docs(B.5): fresh-session handoff for BuildPickUp + ground-item interaction

Captures post-B.4c state, click-NPC investigation findings (chain
already wired via Tell/CommunicationTransientString/etc; verify
opportunistically during B.5 visual test), and B.5 scope decisions
made in chat before the user requested a session handoff:

- Trigger: F-key (SelectionPickUp action, already bound)
- Target: requires _selectedGuid (no pick-under-cursor fallback)
- Wire opcode 0x0019 (GameAction.PutItemInContainer)
- Payload: itemGuid + containerGuid + placement (12 bytes)
- Container = _playerServerGuid
- Three changes in two existing files (~50 LOC total)

Plus carry-overs from B.4c (#61 cycle-boundary flap, #62 PARTSDIAG
null-guard), the B.4b ID-translation gotcha pattern to watch for,
and the standard ACE session-race tip.

Branch `claude/phase-b5-pickup` (renamed from
`claude/investigate-npc-click`) is the workspace; the fresh session
should start there.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-14 14:35:52 +02:00
parent e7842e0f1e
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# Phase B.5 — BuildPickUp + ground-item interaction — fresh-session handoff
**Date:** 2026-05-13 evening (after B.4c ship).
**Branch:** `claude/phase-b5-pickup` (renamed from `claude/investigate-npc-click`).
**Worktree:** `C:\Users\erikn\source\repos\acdream\.claude\worktrees\investigate-npc-click` (directory name kept; only the branch was renamed).
**Predecessor on main:** `e7842e0``Merge branch 'claude/phase-b4c-door-anim' — Phase B.4c door swing animation`.
---
## TL;DR
After B.4c shipped (doors visibly swing open/close), three of M1's four
demo targets are met: *walk through Holtburg*, *open the inn door*, and
likely *click an NPC* (per the investigation below; not yet
visual-verified). The remaining target is *pick up an item*, which
needs a new outbound wire builder + F-key handler in `GameWindow`.
Phase **B.5** is the slice that closes M1's "click + pickup" demo
path. Scope: ~50 LOC across two existing files (no new files).
Implementation pattern mirrors B.4b's outbound Use chain.
---
## Investigation findings (carry forward)
Before starting B.5 work, the controller agent investigated whether
B.4b's existing `BuildUse` chain already handles "click an NPC". Code
reading produced this answer: **yes, the basic chat-dialogue case
should already work end-to-end with zero new code**. Verify
opportunistically during B.5's visual test by clicking an NPC while
in-world.
Specifically:
- **ACE's `Creature.ActOnUse`** at
`references/ACE/Source/ACE.Server/WorldObjects/Creature.cs:334`
defers to `base.OnActivate → EmoteManager.OnUse()`. The emote
manager walks the creature's emote table and emits `Tell`,
`CommunicationTransientString`, `Motion`, and other game events.
- **All those events are already wired** in
`src/AcDream.Core.Net/GameEventWiring.cs`:
- `Tell (0x0027)``chat.OnTellReceived` (line 78)
- `CommunicationTransientString (0x028B)``chat.OnSystemMessage` (line 83)
- `WeenieError / WeenieErrorWithString``chat.OnSystemMessage` (lines 139, 144)
Plus `UpdateMotion (0xF74D)` is already routed for creature entities
via `OnLiveMotionUpdated`.
- **`UseDone (0x01C7)`** — the completion ack — has a parser at
`GameEvents.ParseUseDone` but is **not registered** with the
dispatcher. Silent drop. Harmless for the basic demo (the chat
events arrive independently), but worth filing as a follow-up if not
picked up by B.5.
**Conclusion:** click-NPC chain is wired; no code change needed for the
M1 demo target 3 acceptance. Verify in-world during B.5's launch.
---
## B.5 scope (decisions already made)
| Decision | Value | Rationale |
|---|---|---|
| Trigger | F-key (`InputAction.SelectionPickUp`) | Already bound at `KeyBindings.cs:172` |
| Target selection | Requires `_selectedGuid` (B.4b's renamed field) | Mirrors retail F-key behavior + B.4b's `UseSelected` pattern. User single-clicks the ground item to select, then F to pickup. |
| Wire opcode | `GameAction.PutItemInContainer (0x0019)` | ACE source: `references/ACE/Source/ACE.Server/Network/GameAction/Actions/GameActionPutItemInContainer.cs` |
| Wire payload | 12 bytes: `itemGuid (u32) + containerGuid (u32) + placement (i32)` | Same source |
| Container destination | The player's own server guid (`_playerServerGuid`) | Single-bag pickup; bag-specific destinations are M2+ work |
| Placement value | 0 (let server pick slot) | Simplest; placement-control UI is M2+ |
| Visual feedback | Toast + `[pickup]` log line | No inventory UI yet; the existing `WieldObject` / `InventoryPutObjInContainer` server events already update `ItemRepository` so the state is correct internally |
| Pick under cursor fallback | **NO** | Out of scope per user decision. Strict select-first UX. |
Brainstorm explicitly **NOT** done with the user (interrupted before
the design sections were presented). The new session should re-confirm
these decisions are still desired before writing the spec — or just
proceed if they remain obviously right.
---
## Three changes B.5 needs to land
1. **`src/AcDream.Core.Net/Messages/InteractRequests.cs`** — add
`BuildPickUp(uint gameActionSequence, uint itemGuid, uint containerGuid, int placement)`.
Pattern: same as the existing `BuildUseWithTarget` builder at line
51 of that file. 20-byte total body (`0xF7B1 envelope + seq + opcode
0x0019 + 12-byte payload`).
2. **`src/AcDream.App/Rendering/GameWindow.cs`** — add a private helper
`SendPickUp(uint itemGuid)`:
- Gate on `_liveSession?.CurrentState == InWorld` (same pattern as
B.4b's `SendUse`).
- `seq = _liveSession.NextGameActionSequence()`.
- `body = InteractRequests.BuildPickUp(seq, itemGuid, _playerServerGuid, 0)`.
- `_liveSession.SendGameAction(body)`.
- Diagnostic: `Console.WriteLine($"[pickup] item=0x{itemGuid:X8} container=0x{_playerServerGuid:X8} seq={seq}")`.
3. **`src/AcDream.App/Rendering/GameWindow.cs` `OnInputAction` switch**
— add `case InputAction.SelectionPickUp:` near the other `Select*` /
`UseSelected` cases (B.4b added those around line 8633+). Body:
`if (_selectedGuid is uint sel) SendPickUp(sel); else _debugVm?.AddToast("Nothing selected");`.
That's the whole code change. ~50 LOC including diagnostics.
---
## Likely ID-translation gotcha (the L.2g slice 1c pattern)
B.4b's L.2g slice 1c surfaced an ID-space mismatch: the **`BuildUse`**
wire builder takes a `targetGuid` which is `entity.ServerGuid`, but
`ShadowObjectRegistry` keys by `entity.Id`. For `BuildPickUp`:
- `itemGuid` argument must be `entity.ServerGuid` (the server's
identifier — ACE looks it up in its world). ✅ B.4b's picker returns
`ServerGuid`, so `_selectedGuid` already carries the right value.
- `containerGuid` argument must be `_playerServerGuid` (the server's
identifier for the player). ✅ Already a ServerGuid in `GameWindow`.
So B.5 should NOT hit the same ID-mismatch trap L.2g slice 1c did. But
re-check at implementation time.
---
## ACE inbound chain (already wired)
After ACE processes a `BuildPickUp`, it broadcasts:
- `0x019B InventoryPutObjInContainer` — moves the item record into the
player's container. Already wired to
`ItemRepository.MoveItem(itemGuid, containerGuid, placement)` at
`GameEventWiring.cs:239`.
- `RemoveObject` for the world-spawned item — already wired (existing
despawn path removes the ground item from view).
- Possibly `WieldObject` if the item auto-equips — already wired
(`GameEventWiring.cs:231`).
No new inbound wiring needed for the minimum demo. The user will see:
1. Click ground item → selection updates.
2. Press F → diagnostic logs, packet sent.
3. ACE processes; sends inventory + despawn events.
4. Item disappears from ground.
5. (No inventory UI yet, but item is in `ItemRepository`.)
---
## Acceptance criteria
- [ ] `dotnet build` green.
- [ ] `dotnet test` green: 1046 / 8 pre-existing-baseline fail
(unchanged from main HEAD).
- [ ] At Holtburg, drop a test item on the ground (via `/drop` server
command or have ACE spawn one for the test character), then:
- [ ] Single-click the item — `_selectedGuid` updates, B.4b's
`[pick]` diagnostic shows the item's guid.
- [ ] Press F — log shows `[pickup] item=0x... container=0x5000000A
seq=N`.
- [ ] Item disappears from the ground.
- [ ] No regressions on door interaction (B.4b/B.4c still work).
- [ ] **Bonus: click-NPC verification.** While in-world, single-click
an NPC and press F (or double-click). Expected: NPC chat appears in
the chat panel. If it does → M1 demo target 3 confirmed met. If not
→ file the gap.
- [ ] `docs/ISSUES.md` closure entry for whatever issue (if any) was
filed for the pickup gap.
- [ ] Roadmap + CLAUDE.md updated.
---
## Reproducibility
Same launch recipe as B.4c. Per CLAUDE.md "Logout-before-reconnect",
wait 20-45s between client launches to let ACE clear stale sessions.
```powershell
Get-Process -Name AcDream.App -ErrorAction SilentlyContinue | Stop-Process -Force
Start-Sleep -Seconds 20
$env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call"
$env:ACDREAM_LIVE = "1"
$env:ACDREAM_TEST_HOST = "127.0.0.1"
$env:ACDREAM_TEST_PORT = "9000"
$env:ACDREAM_TEST_USER = "testaccount"
$env:ACDREAM_TEST_PASS = "testpassword"
$env:ACDREAM_DEVTOOLS = "1"
$env:ACDREAM_PROBE_BUILDING = "1"
dotnet run --project src\AcDream.App\AcDream.App.csproj -c Debug 2>&1 |
Tee-Object -FilePath "launch-b5.log"
```
Log grep:
```powershell
Select-String -Path launch-b5.log -Pattern "pickup|\[pick\] guid=|UseDone|\[B.4b\] pick"
```
---
## Carry-overs from B.4c (don't lose track)
- **#61** — AnimationSequencer link→cycle frame-0 flash on door swing.
Visible as brief flap at end of swing animation. Low-severity polish.
- **#62** — PARTSDIAG null-guard for sequencer-driven entities.
Latent; not currently reachable for doors. One-line fix.
- **Worktree at `.claude/worktrees/phase-b4c-door-anim`** still on disk
(submodules blocked `git worktree remove` per B.4b precedent). Manual
cleanup after this session: `rm -rf` the directory + `git worktree
prune` + `git branch -D claude/phase-b4c-door-anim`.
---
## State at handoff
- **Branch:** `claude/phase-b5-pickup` (renamed from
`claude/investigate-npc-click`).
- **Worktree directory:** `.claude/worktrees/investigate-npc-click`
(cosmetic mismatch with branch name; harmless).
- **Commits ahead of main:** 1 after this handoff lands.
- **Main HEAD:** `e7842e0`.
- **Build state:** worktree compiles cleanly (verified via
`dotnet build -c Debug`). Tests at 1046/8 baseline.
- **Submodule state:** `references/WorldBuilder` initialized.
`references/ACE` NOT initialized in this worktree — use the main
repo's `references/ACE` for ACE source reads, or init via
`git submodule update --init --depth=1 references/ACE` if extensive
reading is needed.
---
## Why a fresh session
This session accumulated ~10 hours of context across L.2g, B.4b, and
B.4c — the working set is large enough that starting B.5 cold lets the
new session work with a clean context budget and avoids the compaction
risk that hit the prior B.4b session.
The prompt for the new session is in the controller's reply that
created this handoff (the chat message immediately after this commit).