feat(vfx): decode retail hooks and typed tables
Replace the incomplete package path with one DatCollection-backed compatibility seam for PhysicsScripts and Animations. Preserve CreateBlockingParticle's inherited payload and following cursor, route every production and audit consumer through the corrected loaders, and apply retail's post-UnPack StartTime ordering. Add exact stored-order PhysicsScriptTable upper-threshold resolution, high-byte DID and embedded-ID validation, plus live effect profiles with Setup-to-PhysicsDesc precedence across top-level and attached entity lifetimes. Keep blocking execution deferred and narrow TS-11 accordingly. Pin synthetic malformed/cursor/order fixtures, installed-DAT blocking and recall audits, high-index IDs, IEEE boundaries, profile teardown, and ordinary decoder parity; synchronize architecture, inventory, milestones, roadmap, research, and memory. Co-Authored-By: Codex <noreply@openai.com>
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31 changed files with 1102 additions and 73 deletions
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@ -313,7 +313,7 @@ public sealed class GameWindow : IDisposable
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AcDream.Core.World.WorldEntity Entity,
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AnimatedEntity? Animation);
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private AcDream.Core.Physics.DatCollectionLoader? _animLoader;
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private AcDream.Core.Physics.IAnimationLoader? _animLoader;
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// Phase E.1: central fan-out for animation hooks. Audio (E.2),
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// particles (E.3), combat (E.4), and renderer state mutators all
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@ -336,6 +336,7 @@ public sealed class GameWindow : IDisposable
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// from the server and schedules the dat-defined hooks (particle spawns,
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// sounds, light toggles) at their StartTime offsets.
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private AcDream.Core.Vfx.PhysicsScriptRunner? _scriptRunner;
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private AcDream.Content.Vfx.RetailPhysicsScriptLoader? _physicsScriptLoader;
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private AcDream.App.Rendering.ParticleRenderer? _particleRenderer;
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// Retail GameSky copies SkyObject.PesObjectId into CelestialPosition but
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// never consumes it in CreateDeletePhysicsObjects/MakeObject/UseTime.
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@ -1432,7 +1433,7 @@ public sealed class GameWindow : IDisposable
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_cameraController.ModeChanged += OnCameraModeChanged;
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_dats = new DatCollection(_datDir, DatAccessType.Read);
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_animLoader = new AcDream.Core.Physics.DatCollectionLoader(_dats);
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_animLoader = new AcDream.Content.Vfx.RetailAnimationLoader(_dats);
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_emitterRegistry = new AcDream.Core.Vfx.EmitterDescRegistry(_dats);
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// Phase E.3 particles: always-on, no driver dependency. Registered
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@ -1447,7 +1448,10 @@ public sealed class GameWindow : IDisposable
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// resolve PlayScript ids, and the same ParticleHookSink the
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// animation system uses, so CreateParticleHook fired from a
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// script spawns through the normal particle pipeline.
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_scriptRunner = new AcDream.Core.Vfx.PhysicsScriptRunner(_dats, _particleSink);
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_physicsScriptLoader = new AcDream.Content.Vfx.RetailPhysicsScriptLoader(_dats);
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_scriptRunner = new AcDream.Core.Vfx.PhysicsScriptRunner(
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_physicsScriptLoader.LoadPhysicsScript,
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_particleSink);
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// Phase G.2 lighting hooks: SetLightHook flips IsLit on
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// owner-tagged lights so ignite-torch animations light up,
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@ -3319,7 +3323,7 @@ public sealed class GameWindow : IDisposable
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// animated entry registered) — this happens for entities the
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// resolver short-circuits on.
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var idleCycle = AcDream.Core.Meshing.MotionResolver.GetIdleCycle(
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setup, _dats,
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setup, _dats, _animLoader!,
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motionTableIdOverride: spawn.MotionTableId,
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stanceOverride: stanceOverride,
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commandOverride: commandOverride);
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@ -3688,6 +3692,14 @@ public sealed class GameWindow : IDisposable
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return;
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}
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if (!_liveEntities!.TryGetEffectProfile(spawn.Guid, out _))
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{
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var effectProfile = spawn.Physics is { } physics
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? AcDream.App.Rendering.Vfx.EntityEffectProfile.CreateLive(setup, physics)
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: AcDream.App.Rendering.Vfx.EntityEffectProfile.CreateDatStatic(setup);
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_liveEntities.SetEffectProfile(spawn.Guid, effectProfile);
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}
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bool createdProjection = false;
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var entity = _liveEntities!.MaterializeLiveEntity(
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spawn.Guid,
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@ -4169,7 +4181,7 @@ public sealed class GameWindow : IDisposable
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// garbage frame count → OOM).
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uint poseDid = ResolvePaperdollPoseDid();
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if ((poseDid >> 24) != 0x03u) return;
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var anim = dats.Get<DatReaderWriter.DBObjs.Animation>(poseDid);
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var anim = _animLoader?.LoadAnimation(poseDid);
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var setup = dats.Get<DatReaderWriter.DBObjs.Setup>(setupId);
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if (anim is null || setup is null || anim.PartFrames.Count == 0) return;
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@ -4361,6 +4373,14 @@ public sealed class GameWindow : IDisposable
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private void RouteSameGenerationCreateObject(
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AcDream.App.World.SameGenerationCreateObjectEvents refresh)
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{
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if (_liveEntities!.TryGetEffectProfile(
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refresh.Appearance.Guid,
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out var effectProfile)
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&& effectProfile is AcDream.App.Rendering.Vfx.EntityEffectProfile liveProfile)
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{
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liveProfile.ApplyNetworkDescription(refresh.Description);
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}
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OnLiveAppearanceUpdated(refresh.Appearance);
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if (refresh.Parent is { } parent
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@ -4481,7 +4501,7 @@ public sealed class GameWindow : IDisposable
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if (mt is null) return null;
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var pose = AcDream.Core.Physics.Motion.MotionTablePose.DefaultStatePartFrames(
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mt, id => _dats.Get<DatReaderWriter.DBObjs.Animation>(id));
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mt, id => _animLoader?.LoadAnimation(id));
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if (Environment.GetEnvironmentVariable("ACDREAM_DUMP_MOTION") == "1")
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{
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@ -5464,7 +5484,7 @@ public sealed class GameWindow : IDisposable
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// a concrete Animation + frame range. Only swap when the resolver
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// returns a clearly-better cycle.
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var newCycle = AcDream.Core.Meshing.MotionResolver.GetIdleCycle(
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ae.Setup, _dats,
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ae.Setup, _dats, _animLoader!,
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motionTableIdOverride: null,
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stanceOverride: stance,
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commandOverride: command);
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