00
ClimbTemplate.cs feat: add transition-aware path execution braking 2026-04-12 18:43:33 +00:00
DescendTemplate.cs pathing: fix long-descend water drift and offload PathDiag to background 2026-04-29 13:44:26 +00:00
FallTemplate.cs feat: add transition-aware path execution braking 2026-04-12 18:43:33 +00:00
GroundedSegmentController.cs pathing: 0-replan on long Descend->Traverse + cold-start 5 c2c 2026-04-25 18:08:08 +00:00
SidewallParkourController.cs pathing: sidewall runup precondition via EntryPreparation 2026-04-19 17:03:03 +00:00
SprintJumpTemplate.cs pathing: async replan + template success/failure alignment 2026-04-19 17:02:41 +00:00
TemplateFootingHelper.cs feat: add transition-aware path execution core 2026-04-13 15:35:43 +00:00
TemplateHelper.cs pathing: async replan + template success/failure alignment 2026-04-19 17:02:41 +00:00
WalkTemplate.cs pathing: stabilize 0-replan round-trip on ledge/descend runs 2026-04-22 16:43:43 +00:00