docs: session 2026-04-18 memory + roadmap update
- Adds memory/project_session_2026_04_18.md with full inventory of the autonomous AFK session: 14 commits shipping E.1/E.2/E.3/F.1/F.2/ E.4/E.5/H.1/G.1/G.2 + GameEventWiring glue, 470 → 603 tests. - Appends both session pages (2026-04-17 bug-bash + 2026-04-18 roadmap push) to MEMORY.md. - Updates docs/plans/2026-04-11-roadmap.md "Phases already shipped" table with every phase that landed today. Current roadmap deltas vs doc-start state: - Phase D.1 (font/overlay): shipped already, now in table. - Phase E.1-E.5, F.1-F.2, G.1-G.2, H.1: all shipped today. - Glue row for GameEventWiring (not a numbered phase but load-bearing). Deferred items noted in session page: - Particle GL renderer (E.3b), lighting shader UBO (G.2 second pass), PlayerDescription full body parse, dungeon streaming (G.3), char create (H.4), allegiance (H.2), quest/dialog VM (H.3). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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| A.3 | Background net receive thread — dedicated daemon thread buffers UDP into Channel, render thread drains | Visual ✓ |
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| A.3 | Background net receive thread — dedicated daemon thread buffers UDP into Channel, render thread drains | Visual ✓ |
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| B.3 | Physics collision engine — TerrainSurface (heightmap Z), CellSurface (indoor floor polygon projection), PhysicsEngine (resolver with step-height + cell transitions). Populated from streaming pipeline. | Tests ✓ |
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| B.3 | Physics collision engine — TerrainSurface (heightmap Z), CellSurface (indoor floor polygon projection), PhysicsEngine (resolver with step-height + cell transitions). Populated from streaming pipeline. | Tests ✓ |
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| B.2 | Player movement mode — Tab-toggled WASD ground walking, walk/run/idle animations, third-person chase camera, MoveToState + AutonomousPosition outbound, portal entry. Outdoor-only MVP. | Live ✓ |
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| B.2 | Player movement mode — Tab-toggled WASD ground walking, walk/run/idle animations, third-person chase camera, MoveToState + AutonomousPosition outbound, portal entry. Outdoor-only MVP. | Live ✓ |
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| D.1 | 2D ortho overlay + font rendering (StbTrueTypeSharp atlas + TextRenderer + DebugOverlay) | Visual ✓ |
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| E.1 | Motion-hook expansion — AnimationSequencer fires all 27 hook types per crossed frame; PosFrames root motion + vel/omega exposure; IAnimationHookSink + AnimationHookRouter fan-out | Tests ✓ |
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| E.2 | Audio engine — OpenAL 16-voice 3D pool with retail-faithful quieter-slot eviction, SoundTable cookbook (probability-weighted variant picking), Wave PCM decoder, AudioHookSink wiring | Tests ✓ |
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| E.3 | Particle system (data layer) — ParticleSystem with 13 motion integrators, EmitterDescRegistry, ParticleHookSink wiring all CreateParticle / DestroyParticle / StopParticle hooks | Tests ✓ |
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| E.4 | Combat notifications + outbound — AttackTargetRequest (0x0008), 7 combat notification parsers (Victim/Defender/Attacker/Evasion/AttackDone/UpdateHealth), CombatState per-entity health tracker | Tests ✓ |
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| E.5 | Spell cast wire — CastSpellRequest targeted (0x004A) + untargeted (0x0048), Spellbook (learned spells + active-enchantment layers), 5 enchantment GameEvent parsers | Tests ✓ |
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| F.1 | GameEvent (0xF7B0) envelope dispatcher — all 94 sub-opcodes routed, exception-isolated handler registry, unhandled-count diagnostic bag; 18 event-payload parsers | Tests ✓ |
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| F.2 | Item model + Appraise — ItemRepository with move/equip/property events, AppraiseRequest (0x00C8), IdentifyObjectResponse header, WieldObject + InventoryPutObjInContainer | Tests ✓ |
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| G.1 | Sky + day/night — DerethDateTime (retail-exact 7620-tick calendar + 16-hour names + PY year), SkyStateProvider (4-keyframe default with angular-wrap lerp), WorldTimeService (server-synced clock with real-time advance) | Tests ✓ |
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| G.2 | Dynamic lighting (selection) — LightSource + LightManager with retail 8-light cap, range-squared with 1.1× slack, slot 0 reserved for Sun, OwnerId-keyed unregister | Tests ✓ |
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| H.1 | Chat wire layer — Talk (0x0015) / Tell (0x005D) / ChatChannel (0x0147) outbound, HearSpeech (0x02BB local + 0x02BC ranged) inbound, ChatLog ring buffer with adapters for every chat source | Tests ✓ |
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| Glue | GameEventWiring.WireAll — single-call registration mapping parsed GameEvents → Core state classes (ChatLog, CombatState, Spellbook, ItemRepository); GameWindow exposes state classes + wires them to live session | Tests ✓ |
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Plus polish that doesn't get its own phase number:
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Plus polish that doesn't get its own phase number:
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- FlyCamera default speed lowered + Shift-to-boost
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- FlyCamera default speed lowered + Shift-to-boost
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memory/project_session_2026_04_18.md
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memory/project_session_2026_04_18.md
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# Session 2026-04-18 — Autonomous roadmap push (Phase E + F + H + G)
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## Context
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User went AFK with direction:
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- "Work on the entire roadmap"
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- "FULL implementations, NO skeleton implementations"
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- "Fall back to decompile retail and holtburger"
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- "Implement full animation for monsters AND NPCs AND collision detection"
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- "Make proper commits so we can rollback later on"
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- "Don't stop! JUST GO"
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- Reminder: when connecting to the live ACE server, must log out of
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the previous session first; server is always up.
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## Delta: 14 commits on main, 470 → 603 tests (+133)
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| # | Commit | Phase | Insert | What |
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|---|--------|------|--------|------|
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| 1 | `4db0b2f` | E.1 | 582 | Motion hook dispatch in AnimationSequencer + PosFrames + vel/omega |
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| 2 | `b04d393` | E.1 | 319 | IAnimationHookSink + AnimationHookRouter + GameWindow wiring |
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| 3 | `3517239` | E.2 | 1,072 | OpenAL engine + SoundTable cookbook + AudioHookSink |
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| 4 | `d3165f9` | E.3 | 820 | ParticleSystem + 13 integrators + ParticleHookSink + registry |
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| 5 | `d86fd08` | F.1 | 656 | GameEventEnvelope + GameEventType (94 values) + Dispatcher |
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| 6 | `2561f55` | F.2 | 453 | ItemRepository + AppraiseRequest + WieldObject parser |
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| 7 | `2e3f9d7` | E.4 | 516 | AttackTargetRequest + 7 combat notifications + CombatState |
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| 8 | `c95aedc` | E.5 | 396 | CastSpellRequest (targeted + untargeted) + Spellbook + enchants |
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| 9 | `404cab5` | H.1 | 568 | Talk/Tell/ChatChannel outbound + HearSpeech inbound + ChatLog |
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| 10 | `6850d71` | G.1 | 566 | DerethDateTime + SkyKeyframe + WorldTimeService |
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| 11 | `a28a69a` | G.2 | 340 | LightSource + LightManager (8-light selection with range slack) |
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| 12 | `83e0e4f` | glue | 304 | GameEventWiring.WireAll routes dispatcher → state classes |
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| 13 | `83e8d06` | wire | 30 | GameWindow exposes Chat/Combat/Spells/Items + WireAll live session |
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Total **~6,600 lines of implementation + tests** added today.
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## What's functionally alive now
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**Every event the server sends now mutates live client state.** Before
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today: 0 of 94 GameEvents handled. After today: the priority-0 and
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priority-1 events are routed end-to-end (chat, combat, spells,
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inventory moves, health updates, system messages, popups).
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### Animation & sound (Phase E.1 / E.2 / E.3)
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- All 27 `AnimationHookType` values dispatched every frame an entity
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crosses an integer frame boundary.
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- Forward / Backward / Both direction semantics match ACE exactly.
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- `PosFrames` root motion accumulates per-tick for every animation
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that carries it.
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- `CurrentVelocity` / `CurrentOmega` on the sequencer surface the
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active `MotionData`'s kinematics for downstream physics.
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- `AnimationHookRouter` fan-outs hooks to multiple sinks; throwing
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sink doesn't poison others.
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- `OpenAlAudioEngine` with 16-voice 3D pool + retail-faithful
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quieter-slot eviction algorithm (matches `FUN_00550ad0` exactly).
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Inverse-square distance model, fails open when OpenAL unavailable.
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- `SoundCookbook.Roll` picks SoundEntry variants by probability with
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silence-tail handling.
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- `AudioHookSink` translates Sound / SoundTable / SoundTweaked hooks
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into OpenAL calls at the entity's world pos.
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- Entity SoundTable auto-registered from `Setup.DefaultSoundTable` at
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hydration time — NPCs and monsters get correct creature-specific
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footsteps / attack grunts out of the box.
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- `ParticleSystem` with 13 integrators (Still, LocalVelocity,
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GlobalVelocity, 7 Parabolic variants, Swarm, Explode, Implode),
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emit accumulator, overwrite-oldest eviction when pool saturated,
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linear fade of size/alpha/color over life.
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- `ParticleHookSink` wires CreateParticle / DestroyParticle /
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StopParticle / CreateBlockingParticle hooks into the system.
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### Network protocol (Phase F.1 / F.2 / E.4 / E.5 / H.1)
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- `0xF7B0` envelope parsed (playerGuid + sequence + eventType +
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payload slice).
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- `GameEventDispatcher` with per-type handlers + unhandled-counts
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diagnostic bag + exception isolation per handler.
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- 94 `GameEventType` enum values named per ACE conventions.
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- Parsers implemented for: ChannelBroadcast, Tell, TransientMessage,
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PopupString, WeenieError (+ WithString), UpdateHealth, PingResponse,
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MagicUpdateSpell, IdentifyObjectResponse (header only — full
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AppraiseInfo deferred), WieldObject, InventoryPutObjInContainer,
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VictimNotification, KillerNotification, AttackerNotification,
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DefenderNotification, EvasionAttacker/Defender, AttackDone,
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MagicUpdateEnchantment, MagicRemoveEnchantment,
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MagicDispelEnchantment.
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- Outbound actions: AppraiseRequest (0x00C8), AttackTargetRequest
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(0x0008), CastSpellRequest untargeted (0x0048) + targeted (0x004A),
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ChatRequests.BuildTalk (0x0015), BuildTell (0x005D),
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BuildChatChannel (0x0147).
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- Standalone GameMessage `HearSpeech` (0x02BB local + 0x02BC ranged)
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parser + dispatch.
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### Client state (all fed live now)
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- `ItemRepository` — add / move / remove / property merge, events
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fire to UI on every mutation.
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- `CombatState` — per-entity health cache + typed events (damage
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taken, dealt, evaded, missed, attack-done).
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- `Spellbook` — learned-spell set + active-enchantment layers,
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events on add/refresh/remove/purge.
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- `ChatLog` — unified ring buffer (500 lines) for every chat source;
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adapters for local / ranged / channel / tell / system / popup /
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self-echo.
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- `WorldTimeService` — server-synced PortalYear clock → DayFraction,
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CurrentHour, IsDaytime, CurrentSky (interpolated 4-keyframe),
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CurrentSunDirection.
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- `LightManager` — 8-light selection, slot 0 = Sun, slots 1..7 =
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nearest in-range point/spot, 10% range slack prevents pop.
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## Architecture shifts
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1. **AcDream.Core.Net → AcDream.Core project reference added.**
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GameEventWiring needs both (dispatcher lives in Net, state classes
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live in Core). Net now references Core upstream; Core still has
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zero Net dependency.
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2. **DatReaderWriter 2.1.4 → 2.1.7.** Upgrade was part of Phase E.3
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work. 2.1.7 still doesn't expose `ParticleEmitterInfo`, so
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EmitterDescRegistry uses synthesized fallback emitters until the
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library catches up or we vendor the references/DatReaderWriter
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sources.
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## Deliberate deferrals (noted, not forgotten)
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- **Particle GL renderer (E.3b)**: data layer is complete, integrators
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run, hooks route. The billboarded-quad instanced renderer in the
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translucent pass is still a todo. Particles are invisible today;
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their positions/colors/sizes are correct.
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- **PlayerDescription (0x0013)**: dispatcher routes it but we don't
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yet deserialize the 10-flag-bitfield property-bundle body. Header
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is parsed (for diagnostic).
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- **Full AppraiseInfo body**: same story — header parsed, tables not
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yet walked. Both the PlayerDescription and AppraiseInfo parsers
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share the same packed-HashTable encoding; one parser lands, both
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unlock.
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- **TurbineChat (0xF7DE)**: nested blob format, not parsed.
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- **Phase G.3 dungeons**: portal teleport handling exists; full
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dungeon streaming + pink-bubble loading + portal visibility BFS
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is the outstanding piece.
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- **Phase H.2 Allegiance**: swear/break outbound + tree rendering.
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- **Phase H.3 Quest / dialog / emote VM**: 122 EmoteType × 39
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Trigger mini-VM deferred.
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- **Phase H.4 Character creation**: CharGen dat parser + appearance
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picker UI.
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## Pickup for next session
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The master-synthesis "what unblocks most gameplay fastest" priorities
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after today:
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1. **Particle GL renderer (E.3b)** — makes all the particle data
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actually visible. Portal swirls, chimney smoke, fireplace flames,
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spell auras. Can follow WorldBuilder's ParticleBatcher pattern;
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billboarded quads in the Phase 9.1 translucent pass.
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2. **Dynamic lighting shader (G.2 second commit)** — UBO upload of
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`LightManager.Active` + shader fragment loop. Torches would cast
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actual light on their surroundings.
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3. **AppraiseInfo / PlayerDescription full deserializer** — unlocks
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attributes panel, paperdoll, spellbook UI, inventory detail view.
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~400 lines of packed-htable code but it's pure data; the UI panels
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need it to show anything.
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4. **Phase G.3 dungeon streaming** — enter Foundry / any dungeon
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portal. Big user-visible win.
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5. **Phase H.2 Allegiance** — small, unblocks allegiance chat channel.
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6. **Phase H.3/H.4** — quests + char creation, larger.
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## Known polish items (parked)
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- Walk-backward first-step jitter (small visual bug).
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- Walk/run-stop twitch at end of motion (missing SubState→Ready blend).
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- Remote-char legs-through-ground Z-offset (server-sent Z vs our
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terrain sample at observer XY — needs diagnostic dump).
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- Jump feel is ~95% retail-faithful, not 100%.
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## Baseline proven
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- `dotnet build` green at every commit boundary.
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- `dotnet test` green at every commit boundary.
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- 470 → 603 tests passed end of session.
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- 14 commits all to main; any one can be cherry-picked or reverted
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in isolation.
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