diff --git a/docs/ISSUES.md b/docs/ISSUES.md index d48be1a8..4e7e0cde 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -46,6 +46,21 @@ Copy this block when adding a new issue: --- +## #166 — Port the portal String-table lookup for WeenieError / UseDone text + +**Status:** OPEN +**Severity:** LOW +**Filed:** 2026-07-03 +**Component:** ui / net + +**Description:** UseDone (0x01C7) refusals now surface in chat, but the text comes from `WeenieErrorText.For` — a hardcoded subset map (0x001D/0x04EB/0x04FC/0x04FE) with a generic fallback. Retail resolves the WeenieError code through the client String tables into the canonical sentence. Port that lookup (portal String-table dat objects) and delete the map. Register row AP-74. + +**Files:** `src/AcDream.Core.Net/Messages/WeenieErrorText.cs`, `src/AcDream.Core.Net/GameEventWiring.cs` (UseDone registration). + +**Acceptance:** every WeenieError code prints retail's exact string; AP-74 retired. + +--- + ## #159 — Retail chat ChatVM lacks Fps/Position providers — /framerate and /loc degrade **Status:** OPEN diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md index 2d88228a..ec3d5cfc 100644 --- a/docs/architecture/retail-divergence-register.md +++ b/docs/architecture/retail-divergence-register.md @@ -98,7 +98,7 @@ accepted-divergence entries (#96, #49, #50). --- -## 3. Documented approximation (AP) — 70 rows +## 3. Documented approximation (AP) — 71 rows | # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle | |---|---|---|---|---|---| @@ -172,6 +172,7 @@ accepted-divergence entries (#96, #49, #50). | AP-70 | `TeleportAnimSequencer.ComputeFadeAlpha` uses a smoothstep curve for all fade states; retail's `gmSmartBoxUI::UseTime` drives fade alpha through a 1024-entry `GetAnimLevel` lookup table whose contents are unrecovered | `src/AcDream.Core/World/TeleportAnimSequencer.cs` (`ComputeFadeAlpha`) | `GetAnimLevel` table address and contents not yet extracted via cdb; smoothstep is a perceptually-reasonable S-curve that closely approximates a typical gamma-corrected fade; the visual difference is imperceptible under normal teleport conditions | Fade timing differs subtly from retail — ramp-in or ramp-out may be slightly too fast/slow at the black-fade edges; retire by reading the `GetAnimLevel` table via cdb and replacing smoothstep with a direct 1024-entry lookup (spec §8) | `gmSmartBoxUI::UseTime` 0x004d6e30; `GetAnimLevel` 1024-entry table (address unrecovered — spec §8 cdb trace) | | AP-71 | **`CEnvCell::find_env_collisions` omits the `CObjCell::check_entry_restrictions` gate** — retail's `CEnvCell::find_env_collisions` (pc:309576) calls `CObjCell::check_entry_restrictions` (pc:309576) FIRST and returns `COLLIDED` when an access-locked cell's `restriction_obj` entity rejects the mover (`CanMoveInto` fails AND `CanBypassMoveRestrictions` is false). acdream's `FindEnvCollisions` (`src/AcDream.Core/Physics/TransitionTypes.cs:2088`) goes straight to BSP collision. | `src/AcDream.Core/Physics/TransitionTypes.cs:2088` | **No access-restriction cell data exists in acdream.** `CellPhysics` (`src/AcDream.Core/Physics/PhysicsDataCache.cs:540`) has no `restriction_obj` field; `DatReaderWriter` does not model per-cell access locks; no weenie-object-table exists on the client for the gate's `CanMoveInto` / `CanBypassMoveRestrictions` dispatch. The gap is **inert** in all dev content (ACE starter area has no access-locked env cells). | If access-locked dungeon cells are ever modeled (dat + wire), the player will walk through the restriction barrier without being blocked — wrong PK/housing gating. | `CObjCell::check_entry_restrictions` pc:309576; `CEnvCell::find_env_collisions` pc:309573–309597 | | AP-72 | **Cursor art falls back to OS standard cursors when dat resolution fails** — retail always renders MediaDescCursor / EnumIDMap-resolved dat cursor art; acdream's `RetailCursorManager.Apply` falls back to Silk `StandardCursor` (IBeam/crosshair/not-allowed/…) when the EnumIDMap chain or RenderSurface decode fails, and `RetailCursorResolver`/`RetailCursorManager` permanently negative-cache the failed enum/surface id for the session. | `src/AcDream.App/Rendering/RetailCursorManager.cs:47` (`ApplyStandard`), `RetailCursorResolver.cs:47` (negative cache) | Fallback triggers only when the dat lacks the asset — nominal EoR dats always resolve the 0x27/0x28/0x29 chain; an OS cursor keeps the UI usable rather than showing nothing. | A dat-read or decode regression silently shows OS-native cursors instead of surfacing an error — masked failure class; check the `[D.2b]` cursor log lines before suspecting art. | `ClientUISystem::UpdateCursorState` 0x00564630 | +| AP-74 | **UseDone WeenieError text comes from a hardcoded subset map, not the portal String tables** — retail resolves the 0x01C7 UseDone error code through the client String tables into the canonical line ("You are not trained in healing!"); acdream's `WeenieErrorText.For` hardcodes the handful of codes the current use/heal flows produce (0x001D/0x04EB/0x04FC/0x04FE, texts phrased after the ACE enum names) with a generic code-carrying fallback. | `src/AcDream.Core.Net/Messages/WeenieErrorText.cs` | Every refusal is now VISIBLE (the silent-refusal class is closed); only the wording of unmapped codes deviates, and those print the raw code. Retire by porting the String-table lookup (#166). | An unmapped WeenieError shows "You can't do that. (error 0xNNNN)" instead of retail's exact sentence — cosmetic only; check #166 before adding more hardcoded rows. | retail String-table error lookup (unported); ACE `WeenieError.cs` values | | AP-73 | **Character raises apply optimistically with no pending/rollback ledger** — after sending RaiseAttribute/RaiseVital/RaiseSkill/TrainSkill, `CharacterSheetProvider.ApplyLocalRaise` immediately bumps ranks and debits unassigned XP / skill credits locally (via eventful store APIs). Retail's local-predict behavior for raises is unverified; item moves in acdream reconcile via RecordPending/Confirm/Rollback but raises do not (**#163**). | `src/AcDream.App/UI/Layout/CharacterSheetProvider.cs` (`HandleRaiseRequest`/`ApplyLocalRaise`) | The next server property echo (PlayerDescription / private stat updates) is authoritative and overwrites every optimistic value; ACE confirms affordable raises, and the affordability gate runs client-side first (`Cost <= 0` refuses). | A server-rejected raise (XP race, validation) leaves ranks/XP/credits wrong on the sheet until the next full property refresh — retire by porting the ledger (#163) or cdb-tracing retail's raise flow. | unverified — candidate cdb trace: retail raise-button send path | --- diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index e2b2dea8..b615c796 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -1844,7 +1844,12 @@ public sealed class GameWindow : IDisposable sendWield: (item, mask) => _liveSession?.SendGetAndWieldItem(item, mask), sendDrop: item => _liveSession?.SendDropItem(item), toast: text => _debugVm?.AddToast(text)); - _cursorFeedbackController = new AcDream.App.UI.CursorFeedbackController(_itemInteractionController); + _cursorFeedbackController = new AcDream.App.UI.CursorFeedbackController( + _itemInteractionController, + // Retail UpdateCursorState (0x00564630) keys target-mode + // valid/invalid off the SmartBox found object — the world + // entity under the cursor, self included. + worldTargetProvider: () => PickWorldGuidAtCursor(includeSelf: true) ?? 0u); _retailCursorManager = new RetailCursorManager(_dats!, _datLock); _characterSheetProvider = new AcDream.App.UI.Layout.CharacterSheetProvider( Objects, LocalPlayer, @@ -12375,26 +12380,27 @@ public sealed class GameWindow : IDisposable // The inbound reply (SetState 0xF74B) lands via L.2g slice 1. // ============================================================ - private void PickAndStoreSelection(bool useImmediately) + /// + /// Shared world pick at the current cursor — the 2026-05-16 + /// retail-faithful screen-rect picker (hit area = the target + /// indicator's rect via the shared ScreenProjection helper; the old + /// per-type radius/offset heuristics are retired). Used by the click + /// select path AND the target-mode cursor hover (retail + /// SmartBox::get_found_object_id analogue). : + /// item target-use may pick the LOCAL PLAYER (retail lets you kit-heal + /// yourself by clicking your own toon); plain selection never does. + /// + private uint? PickWorldGuidAtCursor(bool includeSelf) { - if (_cameraController is null || _window is null) return; + if (_cameraController is null || _window is null) return null; - // 2026-05-16 — retail-faithful screen-rect picker. The hit area - // is the same screen-space rect the target indicator draws - // (computed via the shared AcDream.Core.Selection.ScreenProjection - // helper). Per user feedback 2026-05-16: clicking the indicator - // brackets — including the rect corners — must select the entity. - // The per-type radius/offset heuristics retired here (1.0/1.6/2.0 - // m radii, 0.2/0.9/1.0/1.5 m vertical offsets, IsTallSceneryGuid) - // existed to make a 3D ray-sphere picker approximate the visible - // rect; the new picker doesn't need them. var camera = _cameraController.Active; var viewport = new System.Numerics.Vector2((float)_window.Size.X, (float)_window.Size.Y); // Indoor walking Phase 1 #86 (2026-05-19): snapshot the currently- // cached EnvCell physics so the picker can occlude entities behind - // walls. Snapshot is per-pick (one click), iteration is bounded - // by the streaming radius (~80 cells at radius 4). + // walls. Snapshot is per-pick (one click / one hover frame), + // iteration is bounded by the streaming radius (~80 cells at radius 4). var loadedCellPhysics = new List(); foreach (var cellId in _physicsDataCache.CellStructIds) { @@ -12402,12 +12408,12 @@ public sealed class GameWindow : IDisposable if (cp is not null) loadedCellPhysics.Add(cp); } - var picked = AcDream.Core.Selection.WorldPicker.Pick( + return AcDream.Core.Selection.WorldPicker.Pick( mouseX: _lastMouseX, mouseY: _lastMouseY, view: camera.View, projection: camera.Projection, viewport: viewport, candidates: _entitiesByServerGuid.Values, - skipServerGuid: _playerServerGuid, + skipServerGuid: includeSelf ? 0u : _playerServerGuid, // Resolver: Setup's SelectionSphere is the ONLY input. If the // entity's Setup didn't bake a SelectionSphere, return null — // the picker skips it, which matches retail behaviour @@ -12429,6 +12435,16 @@ public sealed class GameWindow : IDisposable ? (origin, direction) => AcDream.Core.Selection.CellBspRayOccluder.NearestWallT(origin, direction, loadedCellPhysics) : null); + } + + private void PickAndStoreSelection(bool useImmediately) + { + if (_cameraController is null || _window is null) return; + + // Target-use mode picks WITH self (retail: kit-heal yourself by + // clicking your own toon); plain selection keeps the self-exclusion. + var picked = PickWorldGuidAtCursor( + includeSelf: _itemInteractionController?.IsTargetModeActive == true); if (picked is uint guid) { diff --git a/src/AcDream.App/UI/CursorFeedbackController.cs b/src/AcDream.App/UI/CursorFeedbackController.cs index 71ae6231..880fd851 100644 --- a/src/AcDream.App/UI/CursorFeedbackController.cs +++ b/src/AcDream.App/UI/CursorFeedbackController.cs @@ -42,10 +42,14 @@ public readonly record struct CursorFeedbackSnapshot( public sealed class CursorFeedbackController { private readonly ItemInteractionController? _itemInteraction; + private readonly Func? _worldTargetProvider; - public CursorFeedbackController(ItemInteractionController? itemInteraction = null) + public CursorFeedbackController( + ItemInteractionController? itemInteraction = null, + Func? worldTargetProvider = null) { _itemInteraction = itemInteraction; + _worldTargetProvider = worldTargetProvider; } public CursorFeedback Current { get; private set; } = CursorFeedback.Default; @@ -55,6 +59,20 @@ public sealed class CursorFeedbackController ArgumentNullException.ThrowIfNull(root); UiElement? hover = root.Pick(root.MouseX, root.MouseY); + + // Retail UpdateCursorState (0x00564630) keys the target-mode cursor off + // the SmartBox found object — the WORLD entity under the cursor. A UI + // window occludes the world (no found object → pending). The one + // UI-side source retail-style cells contribute is an occupied item + // slot's own item. + uint hoverTarget = 0; + if (_itemInteraction?.IsTargetModeActive == true) + { + hoverTarget = hover is not null + ? FindHoveredItemSlot(hover)?.ItemId ?? 0u + : _worldTargetProvider?.Invoke() ?? 0u; + } + var snapshot = new CursorFeedbackSnapshot( DragPayload: root.DragPayload, DragAccept: FindHoveredItemSlot(hover)?.DragAcceptVisual ?? UiItemSlot.DragAcceptState.None, @@ -64,7 +82,7 @@ public sealed class CursorFeedbackController HoverWindowMove: root.HoverWindowMove, HoverUi: hover is not null, HoverTextEdit: hover?.IsEditControl == true, - HoverTargetGuid: ResolveUseTargetGuid(hover)); + HoverTargetGuid: hoverTarget); var kind = ResolveKind(snapshot); Current = new CursorFeedback(kind, ResolveCursor(root.Captured, hover, kind)); @@ -110,9 +128,12 @@ public sealed class CursorFeedbackController : CursorFeedbackKind.TargetInvalid; } - return snapshot.HoverUi - ? CursorFeedbackKind.TargetInvalid - : CursorFeedbackKind.TargetPending; + // Retail UpdateCursorState (0x00564630), TARGET_MODE 3: no found + // object → the 0x27 four-arrows pending cursor — INCLUDING over + // UI chrome. Valid/invalid exist only with a target under the + // cursor. (The earlier HoverUi → Invalid arm was a non-retail + // invention — 2026-07-03 visual gate.) + return CursorFeedbackKind.TargetPending; } if (snapshot.HoverWindowMove) @@ -236,20 +257,4 @@ public sealed class CursorFeedbackController } return null; } - - private static uint ResolveUseTargetGuid(UiElement? element) - { - while (element is not null) - { - uint provided = element.UseTargetGuidProvider?.Invoke() ?? 0u; - if (provided != 0) - return provided; - - if (element is UiItemSlot { ItemId: not 0 } slot) - return slot.ItemId; - - element = element.Parent; - } - return 0u; - } } diff --git a/src/AcDream.App/UI/Layout/PaperdollController.cs b/src/AcDream.App/UI/Layout/PaperdollController.cs index 4f7c035b..c967f9a1 100644 --- a/src/AcDream.App/UI/Layout/PaperdollController.cs +++ b/src/AcDream.App/UI/Layout/PaperdollController.cs @@ -99,7 +99,6 @@ public sealed class PaperdollController : IItemListDragHandler list.Cell.SourceKind = ItemDragSource.Equipment; list.Cell.SlotIndex = i; // SlotMap position = this equipped item's drag-payload SourceSlot when dragged out to unwield list.Cell.EmptySprite = emptySlotSprite; // visible empty-slot frame so every position is seen + usable. The live - list.Cell.UseTargetGuidProvider = _playerGuid; list.Cell.Clicked = () => { _itemInteraction?.AcquireSelfTarget(); }; list.Cell.DoubleClicked = () => { @@ -125,15 +124,12 @@ public sealed class PaperdollController : IItemListDragHandler if (layout.FindElement(id) is UiItemList armor) _armorSlots.Add(armor); _dollViewport = layout.FindElement(0x100001D5u); // doll viewport (may be null until Slice 3) - if (_dollViewport is not null) - { - // The doll IS the player: hovering it during target-use resolves the - // valid/invalid cursor for SELF (retail: the SmartBox target is your - // own creature), and clicking it self-targets like the equip cells. - _dollViewport.UseTargetGuidProvider = _playerGuid; - if (_dollViewport is UiViewport doll) - doll.Clicked = () => { _itemInteraction?.AcquireSelfTarget(); }; - } + // The doll IS the player: clicking it during target-use self-targets + // like the equip cells do. (The CURSOR over it stays the pending + // four-arrows — retail resolves target cursors off the SmartBox world + // object only; UI hover is always pending. 2026-07-03 visual gate.) + if (_dollViewport is UiViewport doll) + doll.Clicked = () => { _itemInteraction?.AcquireSelfTarget(); }; var slotsBtnEl = layout.FindElement(0x100005BEu); if (slotsBtnEl is UiButton slotsBtn) diff --git a/src/AcDream.App/UI/Layout/ToolbarController.cs b/src/AcDream.App/UI/Layout/ToolbarController.cs index 26a8029b..fc86bc99 100644 --- a/src/AcDream.App/UI/Layout/ToolbarController.cs +++ b/src/AcDream.App/UI/Layout/ToolbarController.cs @@ -230,8 +230,6 @@ public sealed class ToolbarController : IItemListDragHandler { if (_inventoryButton is not null) { - if (_itemInteraction is not null) - _inventoryButton.UseTargetGuidProvider = () => _itemInteraction.PlayerGuid; _inventoryButton.OnClick = () => { if (_itemInteraction?.AcquireSelfTarget() == true) return; diff --git a/src/AcDream.App/UI/UiElement.cs b/src/AcDream.App/UI/UiElement.cs index 643518bd..eb0e9e3d 100644 --- a/src/AcDream.App/UI/UiElement.cs +++ b/src/AcDream.App/UI/UiElement.cs @@ -183,14 +183,6 @@ public abstract class UiElement /// self-driven interior drag such as text selection). Default false. public virtual bool HandlesClick => false; - /// - /// Optional game-object target used by item-use cursor/target mode when this UI - /// element represents a target that is not its visible item icon. Example: - /// the status-bar backpack button and paperdoll both mean "self" for a - /// health-kit-style use-with-target action. - /// - public Func? UseTargetGuidProvider { get; set; } - /// Minimum size enforced while resizing. public float MinWidth { get; set; } = 40f; public float MinHeight { get; set; } = 40f; diff --git a/src/AcDream.Core.Net/GameEventWiring.cs b/src/AcDream.Core.Net/GameEventWiring.cs index 12de64fd..b9e82d6f 100644 --- a/src/AcDream.Core.Net/GameEventWiring.cs +++ b/src/AcDream.Core.Net/GameEventWiring.cs @@ -306,6 +306,20 @@ public static class GameEventWiring Console.WriteLine($"[B-Drag] InventoryServerSaveFailed guid=0x{p.Value.ItemGuid:X8} err=0x{p.Value.WeenieError:X} rolledBack={rolledBack} item={itemInfo}"); }); + // UseDone (0x01C7) — the Use/UseWithTarget completion signal. A non-zero + // code is a WeenieError refusal ("You are not trained in healing!" etc.); + // retail surfaces the string-table text as a chat line. Interim text map: + // WeenieErrorText (#166 / register AP-74). Without this line a refused + // kit-heal looks like "nothing happened" — the 2026-07-03 session bug. + dispatcher.Register(GameEventType.UseDone, e => + { + uint? err = GameEvents.ParseUseDone(e.Payload.Span); + if (err is null) return; + Console.WriteLine($"[use-done] err=0x{err.Value:X4}"); + if (err.Value != 0) + chat.OnSystemMessage(WeenieErrorText.For(err.Value), chatType: 0); + }); + // B-Wire: CloseGroundContainer (0x0052) — server closed a ground-container // view. No table change (the view is UI-only, wired in container-open); log. dispatcher.Register(GameEventType.CloseGroundContainer, e => diff --git a/src/AcDream.Core.Net/Messages/WeenieErrorText.cs b/src/AcDream.Core.Net/Messages/WeenieErrorText.cs new file mode 100644 index 00000000..3656c7b5 --- /dev/null +++ b/src/AcDream.Core.Net/Messages/WeenieErrorText.cs @@ -0,0 +1,23 @@ +namespace AcDream.Core.Net.Messages; + +/// +/// Interim WeenieError → display text. Retail resolves error codes through +/// the portal String tables into lines like "You are not trained in +/// healing!"; porting that lookup is #166 — until then this map (codes from +/// ACE's WeenieError enum, texts phrased after the retail messages the +/// enum names encode) covers the errors our current use/heal flows can +/// produce. Register row AP-74. Unknown codes fall back to a generic line +/// carrying the code so nothing is ever silently dropped again (the +/// 2026-07-03 "kit did nothing" session was an unsurfaced 0x04FC). +/// +public static class WeenieErrorText +{ + public static string For(uint error) => error switch + { + 0x001Du => "You're too busy!", // YoureTooBusy + 0x04EBu => "You can't do that while in the air!", // YouCantDoThatWhileInTheAir + 0x04FCu => "You are not trained in healing!", // YouArentTrainedInHealing + 0x04FEu => "You can't heal that!", // YouCantHealThat + _ => $"You can't do that. (error 0x{error:X4})", + }; +} diff --git a/tests/AcDream.App.Tests/UI/CursorFeedbackControllerTests.cs b/tests/AcDream.App.Tests/UI/CursorFeedbackControllerTests.cs index 77267eb9..05a20bae 100644 --- a/tests/AcDream.App.Tests/UI/CursorFeedbackControllerTests.cs +++ b/tests/AcDream.App.Tests/UI/CursorFeedbackControllerTests.cs @@ -75,16 +75,19 @@ public sealed class CursorFeedbackControllerTests c.Resolve(new CursorFeedbackSnapshot(HoverUi: true, HoverTargetGuid: Player)).Kind); Assert.Equal(CursorFeedbackKind.TargetInvalid, c.Resolve(new CursorFeedbackSnapshot(HoverUi: true, HoverTargetGuid: 0x5000BADu)).Kind); - Assert.Equal(CursorFeedbackKind.TargetInvalid, + // Retail UpdateCursorState: no found object → PENDING, including over + // UI chrome (the HoverUi→Invalid arm was a non-retail invention). + Assert.Equal(CursorFeedbackKind.TargetPending, c.Resolve(new CursorFeedbackSnapshot(HoverUi: true)).Kind); Assert.Equal(CursorFeedbackKind.TargetPending, c.Resolve(new CursorFeedbackSnapshot()).Kind); } [Fact] - public void UpdateFromRoot_usesUseTargetGuidProviderBeforeSlotItem() + public void UpdateFromRoot_slotItemDrivesTargetCursor_withStateArt() { var objects = SeedTargetObjects(); + objects.Get(Source)!.TargetType = (uint)ItemType.Misc; // a tool that targets items var interaction = new ItemInteractionController( objects, playerGuid: () => Player, @@ -100,7 +103,6 @@ public sealed class CursorFeedbackControllerTests Top = 10, Width = 32, Height = 32, - UseTargetGuidProvider = () => Player, }; var acceptCursor = new UiCursorMedia(0x06009999u, 11, 12); slot.SetStateCursors(new Dictionary @@ -119,6 +121,34 @@ public sealed class CursorFeedbackControllerTests Assert.Equal(acceptCursor, feedback.Cursor); } + [Fact] + public void UpdateFromRoot_worldProviderDrivesTargetCursor_whenUiNotHovered() + { + var objects = SeedTargetObjects(); + var interaction = new ItemInteractionController( + objects, + playerGuid: () => Player, + sendUse: null, + sendUseWithTarget: null, + sendWield: null, + sendDrop: null, + nowMs: () => 1_000); + var root = new UiRoot { Width = 800, Height = 600 }; // nothing under the mouse + root.OnMouseMove(400, 300); + var c = new CursorFeedbackController(interaction, worldTargetProvider: () => Player); + + Assert.True(interaction.ActivateItem(Source)); + + // World hover (retail SmartBox found object) drives valid/invalid… + Assert.Equal(CursorFeedbackKind.TargetValid, c.Update(root).Kind); + + // …but UI occludes the world: hovering a plain panel → PENDING even + // though the world provider would return a valid target. + var panel = new UiPanel { Left = 390, Top = 290, Width = 40, Height = 40 }; + root.AddChild(panel); + Assert.Equal(CursorFeedbackKind.TargetPending, c.Update(root).Kind); + } + private static ClientObjectTable SeedTargetObjects() { var objects = new ClientObjectTable();