fix(chargen): Campaign CC CC6a review fix round — F1-F12
Addresses the CC6a dual-lens review (architectural PASS with reservations, retail fidelity PASS with reservations, merge after F1/F2/F3). F1 (BLOCKING) - AlternateSetup/setupId tested the wrong sentinel (0) instead of retail's INVALID_DID (0xFFFFFFFF, CharGenState::GetSetupID @0x005C5B22). A hair style storing that value would have been adopted as a literal Setup id, nulling Get<Setup> and killing the whole preview. Fixed both sites with a new InvalidDid constant; added two hand-built tests plus an installed-DAT sweep of every hair style across all 26 heritage/gender combinations (869 selections, zero unresolved Setup ids). F2 (BLOCKING) - TS-82's register row, ChargenClothingTable.cs's doc, and the plan's ledger row all understated Undead's measured clothing-coverage gap as "headgear/trousers/footwear" (3 slots) with a self-contradicting "4 of 4 non-shirt slots" aside. Corrected everywhere to the true measured ALL FOUR slots (headgear, trousers, shirt, footwear). F3 (BLOCKING) - the palette-math "three independent sources" claim overcounted: ACViewer's ClothingTableList.xaml.cs:97 computes a different expression for a different problem, and its vendored PaletteSet.cs is ACE's own file, not an independent implementation. Rewrote the evidence paragraph in ChargenPalSetMath.cs to the two sources that actually hold (decomp control flow + ACE's "Taken from acclient.c" port). F4 (MEDIUM) - ChargenPreviewEntityBuilder.TryBuild did unlocked dat reads; DatCollection is not thread-safe and every sibling dat-touching resolver in this layer takes a shared datLock. Added a required datLock parameter; every dat read now happens inside one lock, mirroring RetailPaperdollPoseApplicator.Apply's shape. F5 (LOW) - noted the pre-existing Streaming.LandblockBuildFactoryTests timing flake in the ledger so a future session doesn't chase it. F6 (LOW) - fixed ChargenPreviewCamera.cs's rotation doc, which cited a nonexistent identifier in a dimensionally-wrong expression; corrected to retail's actual DoRotation @0x0047CAC7 per-tick formula. F7 (LOW-MEDIUM) - the TS-82 measurement was WriteLine-only; pinned with real assertions (zero gaps for the 9 standard heritages, exactly the 4 measured Undead table ids on both genders). Kept the existing env-gated skip pattern (confirmed house convention). F8 (LOW) - the inner PalSet-miss loop recorded-and-continued past a miss; retail's own loop returns immediately on a miss (~0x005A7B32), aborting every remaining choice in that garment. Changed continue to break; added a test proving a subsequent present PalSet is correctly not applied. F9 (LOW) - fixed three dangling <see cref="...Compose"/> doc references (the method is TryCompose). F10 (LOW) - the packed (byte)(range/8) narrowing was unchecked; a real NumColors of 2048 happened to wrap to the correct "whole palette" 0 sentinel by unchecked-cast accident. Replaced with explicit PackOffset/ PackNumColors helpers that document the 2048->0 equivalence deliberately and throw on any other unrepresentable shape. F11/F12 (LOW, CC6b scope) - noted in the plan's CC6b row: the second m_alternateSetupID override source is unmodelled, and a shared RetailHeldPose helper is worth extracting before a fourth consumer. Test counts: Core.Tests 4772/1 skip (+5), Content.Tests 147/0 (+1), App.Tests 5121/6 skips (unchanged; F5's named flake did not reproduce) - zero failures, full solution Release build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
55bfd9ca82
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11 changed files with 561 additions and 120 deletions
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@ -93,9 +93,13 @@ public sealed class ChargenPreviewCamera : ICamera
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/// (<c>gmCGAppearancePage::m_dRotationPerSec</c>, ctor pseudo-C
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/// ~137523-137524 / ~226652-226653: raw double bits low32=0x00000000,
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/// high32=0x40080000 → exactly 3.0 — the decompiler shows this cleanly,
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/// no reconstruction needed). Consumed by CC6b's rotation controller as
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/// <c>360f / RotationDegreesPerSecond</c> — NOT applied here; see this
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/// class's own doc comment on why rotation is not a camera concern.
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/// no reconstruction needed). Retail's own per-tick formula
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/// (<c>gmCGAppearancePage::DoRotation @ 0x0047CA80</c>, pseudo-C
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/// ~0x0047CAC7): <c>deltaDegrees = ((now - lastRotateTime) /
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/// RotationSecondsPerRevolution) * 360</c> — CC6b's rotation controller
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/// consumes this constant in exactly that shape, not as a
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/// degrees-per-second rate. NOT applied here; see this class's own doc
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/// comment on why rotation is not a camera concern.
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/// </summary>
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public const float RotationSecondsPerRevolution = 3.0f;
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@ -60,74 +60,85 @@ internal static class ChargenPreviewEntityBuilder
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/// failure shape <see cref="DatLiveEntityProjectionMaterializer"/> treats
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/// as "drop this spawn").
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/// </summary>
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/// <param name="datLock">
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/// Shared exclusion object for every dat read this method performs.
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/// <c>DatCollection</c> is NOT thread-safe (see
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/// <c>claude-memory/feedback_phase_a1_hotfix_saga.md</c>) — every other
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/// dat-touching renderer/resolver in this layer
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/// (<c>RetailPaperdollPoseApplicator</c>, <c>PlayerModeController</c>,
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/// <c>DatProjectileSetupResolver</c>, <c>EquippedChildRenderController</c>)
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/// takes the SAME <c>object datLock</c> the composition root threads
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/// through as <c>RuntimeOptions</c>/<c>d.DatLock</c>; callers MUST pass
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/// that same shared instance, not a private lock, or this method's reads
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/// race every other consumer's.
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/// </param>
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public static WorldEntity? TryBuild(
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IDatReaderWriter dats,
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IAnimationLoader animations,
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ChargenAppearanceResult appearance,
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uint heritageId,
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Quaternion heading)
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Quaternion heading,
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object datLock)
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{
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ArgumentNullException.ThrowIfNull(dats);
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ArgumentNullException.ThrowIfNull(animations);
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ArgumentNullException.ThrowIfNull(appearance);
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ArgumentNullException.ThrowIfNull(datLock);
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Setup? setup = dats.Get<Setup>(appearance.SetupId);
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if (setup is null)
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return null;
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List<MeshRef> meshRefs;
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uint setupId = appearance.SetupId;
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PaletteOverride? paletteOverride;
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PartOverride[] partOverrides;
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var flattened = new List<MeshRef>(SetupMesh.Flatten(setup));
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foreach (ChargenAnimPartChange change in appearance.ObjDesc.AnimPartChanges)
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// Every dat read this method performs — the Setup fetch, the held-
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// pose animation resolution, the per-part GfxObj drawable checks,
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// and the texture-change surface resolution — happens inside this
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// one lock, mirroring RetailPaperdollPoseApplicator.Apply's "resolve
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// everything under lock, then do pure processing" shape.
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lock (datLock)
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{
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if (change.PartIndex < flattened.Count)
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flattened[change.PartIndex] = new MeshRef(change.PartId, flattened[change.PartIndex].PartTransform);
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}
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Setup? setup = dats.Get<Setup>(setupId);
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if (setup is null)
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return null;
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ApplyHeldPose(dats, animations, setup, heritageId, flattened);
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var flattened = new List<MeshRef>(SetupMesh.Flatten(setup));
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Dictionary<int, Dictionary<uint, uint>>? surfaceOverrides =
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ResolveSurfaceOverrides(dats, flattened, appearance.ObjDesc.TextureChanges);
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var meshRefs = new List<MeshRef>(flattened.Count);
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for (int partIndex = 0; partIndex < flattened.Count; partIndex++)
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{
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MeshRef part = flattened[partIndex];
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if (dats.Get<GfxObj>(part.GfxObjId) is null)
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continue; // matches DatLiveEntityProjectionMaterializer's drawable filter.
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IReadOnlyDictionary<uint, uint>? overrides = null;
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if (surfaceOverrides is not null && surfaceOverrides.TryGetValue(partIndex, out var perPart))
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overrides = perPart;
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meshRefs.Add(new MeshRef(part.GfxObjId, part.PartTransform) { SurfaceOverrides = overrides });
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}
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if (meshRefs.Count == 0)
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return null;
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PaletteOverride? paletteOverride = null;
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if (appearance.ObjDesc.SubPalettes.Count > 0)
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{
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var ranges = new PaletteOverride.SubPaletteRange[appearance.ObjDesc.SubPalettes.Count];
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for (int i = 0; i < appearance.ObjDesc.SubPalettes.Count; i++)
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foreach (ChargenAnimPartChange change in appearance.ObjDesc.AnimPartChanges)
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{
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ChargenSubPalette sub = appearance.ObjDesc.SubPalettes[i];
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ranges[i] = new PaletteOverride.SubPaletteRange(sub.SubPaletteId, sub.Offset, sub.NumColors);
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if (change.PartIndex < flattened.Count)
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flattened[change.PartIndex] = new MeshRef(change.PartId, flattened[change.PartIndex].PartTransform);
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}
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paletteOverride = new PaletteOverride(appearance.BasePaletteId, ranges);
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}
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var partOverrides = new PartOverride[appearance.ObjDesc.AnimPartChanges.Count];
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for (int i = 0; i < appearance.ObjDesc.AnimPartChanges.Count; i++)
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{
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ChargenAnimPartChange change = appearance.ObjDesc.AnimPartChanges[i];
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partOverrides[i] = new PartOverride(change.PartIndex, change.PartId);
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ApplyHeldPose(dats, animations, setup, heritageId, flattened);
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Dictionary<int, Dictionary<uint, uint>>? surfaceOverrides =
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ResolveSurfaceOverrides(dats, flattened, appearance.ObjDesc.TextureChanges);
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meshRefs = new List<MeshRef>(flattened.Count);
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for (int partIndex = 0; partIndex < flattened.Count; partIndex++)
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{
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MeshRef part = flattened[partIndex];
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if (dats.Get<GfxObj>(part.GfxObjId) is null)
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continue; // matches DatLiveEntityProjectionMaterializer's drawable filter.
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IReadOnlyDictionary<uint, uint>? overrides = null;
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if (surfaceOverrides is not null && surfaceOverrides.TryGetValue(partIndex, out var perPart))
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overrides = perPart;
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meshRefs.Add(new MeshRef(part.GfxObjId, part.PartTransform) { SurfaceOverrides = overrides });
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}
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if (meshRefs.Count == 0)
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return null;
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paletteOverride = BuildPaletteOverride(appearance);
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partOverrides = BuildPartOverrides(appearance);
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}
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return new WorldEntity
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{
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Id = PreviewRenderId,
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ServerGuid = PreviewServerGuid,
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SourceGfxObjOrSetupId = appearance.SetupId,
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SourceGfxObjOrSetupId = setupId,
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Position = Vector3.Zero,
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Rotation = heading,
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MeshRefs = meshRefs,
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@ -137,6 +148,35 @@ internal static class ChargenPreviewEntityBuilder
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};
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}
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/// <summary>No dat access — pure projection of the already-composed
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/// ObjDesc's subpalettes, safe to call outside <c>datLock</c>.</summary>
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private static PaletteOverride? BuildPaletteOverride(ChargenAppearanceResult appearance)
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{
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if (appearance.ObjDesc.SubPalettes.Count == 0)
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return null;
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var ranges = new PaletteOverride.SubPaletteRange[appearance.ObjDesc.SubPalettes.Count];
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for (int i = 0; i < appearance.ObjDesc.SubPalettes.Count; i++)
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{
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ChargenSubPalette sub = appearance.ObjDesc.SubPalettes[i];
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ranges[i] = new PaletteOverride.SubPaletteRange(sub.SubPaletteId, sub.Offset, sub.NumColors);
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}
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return new PaletteOverride(appearance.BasePaletteId, ranges);
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}
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/// <summary>No dat access — pure projection, safe to call outside
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/// <c>datLock</c>.</summary>
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private static PartOverride[] BuildPartOverrides(ChargenAppearanceResult appearance)
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{
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var partOverrides = new PartOverride[appearance.ObjDesc.AnimPartChanges.Count];
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for (int i = 0; i < appearance.ObjDesc.AnimPartChanges.Count; i++)
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{
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ChargenAnimPartChange change = appearance.ObjDesc.AnimPartChanges[i];
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partOverrides[i] = new PartOverride(change.PartIndex, change.PartId);
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}
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return partOverrides;
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}
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/// <summary>
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/// Overwrites every part's transform from the resolved rest pose's
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/// FINAL frame — same "hold the settled last frame at zero frame rate"
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@ -1,7 +1,7 @@
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namespace AcDream.Core.CharGen;
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/// <summary>
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/// The resolved render description <see cref="ChargenAppearanceFactory.Compose"/>
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/// The resolved render description <see cref="ChargenAppearanceFactory.TryCompose"/>
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/// produces: a body Setup id plus the composed ObjDesc a mesh builder applies
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/// to it (<c>CPhysicsObj::DoObjDescChangesFromDefault @ 0x0050F9B0</c> is
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/// retail's equivalent apply step). The three diagnostic lists let callers
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@ -11,11 +11,15 @@ namespace AcDream.Core.CharGen;
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/// <param name="SetupId">
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/// The body Setup dat id (0x02......) to build the preview mesh from —
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/// <c>gender.SetupId</c>, overridden by the selected hair style's
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/// <c>AlternateSetup</c> when nonzero (Gear Knight / Undead / Tumerok body
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/// variants), falling back to <see cref="ChargenAppearanceFactory.HumanSetupId"/>
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/// when both are zero (retail: <c>CPhysicsObj::makeObject(setupId)</c>'s own
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/// HUMAN_SETUP_ID fallback, <c>gmCG3DView</c> ctor pseudo-C ~0x004EE79D and
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/// <c>gmCG3DView::Update</c> ~0x004EEA61).
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/// <c>AlternateSetup</c> when it is neither 0 nor retail's <c>INVALID_DID</c>
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/// (0xFFFFFFFF — Gear Knight / Undead / Tumerok body variants), falling back
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/// to <see cref="ChargenAppearanceFactory.HumanSetupId"/> when the resolved
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/// id is 0 OR <c>INVALID_DID</c> (retail: <c>CharGenState::GetSetupID @
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/// 0x005C5B22</c> and <c>gmCG3DView::Update</c>'s own check at
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/// ~0x004EEA51/0x004EEA5F both test against <c>INVALID_DID</c>, not zero —
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/// <c>acclient.h:39909</c> types the field as <c>IDClass</c>, whose "unset"
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/// value is 0xFFFFFFFF; <c>CPhysicsObj::makeObject(setupId)</c>'s own
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/// HUMAN_SETUP_ID fallback, <c>gmCG3DView</c> ctor pseudo-C ~0x004EE79D).
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/// </param>
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/// <param name="BasePaletteId">
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/// <c>gender.BasePaletteId</c> (retail <c>Sex_CG.BasePalette</c>) — the
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/// </param>
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/// <param name="ObjDesc">
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/// The composed subpalette/texture/part-swap deltas, in retail's exact
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/// application order (see <see cref="ChargenAppearanceFactory.Compose"/>).
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/// application order (see <see cref="ChargenAppearanceFactory.TryCompose"/>).
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/// </param>
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public sealed record ChargenAppearanceResult(
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uint SetupId,
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@ -86,6 +90,18 @@ public static class ChargenAppearanceFactory
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/// </summary>
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public const uint HumanSetupId = 0x02000001u;
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/// <summary>
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/// Retail's <c>IDClass</c> "unset" sentinel (<c>INVALID_DID</c>,
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/// 0xFFFFFFFF — <c>acclient.h:39909</c>). <c>CharGenState::GetSetupID @
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/// 0x005C5B22</c> and <c>gmCG3DView::Update</c>'s own checks
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/// (~0x004EEA51/0x004EEA5F) both test a Setup id against THIS value, not
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/// zero — a hair style whose <c>AlternateSetup</c> field happens to
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/// store this sentinel must be treated as "no override," exactly like
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/// zero, or the factory would hand a bogus Setup id to
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/// <c>Get<Setup></c> and produce no preview at all.
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/// </summary>
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private const uint InvalidDid = 0xFFFFFFFFu;
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/// <summary>
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/// Skin subpalette overlay range, retail's hard-coded literal at
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/// <c>gmCG3DView::Update</c> ~0x004EF066-0x004EF07E: real byte offset 0,
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&& selection.HairStyle < (uint)gender.HairStyles.Count)
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{
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hairStyle = gender.HairStyles[(int)selection.HairStyle];
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if (hairStyle.AlternateSetup != 0)
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if (hairStyle.AlternateSetup != 0 && hairStyle.AlternateSetup != InvalidDid)
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setupId = hairStyle.AlternateSetup;
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}
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if (setupId == 0)
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if (setupId == 0 || setupId == InvalidDid)
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setupId = HumanSetupId;
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// ── 2. ObjDesc accumulation, retail's exact append order ───────
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@ -322,15 +338,22 @@ public static class ChargenAppearanceFactory
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uint paletteTemplateId = clothingColors[(int)colorIndex];
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if (!table.PaletteTemplatesById.TryGetValue(paletteTemplateId, out ChargenClothingPaletteTemplate? template))
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return; // retail: hash miss on the palette-template lookup is a silent no-op.
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return; // retail: hash miss on the OUTER palette-template lookup is a silent no-op.
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foreach (ChargenClothingSubPaletteChoice choice in template.Choices)
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{
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ChargenPalSet? palSet = palSets.TryGetPalSet(choice.PalSetId);
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if (palSet is null)
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{
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// Retail's own inner loop (ClothingTable::BuildObjDesc
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// ~0x005A7B24-0x005A7BD3) returns 0 IMMEDIATELY when
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// DBObj::Get fails for one subpalEffect entry's PalSet
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// (~0x005A7B32) — aborting every REMAINING choice in this
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// same garment's palette template, not merely skipping the
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// failed one. `break`, not `continue`, matches that; the
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// miss is still recorded so callers can see it happened.
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missingPalSets.Add(choice.PalSetId);
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continue;
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break;
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}
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int index = ChargenPalSetMath.GetPaletteIndex(palSet.PaletteIds.Count, shade);
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{
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subPalettes.Add(new ChargenSubPalette(
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paletteId,
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(byte)(range.Offset / 8),
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(byte)(range.NumColors / 8)));
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PackOffset(range.Offset),
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PackNumColors(range.NumColors)));
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}
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}
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}
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/// <summary>
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/// Converts a real (unpacked) clothing subpalette offset into
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/// <see cref="ChargenSubPalette"/>'s packed *8 on-disk unit. Throws
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/// rather than silently truncating on a shape we've never seen and
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/// don't know how to represent losslessly (guards against the
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/// unchecked-narrowing footgun a plain <c>(byte)(value / 8)</c> cast
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/// would otherwise hide).
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/// </summary>
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private static byte PackOffset(uint realOffset)
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{
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if (realOffset % 8u != 0 || realOffset > 2040u)
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{
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throw new ArgumentOutOfRangeException(
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nameof(realOffset),
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realOffset,
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"Clothing subpalette range offset does not fit the packed *8 byte "
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+ "convention (expected a multiple of 8 in [0, 2040]).");
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}
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return (byte)(realOffset / 8u);
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}
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/// <summary>
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/// Same packing as <see cref="PackOffset"/>, plus retail's own explicit
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/// "whole palette" sentinel: a packed <c>NumColors</c> of 0 means "the
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/// entire palette" (<see cref="AcDream.Core.World.PaletteOverride"/>'s
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/// doc: "Length=0 is a sentinel meaning entire palette... defaulting to
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/// 256*8"). A real count of exactly 2048 (256*8) IS that same value
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/// spelled out in real units, so it packs to 0 BY DESIGN — not because
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/// an unchecked <c>(byte)</c> cast happens to wrap 256 back to 0.
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/// </summary>
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private static byte PackNumColors(uint realNumColors)
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{
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if (realNumColors == 2048u)
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return 0;
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if (realNumColors % 8u != 0 || realNumColors > 2040u)
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{
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throw new ArgumentOutOfRangeException(
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nameof(realNumColors),
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realNumColors,
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"Clothing subpalette range color count does not fit the packed *8 byte "
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+ "convention (expected a multiple of 8 in [0, 2040], or exactly 2048 "
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+ "for the whole-palette sentinel).");
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}
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return (byte)(realNumColors / 8u);
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}
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}
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@ -2,7 +2,7 @@ namespace AcDream.Core.CharGen;
|
|||
|
||||
/// <summary>
|
||||
/// The fourteen style/color indices plus the six f64 shades
|
||||
/// <see cref="ChargenAppearanceFactory.Compose"/> needs to build a preview
|
||||
/// <see cref="ChargenAppearanceFactory.TryCompose"/> needs to build a preview
|
||||
/// description — field-for-field the same shape as CC3's
|
||||
/// <c>AcDream.Runtime.Session.RuntimeCharacterCreationAppearance</c> (and,
|
||||
/// through it, <c>CharacterCreate.Appearance</c>'s wire fields), kept as a
|
||||
|
|
|
|||
|
|
@ -85,31 +85,35 @@ public sealed record ChargenClothingBaseEffect(
|
|||
/// Penumbraen, Undead skeleton/zombie, Anakshay) when
|
||||
/// <see cref="BaseEffectsBySetupId"/> has no direct entry for the requested
|
||||
/// body Setup. CC6a's composer looks up <see cref="BaseEffectsBySetupId"/>
|
||||
/// directly and skips a slot's part/texture contribution on a miss
|
||||
/// (matching retail's own "hash miss → BuildObjDesc returns failure, caller
|
||||
/// does not check it, ObjDesc keeps whatever it already had" behavior)
|
||||
/// rather than porting the substitution chain. The installed-DAT catalog
|
||||
/// test (<c>ChargenAppearanceCatalogInstalledDatTests</c>) MEASURED this
|
||||
/// directly across all 26 heritage/gender combinations rather than assuming
|
||||
/// it: for the 9 standard heritages where retail's own UI actually shows
|
||||
/// clothing controls (everything except Gear Knight and the two Olthoi
|
||||
/// variants, which retail hides the clothes button for entirely —
|
||||
/// <c>gmCGAppearancePage::Update @ 0x0047E8F0</c>'s
|
||||
/// directly and skips a slot's part/texture contribution on a miss (this is
|
||||
/// the OUTER lookup — <c>ClothingTable::_cloBaseHash</c> — whose retail
|
||||
/// miss behavior is genuinely a no-op the caller never checks; the SEPARATE
|
||||
/// inner per-choice PalSet lookup inside the same function's subpalette loop
|
||||
/// has its own, stricter, abort-on-miss behavior — see
|
||||
/// <c>ChargenAppearanceFactory.ComposeClothingSlot</c>'s own doc, ported
|
||||
/// faithfully there) rather than porting the Setup-substitution chain. The
|
||||
/// installed-DAT catalog test (<c>ChargenAppearanceCatalogInstalledDatTests</c>)
|
||||
/// MEASURED this directly across all 26 heritage/gender combinations rather
|
||||
/// than assuming it: for the 9 standard heritages where retail's own UI
|
||||
/// actually shows clothing controls (everything except Gear Knight and the
|
||||
/// two Olthoi variants, which retail hides the clothes button for entirely
|
||||
/// — <c>gmCGAppearancePage::Update @ 0x0047E8F0</c>'s
|
||||
/// <c>m_pClothesButton->SetVisible(0)</c> branches for
|
||||
/// <c>mHeritageGroup == 6</c> and <c>== 0xc || == 0xd</c>), the default
|
||||
/// gear choices resolve against their own body Setup with ZERO missing
|
||||
/// coverage. <b>Undead IS a real gap</b> — retail DOES show clothing
|
||||
/// controls for Undead, but its default headgear/trousers/footwear choices
|
||||
/// have no <see cref="BaseEffectsBySetupId"/> entry for either gender's
|
||||
/// live Setup id (measured: 4 of 4 non-shirt slots miss, on both genders),
|
||||
/// because Undead's live body Setup IS one of the skeleton/zombie variants
|
||||
/// the un-ported substitution chain exists to redirect. A live preview for
|
||||
/// Undead will therefore render its default headgear/trousers/footwear
|
||||
/// choice with NO part/texture override applied (the underlying body shows
|
||||
/// through unclothed for those slots) until the substitution chain — or an
|
||||
/// equivalent per-heritage default-clothing-setup mapping — lands. Filed as
|
||||
/// a known CC6a limitation for CC6b/a follow-up rather than silently
|
||||
/// "confirmed unreachable."
|
||||
/// controls for Undead, and MEASURED coverage is missing for <b>ALL FOUR</b>
|
||||
/// clothing slots (headgear, trousers, shirt, AND footwear — not just three
|
||||
/// of the four), on both genders: neither gender's live body Setup has a
|
||||
/// <see cref="BaseEffectsBySetupId"/> entry in any of its four default gear
|
||||
/// choices' clothing tables, because Undead's live body Setup IS one of the
|
||||
/// skeleton/zombie variants the un-ported substitution chain exists to
|
||||
/// redirect. A live preview for Undead will therefore render its default
|
||||
/// clothing selection with NO part/texture override applied on any of the
|
||||
/// four slots (the underlying body shows through unclothed) until the
|
||||
/// substitution chain — or an equivalent per-heritage default-clothing-setup
|
||||
/// mapping — lands. Filed as a known CC6a limitation for CC6b/a follow-up
|
||||
/// rather than silently "confirmed unreachable."
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed record ChargenClothingTable(
|
||||
|
|
|
|||
|
|
@ -5,17 +5,25 @@ namespace AcDream.Core.CharGen;
|
|||
/// (<c>PalSet::GetPaletteID @ 0x005AC570</c>, invoked from
|
||||
/// <c>gmCG3DView::Update @ 0x004EE9D0</c> for the skin/hair subpalette
|
||||
/// build and from <c>ClothingTable::BuildObjDesc @ 0x005A7900</c> for every
|
||||
/// clothing-slot dye choice). The decompiled body is FPU-elided (the x87
|
||||
/// bounds-compare against 0.0/1.0 and the truncating <c>_ftol2()</c> cast
|
||||
/// lose their operands to the decompiler), but ACE's
|
||||
/// <c>ACE.DatLoader.FileTypes.PaletteSet.GetPaletteID</c> carries the
|
||||
/// explicit comment "Taken from acclient.c (PalSet::GetPaletteID)" with the
|
||||
/// exact formula below — corroborated by the decomp's own control-flow
|
||||
/// shape (a two-sided FPU compare consistent with a <c>[0,1]</c> bounds
|
||||
/// check, then one truncating cast) and independently by ACViewer's
|
||||
/// <c>ClothingTableList.xaml.cs:97</c> UI slider, which reimplements the
|
||||
/// identical <c>(count - 0.000001) * shade</c> expression for its own shade
|
||||
/// preview. Three independent sources agree.
|
||||
/// clothing-slot dye choice). The decompiled body is genuinely FPU-elided —
|
||||
/// the <c>_ftol2()</c> truncating-cast operand is lost to the decompiler,
|
||||
/// and can only be read as "some product of <paramref name="count"/>-ish and
|
||||
/// <paramref name="shade"/>-ish operands" from the surrounding x87 stack
|
||||
/// traffic — but the decomp's own control-flow SHAPE is still verifiable
|
||||
/// independent of that lost operand: a two-sided FPU compare at
|
||||
/// <c>0x005AC5A0</c> gating on <c>>= 0.0</c>, consistent with a
|
||||
/// <c>[0,1]</c> shade bounds check before the cast. What resolves the
|
||||
/// elided operand is ACE's <c>ACE.DatLoader.FileTypes.PaletteSet.GetPaletteID</c>,
|
||||
/// which carries the explicit comment "Taken from acclient.c
|
||||
/// (PalSet::GetPaletteID)" against the exact formula below. That is TWO
|
||||
/// sources (decomp control flow + ACE's cited port), not three: the
|
||||
/// <c>PaletteSet.cs</c> file present in the vendored ACViewer checkout is
|
||||
/// ACE's own file, not an independent reimplementation, and ACViewer's
|
||||
/// <c>ClothingTableList.xaml.cs:97</c> UI slider computes a DIFFERENT
|
||||
/// expression for a DIFFERENT problem (mapping a shade back to a slider tick
|
||||
/// position against <c>Shades.Maximum</c>, i.e. <c>count-1</c>, not
|
||||
/// <c>count</c>) — neither corroborates this formula and both are dropped
|
||||
/// from the evidence chain here.
|
||||
/// </summary>
|
||||
public static class ChargenPalSetMath
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue