feat(retail): Commit B — retail-faithful AP cadence + screen-rect picker
Retires divergences flagged in the 2026-05-16 faithfulness audit: 1. AP cadence. Replaces the 1 Hz idle / 10 Hz active flat heartbeat with a diff-driven model gated on `Contact && OnWalkable` (acclient_2013_pseudo_c.txt:700327 SendPositionEvent). Sends on position or cell change while grounded on walkable, plus a 1 sec heartbeat; suppressed entirely airborne. PlayerMovementController exposes `NotePositionSent(pos, cellId, now)` which GameWindow stamps after each AutonomousPosition / MoveToState send — mirrors retail's shared `last_sent_position_time` between SendPositionEvent (0x006b4770) and SendMovementEvent (0x006b4680). Known divergence from retail: ours is per-frame-while-moving, retail's effective rate is ~1 Hz during smooth motion (cell/plane checks). Filed as #74, blocked by #63 — when #63 lands we revert to retail's narrower gate. 2. Workaround retirement. Removes TinyMargin (0.05 m inside arrival) and the AP-flush before re-send (`SendAutonomousPositionNow`). The diff-driven cadence makes both obsolete. Close-range turn-first deferred Use is kept (it IS retail — ACE Player_Move.cs:66-87 mirrors retail's CreateMoveToChain pre-callback rotation), renamed `OnAutoWalkArrivedSendDeferredAction` to clarify it's a FIRST send. `isRetryAfterArrival` parameter dropped. 3. Far-range Use/PickUp retry. Restored — was load-bearing, not the "redundant cleanup" the Group 2 audit thought. Issue #63 means ACE drops the first Use as too-far without re-polling on subsequent APs; the arrival re-send is what makes far-range Use complete. Logs include `(queued for arrival re-send pending #63)` to make this explicit. Removes when #63 closes. 4. Screen-rect picker. New `AcDream.Core.Selection.ScreenProjection` helper shared by `WorldPicker` and `TargetIndicatorPanel`. The `Setup.SelectionSphere` projects to a screen-space square (retail anchor `SmartBox::GetObjectBoundingBox` 0x00452e20); picker hit-tests the mouse pixel against the same rect the indicator draws, inflated by 8 px (`TriangleSize`). Guarantees what-you-see is what-you-click — including rect corners that were dead zones under the old ray-sphere picker. Per-type radius (1.0/1.6/2.0 m) and vertical-offset (0.2/0.9/1.0/1.5 m) heuristic lambdas retired; `IsTallSceneryGuid` deleted; `EntityHeightFor` trimmed to 1.5 m × scale defensive default. No defensive sphere synth — entities without a baked `SelectionSphere` are skipped, matching retail's `GfxObjUnderSelectionRay` (0x0054c740). 5. Rotation rate run multiplier (Commit A precursor). `TurnRateFor(running)` helper applies retail's `run_turn_factor = 1.5f` (PDB-named 0x007c8914) under HoldKey.Run, matching `apply_run_to_command` at 0x00527be0 (line 305098). Effective: walking ≈ 90°/s, running ≈ 135°/s. Keyboard A/D + ApplyAutoWalkOverlay both use it. 6. Useability gate (Commit A precursor). `IsUseableTarget` corrected to `useability != 0` per `ItemUses::IsUseable` at 256455 — ANY non-zero passes (USEABLE_NO=1, USEABLE_CONTAINED=8, etc.), not just the USEABLE_REMOTE bit. Cross-checked against 4 call sites in retail (ItemHolder::UseObject 0x00588a80, DetermineUseResult 0x402697, UsingItem 0x367638, disable-button-state 0x198826). Added `ProbeUseabilityFallbackEnabled` diagnostic (`ACDREAM_PROBE_USEABILITY_FALLBACK=1`) to measure how often the creature/BF_DOOR fallback fires for ACE-seed-DB entities with null useability. CLAUDE.md updated with the graceful-shutdown rule for relaunch: Stop-Process bypasses the logout packet, leaving ACE's session marked logged-in for ~3+ min. CloseMainWindow() sends WM_CLOSE so the shutdown hook runs and the logout packet reaches ACE. Tests: +3 ScreenProjectionTests + 6 WorldPickerRectOverloadTests = +9. Core.Net 294/294 pass; Core 1073/1081 (8 pre-existing Physics failures unchanged). Visual-verified 2026-05-16: rotation rate, useability, screen-rect click area, double-click + R-key + F-key Use/PickUp at short and long range — dialogue/door/pickup fire on arrival. Filed follow-ups #70 (triangle apex/size DAT sprite), #71 (picker Stage B polygon refine), #72 (cdb omega.z probe), #73 (retail-message sweep pattern), #74 (per-frame AP chattier than retail — blocked by #63). Old ray-sphere `WorldPicker.Pick(origin, direction, ...)` overload kept for back-compat; no callers in acdream proper. Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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CLAUDE.md
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CLAUDE.md
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@ -926,20 +926,50 @@ for the window to close.
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### Logout-before-reconnect
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**ACE keeps your last session alive briefly after a disconnect.** If you
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relaunch the client within a few seconds of the last close, the handshake
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fails with `live: session failed: CharacterList not received` and the
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process exits with code 29. Wait ~3–5 seconds between launches, or explicitly
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kill stale processes:
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**ACE keeps your last session alive after a disconnect, and the duration
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depends on HOW the client exited.** Two cases:
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1. **Graceful close (client sent logout packet to ACE):** session clears
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in ~3–5 seconds. Wait briefly between launches.
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2. **Hard kill (Stop-Process, crash, force-close):** no logout packet
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reached ACE. ACE keeps the session marked logged-in until its own
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timeout — observed in practice at ~3+ minutes. Subsequent relaunches
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fail with `live: session failed: CharacterList not received` (exit 29)
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the entire time. **There is no admin command available to us to kick
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the stale session.** Either wait it out, or use the graceful path
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below.
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**Prefer the graceful close path when ending a launch.** PowerShell's
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`Stop-Process` is a hard kill — it bypasses the client's shutdown hook
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which is where the logout packet would have been sent. The graceful
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alternative sends WM_CLOSE so the window's close handler runs:
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```powershell
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Get-Process -Name AcDream.App -ErrorAction SilentlyContinue | Stop-Process -Force
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$proc = Get-Process -Name AcDream.App -ErrorAction SilentlyContinue
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if ($proc) {
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$proc.CloseMainWindow() | Out-Null
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if (-not $proc.WaitForExit(5000)) {
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# Fell through to hard-kill — session WILL be stuck on ACE.
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$proc | Stop-Process -Force
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}
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}
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Start-Sleep -Seconds 3
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# ... then launch ...
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```
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The user has repeatedly confirmed this — don't treat exit-29-after-rapid-relaunch
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as a code bug. It's a server-side session-cleanup delay.
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If `WaitForExit(5000)` returns false (the client didn't exit in 5 seconds
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after WM_CLOSE), the client is unresponsive and a hard kill is the only
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option — accept that ACE will be unhappy for a few minutes.
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**When recovering from a hard-killed session that ACE still considers
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active:** the only honest answer is to wait. Don't bother retrying every
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30 seconds — make a single retry attempt ~3 minutes after the kill, and
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if it still fails wait another 2 minutes before trying again. The user
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will likely volunteer when ACE has cleared the session if you ask.
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The user has repeatedly confirmed this — don't treat exit-29-after-relaunch
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as a code bug. It's a server-side session-cleanup delay whose duration is
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governed by whether the previous shutdown was graceful or forced.
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### Test character
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