# Issue #13 — PlayerDescription Trailer Parser Implementation Plan

> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.

**Goal:** Extend `PlayerDescriptionParser` past the enchantment block through the full trailer — Options1 / Shortcuts / HotbarSpells / DesiredComps / SpellbookFilters / Options2 / GameplayOptions blob / Inventory / Equipped — and route the parsed `Inventory` + `Equipped` lists into `ItemRepository` so `ItemCount > 0` after login.

**Architecture:** Match holtburger's `PlayerDescriptionEventData::unpack` (`references/holtburger/crates/holtburger-protocol/src/messages/player/events.rs:503-607`) structure-for-structure. The trailer reads in a single forward walk except for the `gameplay_options` blob, which is opaque variable-length and uses a 4-byte-aligned forward heuristic search (`find_inventory_start_after_gameplay_options`) to locate the inventory-count+GUID-pair that follows it. The trailer parse is wrapped in its own try/catch so a malformed trailer does not lose the attribute/skill/spell/enchantment data already extracted upstream.

**Tech Stack:** C# 12 / .NET 10, `System.Buffers.Binary`, xUnit. No new dependencies.

**Reference cross-walk:**
- Holtburger trailer wire format: `references/holtburger/crates/holtburger-protocol/src/messages/player/events.rs:503-607` (the `unpack` impl after enchantments).
- Holtburger inventory unpacker: `events.rs:143-218` (`unpack_inventory_and_equipped_strict` + `find_inventory_start_after_gameplay_options`).
- Holtburger Shortcut format: `references/holtburger/crates/holtburger-protocol/src/messages/player/shortcuts.rs:13-34` (16 bytes: u32 index + Guid (4 B) + u16 spell_id + u16 layer).
- Existing parser: [src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs](src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs).
- Existing wiring: [src/AcDream.Core.Net/GameEventWiring.cs:281-398](src/AcDream.Core.Net/GameEventWiring.cs:281).
- `ItemInstance` constructor: object-initializer with `ObjectId` + `WeenieClassId` (init-only), see [src/AcDream.Core/Items/ItemInstance.cs:128](src/AcDream.Core/Items/ItemInstance.cs:128).

**Acceptance:**
- All sections of a synthetic real-world-shaped PlayerDescription parse to completion without nulling out earlier fields.
- New tests cover each trailer section in isolation + a combined end-to-end fixture.
- After a PlayerDescription with non-empty Inventory is dispatched, `ItemRepository.ItemCount > 0`.
- `dotnet build` + `dotnet test` green.

---

## File Structure

| Path | Action | Responsibility |
|------|--------|---------------|
| `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs` | Modify | Add `CharacterOptionDataFlag` enum + `Shortcut` record + `EquippedEntry` record + `InventoryEntry` record, extend `Parsed` with trailer fields, add trailer reader functions wrapped in their own try/catch. |
| `tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs` | Modify | Add per-section trailer tests + heuristic gameplay_options test + end-to-end full-trailer fixture. |
| `src/AcDream.Core.Net/GameEventWiring.cs` | Modify | Extend the existing `PlayerDescription` handler (~line 281) to register each `Inventory` entry as a stub `ItemInstance` in `ItemRepository`. |
| `tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs` (or similar — locate during Task 11) | Modify or Add | Test: dispatching a PlayerDescription event with inventory entries grows `ItemRepository.ItemCount`. |

---

## Wire Format (Reference)

After the enchantment block, all little-endian:

```
u32 option_flags        // CharacterOptionDataFlag
u32 options1            // CharacterOptions1 bitfield (opaque uint to us)

if option_flags & SHORTCUT:                        // 0x01
    u32 count
    count × Shortcut(16 B)                          // u32 idx + u32 guid + u16 spell + u16 layer

if option_flags & SPELL_LISTS8:                    // 0x400
    8 × { u32 count, count × u32 spell_id }
else:
    u32 count, count × u32 spell_id                 // single legacy list

if option_flags & DESIRED_COMPS:                   // 0x08
    u16 count, u16 _padding                          // (4-byte header — count is u16 + u16 ignored)
    count × { u32 id, u32 amt }

u32 spellbook_filters    // optional — defaults to 0 if no more bytes

if option_flags & CHARACTER_OPTIONS2:              // 0x40
    u32 options2

if option_flags & GAMEPLAY_OPTIONS:                // 0x200
    // opaque blob; heuristic find_inventory_start_after_gameplay_options
    // walks forward in 4-byte steps from current pos and accepts the first
    // candidate that parses inventory+equipped exactly to end-of-buffer.
    blob_bytes
    inventory + equipped (strict)
else:
    inventory + equipped (strict)

// inventory + equipped strict format:
u32 inv_count                                       // <= 10000
inv_count × { u32 guid, u32 weenieType (0..2) }     // ContainerType validated
u32 eq_count                                        // <= 10000
eq_count × { u32 guid, u32 loc, u32 prio }
```

---

## Bite-Sized Tasks

### Task 1: Extend `Parsed` record + add types

**Files:**
- Modify: `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs`

- [ ] **Step 1: Add `CharacterOptionDataFlag` enum, `Shortcut`, `InventoryEntry`, `EquippedEntry` records inside the `PlayerDescriptionParser` static class (just below the existing `EnchantmentMask` enum, ~line 178).**

```csharp
[Flags]
public enum CharacterOptionDataFlag : uint
{
    None                       = 0,
    Shortcut                   = 0x00000001,
    SquelchList                = 0x00000002,
    MultiSpellList             = 0x00000004,
    DesiredComps               = 0x00000008,
    ExtendedMultiSpellLists    = 0x00000010,
    SpellbookFilters           = 0x00000020,
    CharacterOptions2          = 0x00000040,
    TimestampFormat            = 0x00000080,
    GenericQualitiesData       = 0x00000100,
    GameplayOptions            = 0x00000200,
    SpellLists8                = 0x00000400,
}

/// <summary>One shortcut bar entry. 16 bytes wire size.
/// holtburger <c>shortcuts.rs:13-34</c>. Named <c>ShortcutEntry</c>
/// (not <c>Shortcut</c>) to avoid a homograph with the
/// <see cref="CharacterOptionDataFlag.Shortcut"/> flag bit.</summary>
public readonly record struct ShortcutEntry(
    uint Index,
    uint ObjectGuid,
    ushort SpellId,
    ushort Layer);

/// <summary>One inventory entry — a guid plus a ContainerType discriminator
/// (0=NonContainer, 1=Container, 2=Foci).</summary>
public readonly record struct InventoryEntry(
    uint Guid,
    uint ContainerType);

/// <summary>One equipped object entry.</summary>
public readonly record struct EquippedEntry(
    uint Guid,
    uint EquipLocation,
    uint Priority);
```

- [ ] **Step 2: Extend the `Parsed` record. Append new fields after `Enchantments`, all defaulting to empty in `BuildPartial`.**

Replace the existing `Parsed` record (~line 180) with:

```csharp
public readonly record struct Parsed(
    uint WeenieType,
    DescriptionPropertyFlag PropertyFlags,
    DescriptionVectorFlag VectorFlags,
    bool HasHealth,
    PropertyBundle Properties,
    IReadOnlyDictionary<uint, WorldPosition> Positions,
    IReadOnlyList<AttributeEntry> Attributes,
    IReadOnlyList<SkillEntry> Skills,
    IReadOnlyDictionary<uint, float> Spells,
    IReadOnlyList<EnchantmentEntry> Enchantments,
    CharacterOptionDataFlag OptionFlags,
    uint Options1,
    uint Options2,
    IReadOnlyList<ShortcutEntry> Shortcuts,
    IReadOnlyList<IReadOnlyList<uint>> HotbarSpells,
    IReadOnlyList<(uint Id, uint Amount)> DesiredComps,
    uint SpellbookFilters,
    ReadOnlyMemory<byte> GameplayOptions,
    IReadOnlyList<InventoryEntry> Inventory,
    IReadOnlyList<EquippedEntry> Equipped,
    bool TrailerTruncated);
```

> **Code-review followup (added after Task 2 review):** the trailing
> `TrailerTruncated` flag was added to let callers distinguish a clean
> parse from one where the trailer try/catch swallowed a `FormatException`
> mid-section (Tasks 3–9 will make this reachable). All construction sites
> pass `TrailerTruncated: false` by default; the trailer try/catch in
> `TryParse` flips a local to `true` on catch.

- [ ] **Step 3: Update `BuildPartial` to fill the new fields with defaults.**

Replace the body of `BuildPartial` (~line 275) with:

```csharp
private static Parsed BuildPartial(
    uint weenieType, DescriptionPropertyFlag pFlags, DescriptionVectorFlag vFlags,
    bool hasHealth, PropertyBundle bundle,
    Dictionary<uint, WorldPosition> positions,
    List<AttributeEntry> attributes, List<SkillEntry> skills,
    Dictionary<uint, float> spells)
{
    return new Parsed(weenieType, pFlags, vFlags, hasHealth,
        bundle, positions, attributes, skills, spells,
        System.Array.Empty<EnchantmentEntry>(),
        CharacterOptionDataFlag.None, 0u, 0u,
        System.Array.Empty<ShortcutEntry>(),
        System.Array.Empty<IReadOnlyList<uint>>(),
        System.Array.Empty<(uint, uint)>(),
        0u,
        ReadOnlyMemory<byte>.Empty,
        System.Array.Empty<InventoryEntry>(),
        System.Array.Empty<EquippedEntry>(),
        TrailerTruncated: false);
}
```

- [ ] **Step 4: Update the existing `return new Parsed(...)` (~line 261) at the end of `TryParse` to also include the new fields with defaults.**

Replace it with:

```csharp
return new Parsed(
    weenieType, propertyFlags, vectorFlags, hasHealth,
    bundle, positions, attributes, skills, spells, enchantments,
    CharacterOptionDataFlag.None, 0u, 0u,
    System.Array.Empty<ShortcutEntry>(),
    System.Array.Empty<IReadOnlyList<uint>>(),
    System.Array.Empty<(uint, uint)>(),
    0u,
    ReadOnlyMemory<byte>.Empty,
    System.Array.Empty<InventoryEntry>(),
    System.Array.Empty<EquippedEntry>(),
    TrailerTruncated: false);
```

- [ ] **Step 5: Run the build + existing tests to verify no regressions.**

Run: `dotnet build` and `dotnet test --filter "FullyQualifiedName~PlayerDescriptionParserTests"`
Expected: GREEN — all 5 existing tests still pass.

- [ ] **Step 6: Commit.**

```bash
git add src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs
git commit -m "feat(net): #13 scaffold trailer fields on PlayerDescriptionParser.Parsed

No behavior change yet — adds CharacterOptionDataFlag, Shortcut/Inventory/
EquippedEntry records, and extends Parsed with trailer fields filled with
empty defaults. Sets up the per-section TDD walk in subsequent commits."
```

---

### Task 2: Read OptionFlags + Options1 (8 bytes after enchantments)

**Files:**
- Modify: `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs`
- Modify: `tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs`

- [ ] **Step 1: Write the failing test.** Append to `PlayerDescriptionParserTests.cs`:

```csharp
[Fact]
public void TryParse_TrailerOptionFlagsAndOptions1_AreReadAfterEnchantments()
{
    // ATTRIBUTE | ENCHANTMENT vector flag; empty enchantment mask (0).
    // After mask, trailer adds u32 option_flags + u32 options1.
    var sb = new MemoryStream();
    using var writer = new BinaryWriter(sb);
    writer.Write(0u);              // propertyFlags
    writer.Write(0x52u);            // weenieType
    writer.Write(0x201u);           // ATTRIBUTE | ENCHANTMENT
    writer.Write(1u);               // has_health
    writer.Write(0u);               // empty attribute_flags

    writer.Write(0u);               // EnchantmentMask = empty

    // Trailer header: option_flags + options1
    writer.Write(0u);               // option_flags = None — no further sections
    writer.Write(0xDEADBEEFu);      // options1 sentinel

    // No more bytes — spellbook_filters is optional (defaults to 0).
    var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());

    Assert.NotNull(parsed);
    Assert.Equal(PlayerDescriptionParser.CharacterOptionDataFlag.None, parsed!.Value.OptionFlags);
    Assert.Equal(0xDEADBEEFu, parsed.Value.Options1);
    Assert.Empty(parsed.Value.Shortcuts);
    Assert.Empty(parsed.Value.Inventory);
}
```

- [ ] **Step 2: Run the test — expect FAIL** (`OptionFlags` still default `None`, `Options1` still 0).

Run: `dotnet test --filter "FullyQualifiedName~TryParse_TrailerOptionFlagsAndOptions1"`
Expected: FAIL — assertion `0xDEADBEEFu != 0u` for `Options1`.

- [ ] **Step 3: Implement.** In `PlayerDescriptionParser.TryParse`, after the existing enchantments-read block (~line 259, just before the existing `return new Parsed(...)`), insert a trailer-walk block. Replace lines 258-273 (the enchantment read + final return) with:

```csharp
// ── Enchantments (Issue #7 / #12) ───────────────────────────────
if (vectorFlags.HasFlag(DescriptionVectorFlag.Enchantment))
    ReadEnchantmentBlock(payload, ref pos, enchantments);

// ── Trailer (Issue #13): options + shortcuts + hotbars + inventory ──
// Wrapped in its own try/catch — a malformed trailer must not destroy
// the attribute / skill / spell / enchantment data we already extracted.
CharacterOptionDataFlag optionFlags = CharacterOptionDataFlag.None;
uint options1 = 0;
uint options2 = 0;
uint spellbookFilters = 0;
List<ShortcutEntry> shortcuts = new();
List<IReadOnlyList<uint>> hotbarSpells = new();
List<(uint, uint)> desiredComps = new();
ReadOnlyMemory<byte> gameplayOptions = ReadOnlyMemory<byte>.Empty;
List<InventoryEntry> inventory = new();
List<EquippedEntry> equipped = new();
bool trailerTruncated = false;

try
{
    if (payload.Length - pos >= 8)
    {
        optionFlags = (CharacterOptionDataFlag)ReadU32(payload, ref pos);
        options1 = ReadU32(payload, ref pos);
    }
}
catch (FormatException ex)
{
    // Trailer corrupted — keep what we have and flag it. Tasks 3-9
    // can leave partial lists in scope; TrailerTruncated lets callers
    // ignore the trailer when they need all-or-nothing semantics.
    trailerTruncated = true;
    if (System.Environment.GetEnvironmentVariable("ACDREAM_DUMP_VITALS") == "1")
        System.Console.WriteLine($"PlayerDescriptionParser: trailer FormatException at pos={pos}/{payload.Length}: {ex.Message}");
}

return new Parsed(
    weenieType, propertyFlags, vectorFlags, hasHealth,
    bundle, positions, attributes, skills, spells, enchantments,
    optionFlags, options1, options2,
    shortcuts, hotbarSpells, desiredComps, spellbookFilters,
    gameplayOptions, inventory, equipped, trailerTruncated);
```

> **Tasks 3–9 note:** every `return new Parsed(...)` extension or
> rewrite in subsequent tasks must include `trailerTruncated` as the
> final positional argument, and any new try-blocks that read trailer
> sections should set `trailerTruncated = true;` in their catch.

- [ ] **Step 4: Run the test — expect PASS.**

Run: `dotnet test --filter "FullyQualifiedName~TryParse_TrailerOptionFlagsAndOptions1"`
Expected: PASS.

- [ ] **Step 5: Run full PlayerDescription test suite to confirm no regressions.**

Run: `dotnet test --filter "FullyQualifiedName~PlayerDescriptionParserTests"`
Expected: 6 tests pass (5 original + 1 new).

- [ ] **Step 6: Commit.**

```bash
git add src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs
git commit -m "feat(net): #13 read OptionFlags + Options1 after enchantments

First step of the PD trailer walk. Wraps trailer reads in their own
try/catch so a malformed trailer does not null out the upstream
attribute/skill/spell/enchantment data."
```

---

### Task 3: Read Shortcuts list (gated on SHORTCUT bit)

**Files:**
- Modify: `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs`
- Modify: `tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs`

- [ ] **Step 1: Write the failing test.**

```csharp
[Fact]
public void TryParse_TrailerShortcuts_PopulatesList()
{
    var sb = new MemoryStream();
    using var writer = new BinaryWriter(sb);
    writer.Write(0u);                // propertyFlags
    writer.Write(0x52u);              // weenieType
    writer.Write(0x201u);             // ATTRIBUTE | ENCHANTMENT
    writer.Write(1u);                 // has_health
    writer.Write(0u);                 // empty attribute_flags
    writer.Write(0u);                 // empty enchantment mask

    writer.Write(0x01u);              // option_flags = SHORTCUT
    writer.Write(0xCAFEu);            // options1 sentinel

    // Shortcut count + 2 entries (16 B each).
    writer.Write(2u);
    writer.Write(0u); writer.Write(0xAABBCCDDu); writer.Write((ushort)0); writer.Write((ushort)0);
    writer.Write(7u); writer.Write(0u);          writer.Write((ushort)1234); writer.Write((ushort)5);

    var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());

    Assert.NotNull(parsed);
    Assert.Equal(2, parsed!.Value.Shortcuts.Count);
    Assert.Equal(0u, parsed.Value.Shortcuts[0].Index);
    Assert.Equal(0xAABBCCDDu, parsed.Value.Shortcuts[0].ObjectGuid);
    Assert.Equal((ushort)0, parsed.Value.Shortcuts[0].SpellId);
    Assert.Equal(7u, parsed.Value.Shortcuts[1].Index);
    Assert.Equal((ushort)1234, parsed.Value.Shortcuts[1].SpellId);
    Assert.Equal((ushort)5, parsed.Value.Shortcuts[1].Layer);
}
```

- [ ] **Step 2: Run the test — expect FAIL** (`Shortcuts` still empty).

- [ ] **Step 3: Implement.** Inside the trailer try-block, after the `options1 = ReadU32(...)` line, append:

```csharp
if (optionFlags.HasFlag(CharacterOptionDataFlag.Shortcut))
{
    uint count = ReadU32(payload, ref pos);
    if (count > 10_000) throw new FormatException("unreasonable shortcut count");
    for (uint i = 0; i < count; i++)
    {
        uint idx = ReadU32(payload, ref pos);
        uint guid = ReadU32(payload, ref pos);
        ushort spellId = ReadU16(payload, ref pos);
        ushort layer = ReadU16(payload, ref pos);
        shortcuts.Add(new ShortcutEntry(idx, guid, spellId, layer));
    }
}
```

- [ ] **Step 4: Run the test — expect PASS.**

- [ ] **Step 5: Run full suite — expect green.**

- [ ] **Step 6: Commit.**

```bash
git add -u
git commit -m "feat(net): #13 read shortcuts list (SHORTCUT bit) in PD trailer"
```

---

### Task 4: Read HotbarSpells with SPELL_LISTS8 path

**Files:**
- Modify: `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs`
- Modify: `tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs`

- [ ] **Step 1: Write the failing test.**

```csharp
[Fact]
public void TryParse_TrailerHotbarSpells_SpellLists8_Reads8Lists()
{
    var sb = new MemoryStream();
    using var writer = new BinaryWriter(sb);
    writer.Write(0u);               // propertyFlags
    writer.Write(0x52u);             // weenieType
    writer.Write(0x201u);            // ATTRIBUTE | ENCHANTMENT
    writer.Write(1u);                // has_health
    writer.Write(0u);                // empty attribute_flags
    writer.Write(0u);                // empty enchantment mask

    writer.Write(0x400u);            // option_flags = SPELL_LISTS8
    writer.Write(0u);                // options1

    // 8 hotbars: counts {2,1,0,0,0,0,0,3} — first list has 2 spells, second has 1, last has 3.
    writer.Write(2u); writer.Write(11u); writer.Write(12u);
    writer.Write(1u); writer.Write(21u);
    writer.Write(0u);
    writer.Write(0u);
    writer.Write(0u);
    writer.Write(0u);
    writer.Write(0u);
    writer.Write(3u); writer.Write(81u); writer.Write(82u); writer.Write(83u);

    var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());

    Assert.NotNull(parsed);
    Assert.Equal(8, parsed!.Value.HotbarSpells.Count);
    Assert.Equal(new uint[] { 11u, 12u }, parsed.Value.HotbarSpells[0]);
    Assert.Equal(new uint[] { 21u }, parsed.Value.HotbarSpells[1]);
    Assert.Empty(parsed.Value.HotbarSpells[2]);
    Assert.Equal(new uint[] { 81u, 82u, 83u }, parsed.Value.HotbarSpells[7]);
}
```

- [ ] **Step 2: Run the test — expect FAIL.**

- [ ] **Step 3: Implement.** After the shortcuts block in the trailer try-block, append:

```csharp
if (optionFlags.HasFlag(CharacterOptionDataFlag.SpellLists8))
{
    for (int b = 0; b < 8; b++)
    {
        uint count = ReadU32(payload, ref pos);
        if (count > 10_000) throw new FormatException("unreasonable hotbar count");
        var list = new List<uint>((int)count);
        for (uint i = 0; i < count; i++)
            list.Add(ReadU32(payload, ref pos));
        hotbarSpells.Add(list);
    }
}
else if (payload.Length - pos >= 4)
{
    // Legacy single-list fallback (holtburger events.rs:544-556).
    uint count = ReadU32(payload, ref pos);
    if (count > 10_000) throw new FormatException("unreasonable hotbar count");
    var list = new List<uint>((int)count);
    for (uint i = 0; i < count; i++)
        list.Add(ReadU32(payload, ref pos));
    hotbarSpells.Add(list);
}
```

- [ ] **Step 4: Run the test — expect PASS.**

- [ ] **Step 5: Add a second test for the legacy single-list path.**

```csharp
[Fact]
public void TryParse_TrailerHotbarSpells_NoSpellLists8_ReadsSingleLegacyList()
{
    var sb = new MemoryStream();
    using var writer = new BinaryWriter(sb);
    writer.Write(0u);               // propertyFlags
    writer.Write(0x52u);             // weenieType
    writer.Write(0x201u);            // ATTRIBUTE | ENCHANTMENT
    writer.Write(1u);                // has_health
    writer.Write(0u);                // empty attribute_flags
    writer.Write(0u);                // empty enchantment mask

    writer.Write(0u);                // option_flags = None (no SPELL_LISTS8)
    writer.Write(0u);                // options1

    // Legacy single hotbar list: count=2, two spells.
    writer.Write(2u); writer.Write(101u); writer.Write(102u);

    var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());

    Assert.NotNull(parsed);
    Assert.Single(parsed!.Value.HotbarSpells);
    Assert.Equal(new uint[] { 101u, 102u }, parsed.Value.HotbarSpells[0]);
}
```

- [ ] **Step 6: Run both hotbar tests — expect PASS. Then full suite green.**

- [ ] **Step 7: Commit.**

```bash
git add -u
git commit -m "feat(net): #13 read hotbar spells (SPELL_LISTS8 + legacy path)"
```

---

### Task 5: Read DesiredComps list

**Files:**
- Modify: `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs`
- Modify: `tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs`

- [ ] **Step 1: Write the failing test.**

```csharp
[Fact]
public void TryParse_TrailerDesiredComps_ReadsIdAmtPairs()
{
    var sb = new MemoryStream();
    using var writer = new BinaryWriter(sb);
    writer.Write(0u);               // propertyFlags
    writer.Write(0x52u);             // weenieType
    writer.Write(0x201u);            // ATTRIBUTE | ENCHANTMENT
    writer.Write(1u);                // has_health
    writer.Write(0u);                // empty attribute_flags
    writer.Write(0u);                // empty enchantment mask

    // option_flags = DESIRED_COMPS (0x08); no SPELL_LISTS8 so legacy hotbar list (count=0).
    writer.Write(0x08u);
    writer.Write(0u);                // options1

    // Legacy hotbar list: count=0
    writer.Write(0u);

    // DESIRED_COMPS: u16 count=2, u16 padding, then 2 (id,amt) pairs of 8 bytes each.
    writer.Write((ushort)2);
    writer.Write((ushort)0);
    writer.Write(0xAAu); writer.Write(50u);
    writer.Write(0xBBu); writer.Write(75u);

    var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());

    Assert.NotNull(parsed);
    Assert.Equal(2, parsed!.Value.DesiredComps.Count);
    Assert.Equal((0xAAu, 50u), parsed.Value.DesiredComps[0]);
    Assert.Equal((0xBBu, 75u), parsed.Value.DesiredComps[1]);
}
```

- [ ] **Step 2: Run — expect FAIL.**

- [ ] **Step 3: Implement.** After the hotbar block in the trailer try-block, append:

```csharp
if (optionFlags.HasFlag(CharacterOptionDataFlag.DesiredComps))
{
    // holtburger events.rs:558-574 — u16 count + u16 padding (4-byte header).
    if (payload.Length - pos < 4) throw new FormatException("truncated desired_comps header");
    ushort count = ReadU16(payload, ref pos);
    ReadU16(payload, ref pos); // padding/buckets — discarded
    if (count > 10_000) throw new FormatException("unreasonable desired_comps count");
    for (int i = 0; i < count; i++)
    {
        uint id = ReadU32(payload, ref pos);
        uint amt = ReadU32(payload, ref pos);
        desiredComps.Add((id, amt));
    }
}
```

- [ ] **Step 4: Run — expect PASS.** Run full suite green.

- [ ] **Step 5: Commit.**

```bash
git add -u
git commit -m "feat(net): #13 read desired_comps list in PD trailer"
```

---

### Task 6: Read SpellbookFilters (optional u32, defaults to 0)

**Files:**
- Modify: `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs`
- Modify: `tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs`

- [ ] **Step 1: Write the failing test.**

```csharp
[Fact]
public void TryParse_TrailerSpellbookFilters_ReadOptionalU32()
{
    var sb = new MemoryStream();
    using var writer = new BinaryWriter(sb);
    writer.Write(0u);               // propertyFlags
    writer.Write(0x52u);             // weenieType
    writer.Write(0x201u);            // ATTRIBUTE | ENCHANTMENT
    writer.Write(1u);                // has_health
    writer.Write(0u);                // empty attribute_flags
    writer.Write(0u);                // empty enchantment mask

    writer.Write(0u);                // option_flags = None
    writer.Write(0u);                // options1

    // Legacy hotbar list: count=0
    writer.Write(0u);

    // spellbook_filters sentinel.
    writer.Write(0xF00DBA42u);

    var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());

    Assert.NotNull(parsed);
    Assert.Equal(0xF00DBA42u, parsed!.Value.SpellbookFilters);
}
```

- [ ] **Step 2: Run — expect FAIL** (defaults to 0).

- [ ] **Step 3: Implement.** After the desired_comps block in the trailer try-block, append:

```csharp
// holtburger events.rs:576-582 — spellbook_filters is optional; defaults
// to 0 if EOF.
if (payload.Length - pos >= 4)
    spellbookFilters = ReadU32(payload, ref pos);
```

- [ ] **Step 4: Run — expect PASS.** Run full suite green.

- [ ] **Step 5: Commit.**

```bash
git add -u
git commit -m "feat(net): #13 read optional spellbook_filters u32"
```

---

### Task 7: Read Options2 (gated on CHARACTER_OPTIONS2 bit)

**Files:**
- Modify: `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs`
- Modify: `tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs`

- [ ] **Step 1: Write the failing test.**

```csharp
[Fact]
public void TryParse_TrailerOptions2_GatedOnCharacterOptions2Bit()
{
    var sb = new MemoryStream();
    using var writer = new BinaryWriter(sb);
    writer.Write(0u);               // propertyFlags
    writer.Write(0x52u);             // weenieType
    writer.Write(0x201u);            // ATTRIBUTE | ENCHANTMENT
    writer.Write(1u);                // has_health
    writer.Write(0u);                // empty attribute_flags
    writer.Write(0u);                // empty enchantment mask

    // option_flags = CHARACTER_OPTIONS2 (0x40)
    writer.Write(0x40u);
    writer.Write(0u);                // options1

    // Legacy hotbar list: count=0.
    writer.Write(0u);

    // spellbook_filters
    writer.Write(0u);

    // options2 sentinel
    writer.Write(0xC0FFEE01u);

    var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());

    Assert.NotNull(parsed);
    Assert.Equal(0xC0FFEE01u, parsed!.Value.Options2);
}
```

- [ ] **Step 2: Run — expect FAIL.**

- [ ] **Step 3: Implement.** After the spellbook_filters block, append:

```csharp
if (optionFlags.HasFlag(CharacterOptionDataFlag.CharacterOptions2))
    options2 = ReadU32(payload, ref pos);
```

- [ ] **Step 4: Run — expect PASS.** Run full suite green.

- [ ] **Step 5: Commit.**

```bash
git add -u
git commit -m "feat(net): #13 read options2 gated on CHARACTER_OPTIONS2 flag"
```

---

### Task 8: Strict Inventory + Equipped reader (no GAMEPLAY_OPTIONS path)

**Files:**
- Modify: `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs`
- Modify: `tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs`

- [ ] **Step 1: Write the failing test.**

```csharp
[Fact]
public void TryParse_TrailerInventoryEquippedStrict_NoGameplayOptionsBit()
{
    var sb = new MemoryStream();
    using var writer = new BinaryWriter(sb);
    writer.Write(0u);               // propertyFlags
    writer.Write(0x52u);             // weenieType
    writer.Write(0x201u);            // ATTRIBUTE | ENCHANTMENT
    writer.Write(1u);                // has_health
    writer.Write(0u);                // empty attribute_flags
    writer.Write(0u);                // empty enchantment mask

    writer.Write(0u);                // option_flags = None — no GAMEPLAY_OPTIONS
    writer.Write(0u);                // options1
    writer.Write(0u);                // legacy hotbar list count=0
    writer.Write(0u);                // spellbook_filters

    // Inventory: 2 entries
    writer.Write(2u);
    writer.Write(0x500000A0u); writer.Write(0u);  // NonContainer
    writer.Write(0x500000A1u); writer.Write(1u);  // Container

    // Equipped: 1 entry
    writer.Write(1u);
    writer.Write(0x500000B0u); writer.Write(0x00000200u); writer.Write(1u); // ChestArmor, prio=1

    var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());

    Assert.NotNull(parsed);
    Assert.Equal(2, parsed!.Value.Inventory.Count);
    Assert.Equal(0x500000A0u, parsed.Value.Inventory[0].Guid);
    Assert.Equal(0u, parsed.Value.Inventory[0].ContainerType);
    Assert.Equal(1u, parsed.Value.Inventory[1].ContainerType);
    Assert.Single(parsed.Value.Equipped);
    Assert.Equal(0x500000B0u, parsed.Value.Equipped[0].Guid);
    Assert.Equal(0x00000200u, parsed.Value.Equipped[0].EquipLocation);
    Assert.Equal(1u, parsed.Value.Equipped[0].Priority);
}
```

- [ ] **Step 2: Run — expect FAIL.**

- [ ] **Step 3: Implement.** Add a new helper method `TryUnpackInventoryStrict` near the bottom of the class, just above the primitive readers (~line 545):

```csharp
/// <summary>Strict inventory + equipped block reader. Returns true if
/// the bytes from <paramref name="pos"/> parse cleanly per holtburger
/// events.rs:143-193 (<c>unpack_inventory_and_equipped_strict</c>).
/// Counts capped at 10,000; inventory ContainerType must be 0..2
/// (NonContainer / Container / Foci).</summary>
private static bool TryUnpackInventoryStrict(
    ReadOnlySpan<byte> src, ref int pos,
    List<InventoryEntry> inventory, List<EquippedEntry> equipped)
{
    inventory.Clear();
    equipped.Clear();
    if (pos + 4 > src.Length) return false;
    uint invCount = BinaryPrimitives.ReadUInt32LittleEndian(src.Slice(pos));
    pos += 4;
    if (invCount > 10_000) return false;

    for (uint i = 0; i < invCount; i++)
    {
        if (pos + 8 > src.Length) return false;
        uint guid = BinaryPrimitives.ReadUInt32LittleEndian(src.Slice(pos));
        uint wtype = BinaryPrimitives.ReadUInt32LittleEndian(src.Slice(pos + 4));
        pos += 8;
        if (wtype > 2) return false;
        inventory.Add(new InventoryEntry(guid, wtype));
    }

    if (pos + 4 > src.Length) return false;
    uint eqCount = BinaryPrimitives.ReadUInt32LittleEndian(src.Slice(pos));
    pos += 4;
    if (eqCount > 10_000) return false;

    for (uint i = 0; i < eqCount; i++)
    {
        if (pos + 12 > src.Length) return false;
        uint guid = BinaryPrimitives.ReadUInt32LittleEndian(src.Slice(pos));
        uint loc = BinaryPrimitives.ReadUInt32LittleEndian(src.Slice(pos + 4));
        uint prio = BinaryPrimitives.ReadUInt32LittleEndian(src.Slice(pos + 8));
        pos += 12;
        equipped.Add(new EquippedEntry(guid, loc, prio));
    }
    return true;
}
```

After the options2 read in the trailer try-block, append:

```csharp
if (!optionFlags.HasFlag(CharacterOptionDataFlag.GameplayOptions))
{
    // Strict path: inventory + equipped follow directly.
    TryUnpackInventoryStrict(payload, ref pos, inventory, equipped);
}
```

- [ ] **Step 4: Run — expect PASS.** Run full suite green.

- [ ] **Step 5: Commit.**

```bash
git add -u
git commit -m "feat(net): #13 strict inventory+equipped reader (no GAMEPLAY_OPTIONS)"
```

---

### Task 9: Heuristic GAMEPLAY_OPTIONS path

**Files:**
- Modify: `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs`
- Modify: `tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs`

- [ ] **Step 1: Write the failing test.**

```csharp
[Fact]
public void TryParse_TrailerGameplayOptions_HeuristicLocatesInventoryStart()
{
    var sb = new MemoryStream();
    using var writer = new BinaryWriter(sb);
    writer.Write(0u);               // propertyFlags
    writer.Write(0x52u);             // weenieType
    writer.Write(0x201u);            // ATTRIBUTE | ENCHANTMENT
    writer.Write(1u);                // has_health
    writer.Write(0u);                // empty attribute_flags
    writer.Write(0u);                // empty enchantment mask

    // option_flags = GAMEPLAY_OPTIONS (0x200)
    writer.Write(0x200u);
    writer.Write(0u);                // options1
    writer.Write(0u);                // legacy hotbar count=0
    writer.Write(0u);                // spellbook_filters

    // 16 bytes of opaque gameplay_options blob — values that *almost* look
    // like an inventory header but fail validation (wtype > 2 or count too
    // big), forcing the heuristic to walk past them.
    writer.Write(0xDEADBEEFu);       // looks like inv_count = 0xDEADBEEF (> 10_000) — rejected
    writer.Write(0xCAFEBABEu);
    writer.Write(0x12345678u);
    writer.Write(0x87654321u);

    // Real inventory: 1 entry, then equipped: 1 entry — must consume to EOF.
    writer.Write(1u);
    writer.Write(0x50000200u); writer.Write(0u);
    writer.Write(1u);
    writer.Write(0x50000300u); writer.Write(0x00000200u); writer.Write(1u);

    var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());

    Assert.NotNull(parsed);
    Assert.Single(parsed!.Value.Inventory);
    Assert.Equal(0x50000200u, parsed.Value.Inventory[0].Guid);
    Assert.Single(parsed.Value.Equipped);
    Assert.Equal(0x50000300u, parsed.Value.Equipped[0].Guid);
    Assert.Equal(16, parsed.Value.GameplayOptions.Length);
}
```

- [ ] **Step 2: Run — expect FAIL.**

- [ ] **Step 3: Implement.** Add a new helper method just below `TryUnpackInventoryStrict`:

```csharp
/// <summary>4-byte-aligned forward scan from <paramref name="start"/>
/// looking for the first offset where <c>TryUnpackInventoryStrict</c>
/// consumes exactly to end-of-buffer. Mirrors holtburger
/// <c>find_inventory_start_after_gameplay_options</c> in events.rs:195-218.</summary>
private static bool TryHeuristicInventoryStart(
    ReadOnlySpan<byte> src, int start,
    out int invStart, out int end,
    List<InventoryEntry> inventory, List<EquippedEntry> equipped)
{
    invStart = end = 0;
    inventory.Clear();
    equipped.Clear();
    if (start + 8 > src.Length) return false;

    int candidate = start;
    int misalign = candidate & 3;
    if (misalign != 0) candidate += 4 - misalign;

    int last = src.Length - 8;
    while (candidate <= last)
    {
        int tmp = candidate;
        var tmpInv = new List<InventoryEntry>();
        var tmpEq  = new List<EquippedEntry>();
        if (TryUnpackInventoryStrict(src, ref tmp, tmpInv, tmpEq) && tmp == src.Length)
        {
            invStart = candidate;
            end = tmp;
            inventory.AddRange(tmpInv);
            equipped.AddRange(tmpEq);
            return true;
        }
        candidate += 4;
    }
    return false;
}
```

In the trailer try-block, replace the strict-only branch from Task 8 with the full conditional:

```csharp
if (optionFlags.HasFlag(CharacterOptionDataFlag.GameplayOptions))
{
    int gameplayStart = pos;
    if (TryHeuristicInventoryStart(payload, gameplayStart, out int invStart, out int end,
            inventory, equipped))
    {
        gameplayOptions = payload.Slice(gameplayStart, invStart - gameplayStart).ToArray();
        pos = end;
    }
}
else
{
    TryUnpackInventoryStrict(payload, ref pos, inventory, equipped);
}
```

Note: `payload.Slice(...)` returns a `ReadOnlySpan<byte>` — we capture into `byte[]` then store as `ReadOnlyMemory<byte>` (the field type). The `.ToArray()` allocation is acceptable (one per PD = once per session).

- [ ] **Step 4: Run — expect PASS.** Run full suite green.

- [ ] **Step 5: Commit.**

```bash
git add -u
git commit -m "feat(net): #13 heuristic inventory locator after gameplay_options blob"
```

---

### Task 10: Combined end-to-end fixture test

**Files:**
- Modify: `tests/AcDream.Core.Net.Tests/PlayerDescriptionParserTests.cs`

- [ ] **Step 1: Write a single test that exercises every section together — a real-shaped fixture.**

```csharp
[Fact]
public void TryParse_FullTrailer_AllSectionsPopulated()
{
    var sb = new MemoryStream();
    using var writer = new BinaryWriter(sb);
    writer.Write(0u);               // propertyFlags
    writer.Write(0x52u);             // weenieType
    writer.Write(0x201u);            // ATTRIBUTE | ENCHANTMENT
    writer.Write(1u);                // has_health
    writer.Write(0u);                // empty attribute_flags
    writer.Write(0u);                // empty enchantment mask

    // option_flags = SHORTCUT | DESIRED_COMPS | CHARACTER_OPTIONS2 | SPELL_LISTS8
    //              = 0x01 | 0x08 | 0x40 | 0x400 = 0x449
    writer.Write(0x449u);
    writer.Write(0xAA000001u);       // options1

    // Shortcuts: count=1
    writer.Write(1u);
    writer.Write(3u); writer.Write(0xCAFEFACEu); writer.Write((ushort)100); writer.Write((ushort)2);

    // 8 hotbars, all empty for brevity.
    for (int i = 0; i < 8; i++) writer.Write(0u);

    // Desired comps: count=1
    writer.Write((ushort)1); writer.Write((ushort)0);
    writer.Write(0xC1u); writer.Write(99u);

    // spellbook_filters
    writer.Write(0xF11Du);

    // options2
    writer.Write(0xBB000002u);

    // Inventory + equipped (no GAMEPLAY_OPTIONS, strict path)
    writer.Write(1u);
    writer.Write(0x50000400u); writer.Write(0u);
    writer.Write(1u);
    writer.Write(0x50000500u); writer.Write(0x00000200u); writer.Write(1u);

    var parsed = PlayerDescriptionParser.TryParse(sb.ToArray());

    Assert.NotNull(parsed);
    var v = parsed!.Value;
    Assert.Equal(0xAA000001u, v.Options1);
    Assert.Equal(0xBB000002u, v.Options2);
    Assert.Equal(0xF11Du, v.SpellbookFilters);
    Assert.Single(v.Shortcuts);
    Assert.Equal(0xCAFEFACEu, v.Shortcuts[0].ObjectGuid);
    Assert.Equal(8, v.HotbarSpells.Count);
    Assert.All(v.HotbarSpells, l => Assert.Empty(l));
    Assert.Single(v.DesiredComps);
    Assert.Equal((0xC1u, 99u), v.DesiredComps[0]);
    Assert.Single(v.Inventory);
    Assert.Equal(0x50000400u, v.Inventory[0].Guid);
    Assert.Single(v.Equipped);
    Assert.Equal(0x50000500u, v.Equipped[0].Guid);
}
```

- [ ] **Step 2: Run — expect PASS** (no implementation change needed; this exercises the cumulative behavior).

- [ ] **Step 3: Run full suite green.**

- [ ] **Step 4: Commit.**

```bash
git add -u
git commit -m "test(net): #13 end-to-end PD trailer fixture covering every section"
```

---

### Task 11: Wire `Inventory` into ItemRepository in GameEventWiring

**Files:**
- Modify: `src/AcDream.Core.Net/GameEventWiring.cs`
- Test: locate the test file referenced by the issue text — `tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs` if it exists, otherwise add a new file.

- [ ] **Step 1: Locate (or create) the wiring test file.**

```bash
ls tests/AcDream.Core.Net.Tests/GameEventWiring*
```

If absent, create `tests/AcDream.Core.Net.Tests/GameEventWiringInventoryTests.cs`.

- [ ] **Step 2: Write the failing test.**

In `tests/AcDream.Core.Net.Tests/GameEventWiringInventoryTests.cs`:

```csharp
using System;
using System.IO;
using AcDream.Core.Chat;
using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Spells;

namespace AcDream.Core.Net.Tests;

public sealed class GameEventWiringInventoryTests
{
    [Fact]
    public void PlayerDescription_RegistersInventoryEntries_InItemRepository()
    {
        var dispatcher = new GameEventDispatcher();
        var items = new ItemRepository();
        var combat = new CombatLog();
        var spellbook = new Spellbook();
        var chat = new ChatLog();

        GameEventWiring.WireAll(dispatcher, items, combat, spellbook, chat);

        // Build a minimal PlayerDescription with inventory: 2 entries.
        var sb = new MemoryStream();
        using var w = new BinaryWriter(sb);
        w.Write(0u);                  // propertyFlags
        w.Write(0x52u);                // weenieType
        w.Write(0x201u);               // ATTRIBUTE | ENCHANTMENT
        w.Write(1u);                   // has_health
        w.Write(0u);                   // empty attribute_flags
        w.Write(0u);                   // empty enchantment mask

        w.Write(0u);                   // option_flags = None
        w.Write(0u);                   // options1
        w.Write(0u);                   // legacy hotbar count
        w.Write(0u);                   // spellbook_filters

        // Inventory: 2 entries, then 0 equipped.
        w.Write(2u);
        w.Write(0x50000A01u); w.Write(0u);
        w.Write(0x50000A02u); w.Write(1u);
        w.Write(0u);

        // Construct an envelope-stripped GameEvent payload.
        var evt = new GameEvent(GameEventType.PlayerDescription, sb.ToArray(), Sequence: 1);

        Assert.Equal(0, items.ItemCount);
        dispatcher.Dispatch(evt);
        Assert.Equal(2, items.ItemCount);
        Assert.NotNull(items.GetItem(0x50000A01u));
        Assert.NotNull(items.GetItem(0x50000A02u));
    }
}
```

> **Note for the executor:** the constructor signature for `GameEventWiring.WireAll` may use named optional parameters (`localPlayer`, `turbineChat`, etc.). Inspect [src/AcDream.Core.Net/GameEventWiring.cs:39-65](src/AcDream.Core.Net/GameEventWiring.cs:39) and pass only the non-optional positional args. The exact `GameEvent` constructor name + arg order is in [src/AcDream.Core.Net/Messages/GameEvent.cs](src/AcDream.Core.Net/Messages/GameEvent.cs) — adjust if the project uses `Payload: ` instead of positional. If `Spellbook` has a different constructor (e.g. requires a `World`), use the existing test pattern from `GameEventWiringTests` if one exists, or pass `null!`-style defaults.

- [ ] **Step 3: Run — expect FAIL** (current handler does not touch ItemRepository for trailer inventory).

- [ ] **Step 4: Implement.** In `src/AcDream.Core.Net/GameEventWiring.cs`, inside the existing `dispatcher.Register(GameEventType.PlayerDescription, e => { ... })` lambda (right before its closing `});` at line ~398), append:

```csharp
// Issue #13 — register inventory entries with ItemRepository so panels
// (inventory, paperdoll, hotbars) light up after login. Equipped entries
// share the same ObjectId as inventory entries (an equipped item is
// also in inventory) — register both, but the equipped record carries
// the slot mask which we surface via MoveItem so paperdoll can render.
foreach (var inv in p.Value.Inventory)
{
    if (items.GetItem(inv.Guid) is null)
    {
        items.AddOrUpdate(new ItemInstance
        {
            ObjectId = inv.Guid,
            WeenieClassId = inv.ContainerType,
        });
    }
}
foreach (var eq in p.Value.Equipped)
{
    if (items.GetItem(eq.Guid) is null)
    {
        items.AddOrUpdate(new ItemInstance
        {
            ObjectId = eq.Guid,
            WeenieClassId = 0,
        });
    }
    // Reflect the equip slot — paperdoll uses CurrentlyEquippedLocation.
    items.MoveItem(
        itemId: eq.Guid,
        newContainerId: 0,
        newSlot: -1,
        newEquipLocation: (EquipMask)eq.EquipLocation);
}
```

If `ItemInstance` or `EquipMask` is not already imported in this file, add the using directives:

```csharp
using AcDream.Core.Items;
```

- [ ] **Step 5: Run — expect PASS.** Run full suite green.

- [ ] **Step 6: Commit.**

```bash
git add -u
git commit -m "feat(net): #13 register PD trailer inventory+equipped in ItemRepository"
```

---

### Task 12: Update issue tracker + close

**Files:**
- Modify: `docs/ISSUES.md`

- [ ] **Step 1: Move #13 from OPEN to "Recently closed".** In `docs/ISSUES.md`, locate the `## #13` block (line ~1382) and the `Recently closed` section. Move the block, update its status header to `**Status:** DONE` + add a `**Closed:** 2026-05-10` + `**Commit:** <hash>` line. The fix-summary should note: full trailer walked; ItemRepository registration of inventory + equipped wired; tests added.

- [ ] **Step 2: Run the full test suite one final time.**

```bash
dotnet test
```
Expected: full green, no regressions.

- [ ] **Step 3: Commit.**

```bash
git add docs/ISSUES.md
git commit -m "docs: close ISSUES.md #13 — PD trailer parser shipped"
```

---

## Self-Review Checklist (executed by plan author)

- **Spec coverage:** Every section in the issue text is covered by a task — Options1 (Task 2), Shortcuts (Task 3), Hotbars (Task 4), DesiredComps (Task 5), SpellbookFilters (Task 6), Options2 (Task 7), strict inventory (Task 8), GameplayOptions blob + heuristic (Task 9), GameEventWiring routing (Task 11). PASS.

- **Placeholder scan:** All test bodies + implementation snippets are complete C#. The one note in Task 11 about constructor signatures is annotated as a verification hint, not a placeholder. PASS.

- **Type consistency:** `InventoryEntry(Guid, ContainerType)` and `EquippedEntry(Guid, EquipLocation, Priority)` are introduced in Task 1 and used consistently in Tasks 8/9/11. `Shortcut(Index, ObjectGuid, SpellId, Layer)` matches in Tasks 1+3. `CharacterOptionDataFlag` field names (`Shortcut`, `DesiredComps`, `CharacterOptions2`, `GameplayOptions`, `SpellLists8`) match the holtburger bit names. PASS.

- **Edge cases addressed:** Trailer try/catch isolates trailer corruption from upstream data (Task 2); count caps at 10,000 prevent attacker-controlled allocation (Tasks 3, 5, 8); 4-byte alignment in heuristic search (Task 9); legacy single-list hotbar fallback (Task 4 step 5). PASS.

---

## Execution Handoff

Plan complete and saved to `docs/superpowers/plans/2026-05-10-issue-13-pd-trailer.md`. Two execution options:

1. **Subagent-Driven (recommended)** — Dispatch a fresh subagent per task, review between tasks, fast iteration. Sonnet is correct per project subagent policy.
2. **Inline Execution** — Execute tasks in this session using `superpowers:executing-plans`, batch execution with checkpoints for review.

Which approach?
