docs(D.5.2): retire IA-16, add IA-18/AP-43..45, roadmap + memory
Divergence register: - Retire IA-16 (item-icon composite PARTIAL — D.5.2 now complete). - Add IA-18 (effect overlay = ReplaceColor tint SOURCE, faithful retail behavior; anti-regression guard — do NOT re-implement as a blit layer; cites IconData::RenderIcons 0x0058d180 + ReplaceColor 0x00441530). - Add AP-43 (effect tint = mean-opaque color; exact retail byte decompiler-ambiguous, visual/cdb confirmation pending). - Add AP-44 (effects==0 black-fallback recolor skipped; regression-risk avoidance, pending visual/cdb confirm). - Add AP-45 (0x02CE sequence byte not honored, latest-wins). Section header counts updated: IA 15→17, AP 41→44. Roadmap: mark D.5.2 shipped (419c3ac..2f789da; appraise dropped as no-op; effect recolor + live 0x02CE). Tests: update ToolbarControllerTests iconIds lambda arity 4→5 to match the D.5.2 GetIcon signature change (was caught by the build). Memory: project_d2b_retail_ui.md updated with D.5.2 shipped entry (via claude-memory symlink to ~/.claude/projects/.../memory/). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -37,7 +37,7 @@ accepted-divergence entries (#96, #49, #50).
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## 1. Intentional architecture (IA) — 15 rows
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## 1. Intentional architecture (IA) — 17 rows
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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@ -56,8 +56,8 @@ accepted-divergence entries (#96, #49, #50).
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| IA-13 | GameEventType registry deliberately omits event types retail ignores; unknown events fall through unhandled | `src/AcDream.Core.Net/Messages/GameEventType.cs:11` | Retail also ignores them — dropping matches retail by construction | If the "retail ignores X" judgment is wrong for any opcode (or a server mod uses one), the event is silently dropped with no diagnostic pointing at the omission | retail GameEvent dispatch (ignored-event set) |
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| IA-14 | Rendering + dat-handling base is WorldBuilder's tested port, not a fresh retail-decomp port (Phase N.4/O design stance) | `docs/architecture/worldbuilder-inventory.md` (code at `src/AcDream.{Core,App}/Rendering/Wb/`) | WB visually verified on the AC world, MIT, same stack; known WB↔retail deltas resolved case-by-case — terrain split kept retail `FSplitNESW` (**#51**, pinned by `SplitFormulaDivergenceTest`), scenery drift accepted (AP-31) | A WB-upstream divergence not yet caught ships silently as "our" behavior; guard = the inventory doc's 🟢/🔴 split + per-formula divergence tests | retail decomp per algorithm; `tests/.../SplitFormulaDivergenceTest.cs` |
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| IA-15 | D.2b retail UI is our own UiHost/UiElement retained-mode tree drawing dat-sprite window frames, not a byte-port of keystone.dll's LayoutDesc binary tree. Both the vitals window (`LayoutDesc 0x2100006C`) and the chat window (`LayoutDesc 0x21000006`) are rendered by the LayoutDesc importer; `UiNineSlicePanel`/`RetailChromeSprites` now back only plugin panels | `src/AcDream.App/UI/Layout/LayoutImporter.cs` (vitals + chat) + `src/AcDream.App/UI/Layout/ChatWindowController.cs` | keystone.dll has no PDB/decomp so a byte-port is impossible by definition; we mirror retail's ElementDesc field model + controls.ini tokens, and the chrome sprites ARE the real dat RenderSurfaces (Step-0 prove-out 2026-06-14 confirmed 0x06004CC2 center + 0x060074BF..C6 bevel). The 8-piece edge/corner→position mapping is DATA-DRIVEN from the dat: the `LayoutImporter` reads `LayoutDesc 0x2100006C`/`0x21000006` and resolves chrome element positions + sprite ids directly from parsed dat fields; vitals locked by the conformance fixture `tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json` | Remaining residual risk: anchor resolution at non-800×600 and the controls.ini cascade still lack an oracle — layout scaling at non-reference resolution and stylesheet token inheritance differ silently | `LayoutDesc 0x2100006C`/`0x21000006` (SHIPPED); `docs/research/2026-06-15-layoutdesc-format.md`; controls.ini tokens; keystone.dll layout eval (no PDB) |
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| IA-16 | Item-icon composite is PARTIAL — layers 1-4 (type-default underlay via EnumIDMap 0x10000004 + custom underlay/base/overlay) only; the effect-overlay layer (0x10000005 by _effects) and the overlay ReplaceColor tint are DEFERRED to D.5.2 | `src/AcDream.App/UI/IconComposer.cs` | Layers 1-4 cover the common item (opaque tile + base icon); the effect glow + overlay tint are state-overlays for charged/enchanted items. Full system handed off: docs/research/2026-06-17-stateful-icon-system-handoff.md (D.5.2) | An item whose distinctive look is the effect glow or the tinted overlay renders without it (the pinned-scroll "missing overlay" symptom). Retired when D.5.2 lands the effect layer + tint + appraise-driven re-composition | `IconData::RenderIcons` acclient_2013_pseudo_c.txt:407524 (layer 5 GetByEnum 0x10000005 @407575; ReplaceColor @407614) |
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| IA-17 | Toolbar window FRAME is toolkit-supplied (per-window UiNineSlicePanel 8-piece bevel, drawn over content via UiElement.OnDrawAfterChildren) rather than the window-manager-owned chrome retail paints uniformly around every window | `src/AcDream.App/Rendering/GameWindow.cs` (toolbar mount) + `src/AcDream.App/UI/UiNineSlicePanel.cs` | LayoutDesc 0x21000016 has NO baked frame; retail's toolbar frame is window-manager chrome (keystone.dll). We draw the same reusable 8-piece bevel chat/vitals use; border drawn over content so the toolbar's 2px-wide row-2 right cap (W=8) can't poke through. Same pattern as the chat window. | Until a central window manager owns chrome uniformly, per-window wraps can drift (size/offset/z-order) from each other and from retail; the border-over-content rule is the toolkit's, not the WM's | gmToolbarUI WM chrome (keystone.dll, no PDB); no bevel ids in LayoutDesc 0x21000016 (toolbar dump) |
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| IA-18 | Effect overlay tile (enum 0x10000005) is used as a `ReplaceColor` tint SOURCE — white pixels in the composited drag icon are replaced with the tile's representative color; the tile itself is NOT blitted as an additional layer. This IS faithful retail behavior (`IconData::RenderIcons` 0x0058d180 / `SurfaceWindow::ReplaceColor` 0x00441530). **Anti-regression: do NOT re-implement this as a separate blit layer.** | `src/AcDream.App/UI/IconComposer.cs` (`GetIcon`) | Faithful port of `IconData::RenderIcons` @407575 / `ReplaceColor` @407614; confirmed in `docs/research/2026-06-17-stateful-icon-RESOLVED.md`. Recorded here as a guard against a future dev "fixing" it back to a blit. | A blit-layer re-implementation would show the tile's colors additively over the icon instead of recoloring the base white highlights — wrong effect look, masked by the fact that the tile IS mostly the right color but composites differently | `IconData::RenderIcons` acclient_2013_pseudo_c.txt:407524; `ReplaceColor` @407614 (fixed src=white); `docs/research/2026-06-17-stateful-icon-RESOLVED.md` |
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@ -96,7 +96,7 @@ accepted-divergence entries (#96, #49, #50).
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## 3. Documented approximation (AP) — 41 rows
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## 3. Documented approximation (AP) — 44 rows
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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@ -142,6 +142,9 @@ accepted-divergence entries (#96, #49, #50).
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| AP-40 | Single default translucency for the chat window chrome; no focused/unfocused opacity transition; dat font face/size taken from the vitals `vitalsDatFont` (same dat font, not a chat-specific size lookup) | `src/AcDream.App/Rendering/GameWindow.cs` (chatController binding line) | Retail fades the chat window to ~80% alpha when unfocused (`gmMainChatUI::UpdateAlpha @0x4cdea0`); the opacity animation deferred to the Plan-2 window-manager input integration; sharing `vitalsDatFont` is safe — retail uses the same AC-default font for both | The chat window is always fully opaque/same-font rather than subtly fading when idle; no wrong text, but the focused/unfocused breathing rhythm is absent | `gmMainChatUI::UpdateAlpha` @0x4cdea0; `UCF::SetAceFont @0x4d3940` |
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| AP-41 | Scrollbar thumb 3-slice cap fallback only: single-tile draw (`0x06004C63`) used only when `ThumbTopSprite`/`ThumbBotSprite` are unset; the chat controller passes all three cap ids so the 3-slice path is drawn in practice | `src/AcDream.App/UI/UiScrollbar.cs:35` | The fallback single-tile path is unreachable when caps are bound (chat controller always sets them); the 3-slice path is the active code path | Only if a future caller omits the cap ids will the fallback fire — no visual regression in the chat window | `UIElement_Scrollbar::UpdateLayout @0x4710d0`; cap sprites `0x06004C60` (top) + `0x06004C66` (bottom) from base layout `0x2100003E` |
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| AP-42 | `UiMenu` item model is flat (label + opaque payload, single-level popup); retail `UIElement_Menu::MakePopup @0x46d310` supports hierarchical nested submenus via recursive popup chain | `src/AcDream.App/UI/UiMenu.cs` | The chat talk-focus menu is single-level (14 rows, 2 columns, no submenu); hierarchy is latent and unreachable through the chat window — no behavioral difference in the current usage | A future menu with nested submenus would render flat (only the top-level items drawn, no drill-down) | `UIElement_Menu::MakePopup` @0x46d310 |
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| AP-43 | Effect tint color = the effect tile's mean-opaque RGB (average of non-transparent pixels); the exact retail color is an `effectTile + 0xac` pointer reinterpreted as `RGBAColor` — decompiler-ambiguous in the BN pseudo-C (field offset vs pointer). Visual/cdb confirmation pending (D.5.2 lever: DR-2) | `src/AcDream.App/UI/IconComposer.cs` (`TryGetEffectColor`) | The tile IS the per-effect coloring authority (Magical=blue, Poisoned=green, …); its mean-opaque color is the representative color. The ambiguity only affects hue saturation slightly. | Effect tints could be subtly wrong vs retail (too washed-out or oversaturated) if the header field is a precomputed key color rather than the pixel mean — visible on items with distinctive effect glows | `IconData::RenderIcons` 0x0058d180 (`effectTile+0xac` usage); `docs/research/2026-06-17-stateful-icon-RESOLVED.md` |
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| AP-44 | The `effects==0` black-fallback recolor retail nominally runs (white→black on every item when no effect bit is set) is SKIPPED; we gate on `effects != 0` | `src/AcDream.App/UI/IconComposer.cs` (`GetIcon` `effects != 0` gate) | The white→black recolor on a no-effect item is presumed a no-op in practice (items without magic are unlikely to have white-opaque pixels in the base icon); skipping avoids a regression risk pending visual/cdb confirmation (DR-3). Filed as a known deviation — not an oversight. | If retail does darken non-effect items' white highlights, those highlights will appear brighter than retail until a cdb session confirms or refutes | `IconData::RenderIcons` 0x0058d180 (fallback-0x21 path leads to ReplaceColor with a near-black tile) |
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| AP-45 | `PublicUpdatePropertyInt (0x02CE)` sequence byte parsed-past but not honored; last update wins (no freshness check against sequence number) | `src/AcDream.Core.Net/Messages/PublicUpdatePropertyInt.cs` | Loopback ACE rarely reorders; latest-wins matches `PrivateUpdateVital`/`UpdatePosition`'s existing non-sequence behavior. Sequence tracking added when needed alongside TS-26. | A reordered 0x02CE on a real network could apply a stale UiEffects value — item icon temporarily shows the wrong effect state, corrected on next update | `PublicUpdatePropertyInt` sequence byte (ACE GameMessagePublicUpdatePropertyInt) |
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