docs(D.5.2): stateful item-icon spec + RESOLVED research

Research basis (clean Ghidra decompile via MCP + live-dat probe + ACE oracle)
overturns two handoff hypotheses:
  - Appraise carries NO icon/UiEffects data (Icon/IconOverlay/IconUnderlay +
    PropertyInt.UiEffects all lack [AssessmentProperty]); every icon input is
    CreateObject-only. The "wire appraise -> enrichment" item is a no-op.
  - The effect overlay (enum 0x10000005) is a ReplaceColor tint SOURCE, not a
    blit layer (RenderIcons 0x0058d180 + ReplaceColor 0x00441530); effect tiles
    are 32x32 fully-opaque colored squares.

Design (user-approved): capture UiEffects (weenieFlags 0x80, currently discarded)
-> ItemInstance.Effects; faithful 2-stage IconComposer recolor (white pixels ->
effect hue); live PublicUpdatePropertyInt(0x02CE) wire-up so the icon updates as
state changes ("item with mana vs out of mana"). Drops the appraise no-op.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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# Stateful item-icon system — RESEARCH RESOLVED (the build basis for D.5.2)
**Date:** 2026-06-17
**Supersedes the key hypotheses in** `docs/research/2026-06-17-stateful-icon-system-handoff.md`.
**Method:** grep-named → cross-ref (ACE/ACViewer/Chorizite) → clean Ghidra decompile
(MCP, PDB-applied `patchmem.gpr`) → live-dat probe. Each decomp claim adversarially
verified against source.
This doc records the **definitive** answers. Two handoff hypotheses were **wrong**; both
are corrected here with evidence.
---
## 1. Data-availability — SETTLED (handoff's "DO THIS FIRST" question)
**The icon ids and the effect bitfield arrive ONLY on `CreateObject`. Appraise carries
NONE of them.** Definitive from the ACE oracle (the user's own server):
- `references/ACE/.../Enum/Properties/PropertyDataId.cs:5-7` (verbatim):
*"No properties are sent to the client unless they featured an attribute. … AssessmentProperty
gets sent in successful appraisal."*
- `Icon = 8`, `IconOverlay = 50`, `IconUnderlay = 52`**no `[AssessmentProperty]`** → never in
appraise (nor `[SendOnLogin]` → never in PlayerDescription property tables).
- `PropertyInt.UiEffects = 18`**no `[AssessmentProperty]`** (`PropertyInt.cs:34`; the
research-agent claim that it has the attribute was a **fabrication**, caught by the verifier).
- `AppraiseInfo.Write` serializes only the attributed `PropertiesInt/PropertiesDID/…` tables +
the profile blobs — **no icon / UiEffects field anywhere**.
Wire path for every icon input (all on the `CreateObject` weenie header, ACE
`WorldObject_Networking.cs` + `PublicWeenieDesc::Pack` decomp `442421/442489/442628/442631`):
| Field | weenie-flag gate | acdream status |
|---|---|---|
| `_iconID` | always | captured (D.5.1) |
| `_iconOverlayID` | weenieFlags `0x40000000` | captured (D.5.1) |
| `_iconUnderlayID` | weenieFlags2 `0x01` | captured (D.5.1) |
| `_effects` (UiEffects) | weenieFlags `0x80` | **read + DISCARDED** at `CreateObject.cs:669` |
**Consequence (corrects handoff §3.3/§3.4 + §5.4):** the pinned scroll shows no overlay because
acdream **discards `UiEffects`** and never builds the effect treatment — NOT because the data is
appraise-gated. **The handoff's "wire appraise → enrichment" item is a no-op**: appraise never
carries this data, and acdream never even *sends* an `AppraiseRequest` (`AppraiseRequest.Build`
exists but has zero call sites). The live "mana vs out-of-mana" re-trigger is a future
`PrivateUpdateInt(UiEffects=18)` (the `0x02CD` property-update block, inventory/M2 phase), feeding
the same re-composition contract — NOT appraise.
---
## 2. The effect overlay is a `ReplaceColor` tint SOURCE, not a blit layer — SETTLED
Clean Ghidra decompile of `IconData::RenderIcons` (`0x0058d180`) + `SurfaceWindow::ReplaceColor`
(`0x00441530`) resolves the Binary-Ninja register/calling-convention artifacts the handoff and the
spine doc flagged UNVERIFIED.
**`SurfaceWindow::ReplaceColor(this, RGBAColor src, RGBAColor dest)`** = for each pixel `==
GetColor32(src)`, set it to `GetColor32(dest)`. A flat single-color → single-color replace.
**`RenderIcons` builds two surfaces (bottom→top):**
```
m_pDragIcon (32x32):
Blit base icon (m_idIcon) mode Blit_Normal (opaque)
Blit custom overlay (m_idOverlayID) mode Blit_4Alpha
if (effectTile != null): # effectTile = GetByEnum(0x10000005, …)
ReplaceColor(this, src = WHITE(1,1,1,1), dest = <color from effectTile>)
m_pIcon (32x32):
Blit type-default underlay (GetByEnum 0x10000004, lsb(itemType)+1, fb 0x21) Blit_Normal (opaque)
Blit custom underlay (m_idUnderlayID) Blit_3Alpha
Blit m_pDragIcon Blit_3Alpha
```
- The **effect tile is NEVER blitted** (it's the `ReplaceColor` `dest`-color source). The dat probe
confirms why: every `enum 0x10000005` entry is a **32×32 FULLY-OPAQUE** colored tile
(`opaque=1024, transp=0`) — blitting one on top would erase the icon.
- `src` color = `RGBAColor(1,1,1,1)``GetColor32``0xFFFFFFFF` (pure-white, full alpha). So
**only pure-white-opaque pixels recolor** — the effect is the recolor of the icon/overlay's white
highlights to the effect hue. Subtle, data-dependent.
- **Effect index:** `LowestSetBit(_effects)+1` into `enum 0x10000005`; if the resolved DBObj is null,
fallback index `0x21`. NOTE retail has **no** `lsb==-1 → 0x21` pre-check on the effect path (unlike
the type-underlay path), so `_effects==0` → index 0 → null → fallback `0x21` (the SOLID-BLACK tile).
- **UpdateIcons dirty-check** (`0x0058da…`, decomp `407962`): re-render on change of
`iconID / overlayID / underlayID / itemType / _effects`. acdream's per-tuple icon cache keyed on
exactly these IS the re-composition contract.
### The one residual ambiguity (decompiler-bounded)
The exact byte `ReplaceColor`'s `dest` color is read from is `effectTile + 0xac` (= the effect tile's
`SurfaceWindow` header) reinterpreted as `RGBAColor` — both BN and Ghidra leave this as a struct
read neither types cleanly. It is NOT pixel data and NOT a clean field either decompiler resolves.
**Faithful resolution:** the effect tiles are purpose-built per-effect colored tiles, so the effect
color = the tile's own representative (mean opaque) color. This is intent-faithful, not a guess about
an unknown constant. Flagged for cdb/visual confirmation. (Register row + visual gate.)
---
## 3. `enum 0x10000005` effect submap — golden values (live dat, MasterMap `0x25000000` → submap `0x25000009`)
`index = LowestSetBit(UiEffects)+1`; submap has 14 entries (idx 012 + `0x21` fallback):
| UiEffects bit | name | idx | effect tile DID | tile mean RGB |
|---|---|---|---|---|
| 0x0001 | Magical | 1 | `0x060011CA` | blue (53,70,212) |
| 0x0002 | Poisoned | 2 | `0x060011C6` | green (79,204,34) |
| 0x0004 | BoostHealth | 3 | `0x06001B05` | red (213,57,59) |
| 0x0008 | BoostMana | 4 | `0x060011CA` | blue |
| 0x0010 | BoostStamina | 5 | `0x06001B06` | yellow (223,206,21) |
| 0x0020 | Fire | 6 | `0x06001B2E` | orange |
| 0x0040 | Lightning | 7 | `0x06001B2D` | purple |
| 0x0080 | Frost | 8 | `0x06001B2F` | cyan-grey |
| 0x0100 | Acid | 9 | `0x06001B2C` | green |
| 0x0200 | Bludgeoning | 10 | `0x060033C3` | grey |
| 0x0400 | Slashing | 11 | `0x060033C2` | pink-grey |
| 0x0800 | Piercing | 12 | `0x060033C4` | tan |
| 0x1000 | Nether | 13 | *(absent)* → fallback | → `0x060011C5` |
| — | (`_effects==0`) | 0 | *(zero)* → fallback | → `0x060011C5` (SOLID black) |
| — | fallback | 0x21 | `0x060011C5` | SOLID 0xFF000000 |
(Cross-check, `enum 0x10000004` type-underlay, already shipped + golden-tested: Melee→`0x060011CB`,
Armor→`0x060011CF`, Clothing→`0x060011F3`, Jewelry→`0x060011D5`, fallback `0x21``0x060011D4`.)
---
## 4. Build decisions (D.5.2)
1. **Capture `UiEffects`** from `CreateObject``ItemInstance.Effects`; thread through
`EntitySpawn``EnrichItem`.
2. **`IconComposer`: faithful 2-stage composite** (drag = base+overlay+recolor; slot =
typeUnderlay+customUnderlay+drag). New `ResolveEffectDid` mirrors the proven `ResolveUnderlayDid`.
`GetIcon` + cache key widened to include `effects`.
3. **Effect recolor** applied only when `_effects != 0` (the meaningful case). Retail nominally runs
the `_effects==0` black-fallback recolor too; we **skip** it — recoloring white→black on every
item is a likely visual no-op (few pure-white pixels) but a real regression risk; documented
divergence pending visual/cdb confirmation.
4. **DROP the appraise-enrichment item** (no-op — §1). The re-composition contract
(`ItemPropertiesUpdated` → widget re-resolve) is already wired; its future trigger is
`PrivateUpdateInt(UiEffects)`, filed for the property-update phase.
5. **Conformance**: golden `ResolveEffectDid` test (the §3 values) + a dat-free recolor test.
6. **Register**: retire `IA-16`; add rows for effect-as-recolor, the `_effects==0` skip, and the
representative-color approximation.
**MEMORY.md index line:**
- [Research: stateful icon RESOLVED (2026-06-17)](research/2026-06-17-stateful-icon-RESOLVED.md) — definitive basis for D.5.2. Appraise carries NO icon/UiEffects (ACE `[AssessmentProperty]` proof); all icon inputs are CreateObject-only (UiEffects weenieFlags 0x80, discarded at CreateObject.cs:669). Effect overlay (enum 0x10000005) is a `ReplaceColor(white→effectColor)` SOURCE, NOT a blit layer (Ghidra `RenderIcons`@0x0058d180 + `ReplaceColor`@0x00441530). Golden effect-submap values + the 2-stage composite. Corrects the handoff's appraise + blit-layer hypotheses.

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# D.2b — Stateful item-icon system (D.5.2) — design
**Date:** 2026-06-17
**Phase:** D.2b retail-UI engine → D.5.2 (the shared icon infrastructure before the
inventory / equipment / vendor / trade panels).
**Research basis (READ FIRST):** [`docs/research/2026-06-17-stateful-icon-RESOLVED.md`](../../research/2026-06-17-stateful-icon-RESOLVED.md)
— the definitive, source-verified answers (clean Ghidra decompile + live-dat probe + ACE
oracle). It **supersedes** the hypotheses in `docs/research/2026-06-17-stateful-icon-system-handoff.md`.
## 1. Goal
The displayed item icon must **always be a function of the item's current state** — the
shared compositor every item panel reuses. Two concrete gaps remain after D.5.1:
1. The **effect treatment** (retail's `UiEffects`-driven recolor) is unbuilt, and acdream
**discards** the `UiEffects` bitfield at `CreateObject.cs` (the UiEffects skip).
2. There is no **live** re-trigger: when an item's state changes (the user's "item with
mana vs out of mana"), the icon must re-composite.
User decisions (2026-06-17): **(a)** port the effect treatment **faithfully** (retail's
subtle white-pixel recolor, not a bold overlay); **(b)** D.5.2 **includes** the live
`PublicUpdatePropertyInt(0x02CE)` wire-up so the icon updates in real time.
## 2. Scope
**In scope**
- Capture `UiEffects` (weenieFlags `0x80`) from `CreateObject` onto the item.
- The faithful 2-stage effect composite in `IconComposer`.
- The live `PublicUpdatePropertyInt(0x02CE)` parser → `UiEffects` → re-composition.
- Conformance tests + divergence-register bookkeeping.
**Out of scope (with reasons)**
- **Appraise-driven icon enrichment** — DROPPED. ACE proves appraise carries no icon /
UiEffects data (`Icon`/`IconOverlay`/`IconUnderlay` and `PropertyInt.UiEffects` all lack
`[AssessmentProperty]`). It is a no-op, and acdream never sends an appraise anyway.
- `IsThePlayer` paperdoll container icon (`GetDIDByEnum(0x10000004, 7)`) — paperdoll phase.
- `PrivateUpdatePropertyInt(0x02CD)` (player's own object, no guid) — not an item path.
## 3. Background — the corrected retail facts (from the RESOLVED doc)
- **All icon inputs are CreateObject-only.** `_iconID` (always), `_iconOverlayID`
(weenieFlags `0x40000000`), `_iconUnderlayID` (weenieFlags2 `0x01`), `_effects`/UiEffects
(weenieFlags `0x80`). D.5.1 already captures the first three; `_effects` is discarded.
- **The effect overlay is a `ReplaceColor` tint SOURCE, not a blit layer.** Clean decompile
of `IconData::RenderIcons` (`0x0058d180`) + `SurfaceWindow::ReplaceColor` (`0x00441530`):
```
drag surface = Blit base (Blit_Normal) + Blit custom overlay (Blit_4Alpha)
+ if effect: ReplaceColor(this=drag, src=WHITE(1,1,1,1), dest=<effect color>)
slot icon = Blit type-default underlay (Blit_Normal, opaque)
+ Blit custom underlay (Blit_3Alpha)
+ Blit drag surface (Blit_3Alpha)
```
`ReplaceColor` replaces pixels exactly equal to `0xFFFFFFFF` with the dest color. The
effect tiles (`enum 0x10000005`) are 32×32 **fully-opaque** colored squares — they cannot
be blitted on top (would erase the icon); they source the recolor.
- **Effect index** = `LowestSetBit(_effects)+1` into `enum 0x10000005`; if the resolved DBObj
is null → fallback index `0x21`. (No `lsb==-1 → 0x21` pre-check on the effect path, unlike
the type-underlay path.)
- **Dirty-check** (`UpdateIcons`): re-render on change of `iconID / overlayID / underlayID /
itemType / _effects`. acdream's per-tuple icon cache keyed on exactly these IS the
re-composition contract.
### Golden effect-submap values (live dat — MasterMap `0x25000000` → submap `0x25000009`)
| UiEffects | bit | index | effect DID | tile mean RGB |
|---|---|---|---|---|
| Magical | 0x0001 | 1 | `0x060011CA` | blue |
| Poisoned | 0x0002 | 2 | `0x060011C6` | green |
| BoostHealth | 0x0004 | 3 | `0x06001B05` | red |
| BoostStamina | 0x0010 | 5 | `0x06001B06` | yellow |
| Nether | 0x1000 | 13 (absent) | → fallback `0x060011C5` | black |
| (none, `_effects==0`) | — | 0 (zero) | → fallback `0x060011C5` | black |
Full table + the type-underlay (`0x10000004`) cross-check are in the RESOLVED doc.
## 4. Architecture & data flow
```
CreateObject (0xF745) ──UiEffects(0x80)──┐
├──► ItemInstance.Effects ──► ItemRepository.ItemPropertiesUpdated
PublicUpdatePropertyInt(0x02CE) ──────────┤ │
prop==UiEffects(18), guid==item │ ▼
└──────────► UiItemSlot re-calls IconComposer.GetIcon(…, effects)
(new cache key ⇒ fresh composite)
```
The re-composition contract (`ItemPropertiesUpdated` → widget re-resolve via the
toolbar's `Populate`) already exists; D.5.2 feeds it the effect state from two sources.
## 5. Components
Each component below states **what it does / how it's used / what it depends on.**
### 5.1 `ItemInstance.Effects` (`AcDream.Core/Items/ItemInstance.cs`)
- **What:** a `uint Effects` field — the live UiEffects bitfield (0 = no effect).
- **Use:** read by the icon-id resolver; written by `EnrichItem` (CreateObject) and
`UpdateIntProperty` (live update).
- **Depends on:** nothing (pure data).
### 5.2 `CreateObject.Parsed.UiEffects` (`AcDream.Core.Net/Messages/CreateObject.cs`)
- **What:** capture the `UiEffects` u32 (weenieFlags `0x80`) currently read-and-discarded;
add `uint UiEffects = 0` to the `Parsed` record.
- **Use:** threaded into `EntitySpawn`.
- **Depends on:** the existing weenie-tail walk (no order change — UiEffects already sits at
its correct position in the walk).
### 5.3 `WorldSession.EntitySpawn.UiEffects` + the `0x02CE` route (`AcDream.Core.Net/WorldSession.cs`)
- **What:** add `uint UiEffects = 0` to `EntitySpawn`, thread `parsed.Value.UiEffects`; add a
message-loop branch for `PublicUpdatePropertyInt.Opcode (0x02CE)` that parses the body and
fires a new `ObjectIntPropertyUpdated(guid, property, value)` event.
- **Use:** `GameWindow` consumes `EntitySpawn`; `GameEventWiring` consumes the new event.
- **Depends on:** `CreateObject.Parsed.UiEffects`, `PublicUpdatePropertyInt` parser.
### 5.4 `PublicUpdatePropertyInt` parser (`AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs`, NEW)
- **What:** a static parser mirroring `PrivateUpdateVital.cs`. Wire layout (ACE
`GameMessagePublicUpdatePropertyInt`, size hint 17):
```
u32 opcode = 0x02CE
u8 sequence (single byte, per the PrivateUpdateVital note)
u32 guid
u32 property (PropertyInt enum; UiEffects = 18)
i32 value
```
`TryParse(body) -> (uint Guid, uint Property, int Value)?` — null on opcode mismatch /
truncation. (Sequence parsed-past, not honored — latest-wins; see divergence DR-4.)
- **Use:** called from the `WorldSession` `0x02CE` branch.
- **Depends on:** nothing.
### 5.5 `ItemRepository` (`AcDream.Core/Items/ItemRepository.cs`)
- **What:**
- `EnrichItem(..., uint effects = 0)` — assign `item.Effects = effects` (unconditional; 0
is a meaningful "no effect" state).
- `UpdateIntProperty(uint itemId, uint propertyId, int value)` — NEW extensible hook:
stores into `Properties.Ints[propertyId]`, and for known typed ints maps to the typed
field (`propertyId == 18 (UiEffects) → item.Effects = (uint)value`), then fires
`ItemPropertiesUpdated`. Returns false if the item is unknown.
- **Use:** `EnrichItem` from `GameWindow.OnLiveEntitySpawned`; `UpdateIntProperty` from
`GameEventWiring` on `ObjectIntPropertyUpdated`.
- **Depends on:** `ItemInstance.Effects`.
### 5.6 `IconComposer` (`AcDream.App/UI/IconComposer.cs`) — the compositor
- **What:** `GetIcon(ItemType, iconId, underlayId, overlayId, effects)` — 5-arg, cache key
widened to include `effects`. Implements the faithful 2-stage composite (§3):
- **Stage 1 (drag):** `Compose([base, customOverlay])`; if `effects != 0` and the effect
color resolves, `ReplaceColor(white → effectColor)` on the drag buffer.
- **Stage 2 (slot):** `Compose([typeUnderlay, customUnderlay, drag])`.
- `ResolveEffectDid(effects)` mirrors `ResolveUnderlayDid` but via `enum 0x10000005`
(`EnsureEffectSubMap`), index `LowestSetBit(effects)+1`, fallback `0x21`.
- `TryGetEffectColor(effects)` decodes the effect tile and returns its **mean-opaque**
color (the faithful representative; the exact retail byte is a decompiler-ambiguous
`SurfaceWindow`-header read — see DR-2).
- `ReplaceColorWhite(rgba, w, h, dest)` — retail `ReplaceColor` (`0x00441530`): replace
pixels `== (255,255,255,255)` with `dest`.
- **Effect recolor applies only when `effects != 0`** (DR-3: retail nominally runs the
`effects==0` black-fallback recolor; we skip it — likely a no-op but a regression risk).
- **Use:** called by the toolbar's `iconIds` delegate (and future item panels).
- **Depends on:** `DatCollection`, `TextureCache`, `SurfaceDecoder`, `EnumIDMap`.
- **Note:** the 2-stage form is associative-equivalent to D.5.1's single Compose for the
non-effect case (Porter-Duff "over" is associative), so shipped D.5.1 visuals are
unchanged when `effects == 0`.
### 5.7 Delegate widening (`ToolbarController.cs` + `GameWindow.cs`)
- **What:** the `iconIds` delegate becomes `Func<ItemType, uint, uint, uint, uint, uint>`
(+effects); `ToolbarController.Populate` passes `item.Effects`; `GameWindow`'s closure +
`OnLiveEntitySpawned` pass `spawn.UiEffects`.
- **Depends on:** §5.1, §5.6.
### 5.8 `GameEventWiring` (`AcDream.Core.Net/GameEventWiring.cs`)
- **What:** subscribe to `WorldSession.ObjectIntPropertyUpdated`; route
`property == 18 (UiEffects)` to `items.UpdateIntProperty(guid, 18, value)`.
- **Depends on:** §5.3, §5.5.
## 6. Divergence-register changes
- **Retire `IA-16`** (item-icon composite PARTIAL) — the composite is now complete.
- **Add DR-1** — effect overlay is a `ReplaceColor` recolor SOURCE, not a blit layer (this
IS the faithful retail behavior; row documents the model so future readers don't "fix" it
back to a blit). Anchor: `RenderIcons` `0x0058d180`, `ReplaceColor` `0x00441530`.
- **Add DR-2** — the effect tint color uses the effect tile's mean-opaque color; the exact
retail color byte (`effectTile + 0xac` reinterpreted as `RGBAColor`) is decompiler-
ambiguous. Approximation; visual/cdb confirmation pending.
- **Add DR-3** — we skip the `_effects==0` black-fallback recolor that retail nominally runs.
- **Add DR-4**`PublicUpdatePropertyInt(0x02CE)` sequence not honored (latest-wins).
## 7. Tests (conformance + acceptance)
- **Resolve (dat-gated golden):** `ResolveEffectDid` → Magical `0x060011CA`, Poisoned
`0x060011C6`, BoostHealth `0x06001B05`, None & Nether → fallback `0x060011C5`.
- **Recolor (dat-free):** `ReplaceColorWhite` turns `0xFFFFFFFF` pixels into the dest color
and leaves non-white pixels untouched; a 2-layer compose + recolor yields the expected
pixels.
- **Parse:** `CreateObject.TryParse` captures `UiEffects` from a synthetic body with the
`0x80` flag; `PublicUpdatePropertyInt.TryParse` returns `(guid, prop, value)` from golden
bytes and rejects a wrong opcode / truncation.
- **Repository:** `EnrichItem(effects:…)` sets `Effects`; `UpdateIntProperty(guid, 18, v)`
sets `Effects` and fires `ItemPropertiesUpdated`; returns false for an unknown guid.
- **Acceptance (visual):** build + `dotnet test` green, then the user confirms in the live
client — a magical item shows the effect tint, and an item draining mana updates live.
## 8. Acceptance criteria checklist
- [ ] `UiEffects` captured on `CreateObject`, threaded to `ItemInstance.Effects`.
- [ ] `IconComposer.GetIcon` 5-arg with the faithful 2-stage composite + effect recolor.
- [ ] `ResolveEffectDid` golden test passes against the live dat.
- [ ] `PublicUpdatePropertyInt(0x02CE)` parsed; `UiEffects` updates re-composite live.
- [ ] Appraise path left as-is (no speculative icon enrichment added).
- [ ] Register: `IA-16` retired; `DR-1..DR-4` added (same commits as the code they describe).
- [ ] `dotnet build` + `dotnet test` green; roadmap + memory digest updated.
- [ ] Visual verification by the user.