fix #213: complete suicide and framerate presentation

Translate suicide response 0x004A as retail's successful self-kill notice. Port /framerate onto the authored SmartBox FPS element with live two-decimal FPS and DEG values, keep diagnostic window chrome independent, and synchronize command-driven settings without discarding panel drafts.

Co-Authored-By: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-13 15:50:47 +02:00
parent 9ea579bdd0
commit 43f7c7807c
17 changed files with 729 additions and 39 deletions

View file

@ -501,7 +501,7 @@ behavior. Estimated 1726 days focused work, 35 weeks calendar.
- **M2 held-object parenting shipped and live-gated 2026-07-11.** The combat toggle now ports `GetDefaultCombatMode` over ordered equipped contents, so a bow requests Missile instead of the old hardcoded Melee. CreateObject preserves parent/placement/timestamp fields, `0xF749` ParentEvent is handled, and `EquippedChildRenderController` renders the weapon as a separate child composed from the animated hand part + holding frame + child placement frame. Live gate passed: bow selected missile stance, rendered in-hand, followed animation, unequipped cleanly, and melee remained correct. App Release builds with zero warnings; the full 4,765-pass / 5-skip suite is green. AP-111 is retired; research: `docs/research/2026-07-11-combat-default-and-parent-event-pseudocode.md`.
- **M2 local attack receive funnel implemented 2026-07-11; live gate pending.** Retail `ExecuteAttack` only sends the request; ACE chooses the concrete melee/missile action and returns it in a non-autonomous mt-0 `UpdateMotion`. The local branch now runs that state through the same constructor-defaulted `MoveToInterpretedState` funnel and 15-bit action-stamp gate as remotes, then applies sticky/long-jump tails. The old local-only direct `Commands[]` replay is deleted. Shared conversion lives in `InboundInterpretedMotionFactory`; research: `docs/research/2026-07-11-local-combat-motion-pseudocode.md`.
- **M2 basic retail combat bar implemented 2026-07-11; corrective live visual gate pending.** Production mounts authored `gmCombatUI` LayoutDesc `0x21000073`, shows it only for Melee/Missile, and routes mouse plus keyboard through one `CombatAttackController`. Corrections include the authored wider centered dark-red child range (accepted IA-20), full-width left-to-right bright live attack-charge feedback, exact Speed-left/Power-right justification, silent control-only `AttackDone(ActionCancelled)`, target-frame Keep in View with manual orbit, and persistent corpse motion: the AP-80 velocity-only NPC adaptation can now replace only Ready/Walk/Run, never authoritative Dead/actions. `CombatTargetController` ports the selection-cleared AutoTarget consumer, so a selected creature's authoritative Dead motion clears it and selects the nearest eligible creature when enabled. The 2026-07-12 replacement-corpse correction unifies both multi-frame and static/reactive spawns behind retail's CreateObject lifecycle: apply the wire's Dead state while detached, then `MotionTableManager::HandleEnterWorld` strips Ready→Dead links before the first in-world tick; multiple corpses remaining fallen passed the live user gate that day. Follow-up #205 makes the toolbar read the final canonical selection after a reentrant Auto Target notice and restricts automatic candidates to hostile non-player monsters (intentional PK-edge divergence IA-19); that live gate also passed 2026-07-12. Research: `docs/research/2026-07-11-retail-combat-bar-pseudocode.md`, `docs/research/2026-07-11-combat-target-camera-pseudocode.md`, `docs/research/2026-07-12-death-and-auto-target-pseudocode.md`; AP-24/AP-95 retired, AP-80 narrowed, AP-110 narrowed, AP-112 records the remaining attack-start and exact trained-Recklessness seams.
- **Retail client command families implemented 2026-07-13; live gate pending.** One shared typed catalog now separates retail client actions from ACE administrator commands for both chat backends. Named-decomp ports cover recall/house/PK travel; age/birth; framerate, lock, version, location, corpse, and die confirmation; clear plus named/automatic UI layouts; AFK/consent; emotes; friends; squelch/filter/message types; and fill-components. App owns execution, Core owns authoritative friends/squelch state, Core.Net owns exact UIQueue/ControlQueue packets, and confirmation requests mount imported LayoutDesc `0x2100003C`. #L.6 is closed; TS-31/TS-47 are narrowed. Research: `docs/research/2026-07-13-retail-client-command-families-pseudocode.md`.
- **Retail client command families implemented 2026-07-13; corrective live gate pending.** One shared typed catalog now separates retail client actions from ACE administrator commands for both chat backends. Named-decomp ports cover recall/house/PK travel; age/birth; framerate, lock, version, location, corpse, and die confirmation; clear plus named/automatic UI layouts; AFK/consent; emotes; friends; squelch/filter/message types; and fill-components. App owns execution, Core owns authoritative friends/squelch state, Core.Net owns exact UIQueue/ControlQueue packets, and confirmation requests mount imported LayoutDesc `0x2100003C`. The first live gate passed the family except for raw suicide-success code `0x004A` and the title-bar-only FPS presentation; the correction maps retail's text and mounts SmartBox element `0x10000047` with live two-decimal `FPS`/`DEG`. #L.6 is closed; TS-31/TS-47 are narrowed. Research: `docs/research/2026-07-13-retail-client-command-families-pseudocode.md`.
- **✓ SHIPPED — Character window** (`LayoutDesc 0x2100002E`, `CharacterStatController`, 2026-06-26, same branch). **Visually user-confirmed 2026-06-26 — Attributes tab reads as retail.** Three tabs, header (name/heritage/PK), large-gold level number (dat font, `largeDatFont` 18px), "Total Experience (XP):" + "XP for next level:" captions, 9-row attribute list (icons + right-aligned values + Health/Stamina/Mana vitals), click-to-select (top/bottom selection bars + footer State-B "{Attr}: {value}" / "Experience To Raise: Infinity!" + affordability-gated raise triangles), centered footer. User noted "still needs some polish for later" — deferred to Issue #158.
- **✓ SHIPPED — D.5.4 — Client object/item data model (foundation).** Shipped 2026-06-18 (`b506f53`..`a33e897`, 11 commits). Renamed `ItemRepository``ClientObjectTable` / `ItemInstance``ClientObject`; broadened the table to hold EVERY server object (retail `weenie_object_table` shape). `CreateObject` is now the canonical merge-upsert (`ClientObjectTable.Ingest`, retail `SetWeenieDesc` semantics) via a new Core.Net `ObjectTableWiring` (off GameWindow); `DeleteObject` evicts; `PlayerDescription` is a membership manifest (`RecordMembership`); live container-membership index (`GetContents`, retail `object_inventory_table`). `_liveEntityInfoByGuid` retired (selection/describe resolve from the one table). Root fix: the old enrich-existing-only `EnrichItem` dropped `CreateObject`s for items with no `PlayerDescription` stub — live-Coldeve 4/6 hotbar slots blank; items are now created, not dropped. **Crux resolved:** retail is TWO tables (`object_table` + `weenie_object_table`), NOT one — acdream's `WorldEntity` (3D system) + `ClientObjectTable` (data/UI) split was already architecturally faithful; the fix was the ingestion path, not a table unification. 2671 tests green.
- **Roadmap correction (2026-07-10):** the completion order is now the architecture-first campaign in `docs/superpowers/plans/2026-07-10-retail-ui-fidelity-completion.md`. Retail `gmToolbarUI` is object-only: preserve `ShortCutData.index_`, `objectID_`, and `spellID_`, but do not invent spell glyphs on this bar. `PlayerModule::favorite_spells_[8]` feeds separate spell bars.