docs(D.2b): record vitals default-flip shipped (importer is now the default vitals)
Roadmap: update D.2b LayoutDesc importer entry to record that the default
flip shipped 2026-06-15 (bf77a23) — importer is the default at
ACDREAM_RETAIL_UI=1; vitals.xml + ACDREAM_RETAIL_UI_IMPORTER flag retired;
window movable, resize deferred to Plan 2 (WindowManager).
Plan: update "After Plan 1" to mark the flip DONE, clean up the Plan 2
description now that vitals.xml is gone.
Register:
- AP-37 "Why" cell: replace "Gated opt-in (ACDREAM_RETAIL_UI_IMPORTER)"
with "Now the default vitals path (the hand-authored markup vitals was
retired)" — the flag is gone.
- IA-15: add row (was missing from this branch) — D.2b retail UI design
stance, updated to note that the vitals window is now rendered by the
LayoutDesc importer (dat chrome elements), not UiNineSlicePanel;
UiNineSlicePanel/RetailChromeSprites now back only chat window + plugin
panels. IA count header 14 → 15.
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) — 14 rows
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## 1. Intentional architecture (IA) — 15 rows
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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|---|---|---|---|---|---|
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@ -55,6 +55,7 @@ accepted-divergence entries (#96, #49, #50).
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| IA-12 | UI toolkit mirrors retail behavior from research docs, not a byte-port — keystone.dll is outside decomp coverage; observed constants embedded (drag 3 px, tooltip 1000 ms) | `src/AcDream.App/UI/README.md:3` | keystone.dll has no PDB/decomp; semantics reconstructed from the six `docs/research/retail-ui/` deep-dives, keeping retail's event-type constants so panel switch-cases transplant cleanly | Edge-case input semantics the research under-specified (drag threshold, tooltip timing, focus hand-off, capture corners) differ silently with no oracle to diff against | keystone.dll Device DAT_00837ff4; docs/research/retail-ui/04-input-events.md |
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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. The vitals window is now rendered by the LayoutDesc importer (dat chrome elements read directly from `LayoutDesc 0x2100006C`), not `UiNineSlicePanel`; `UiNineSlicePanel`/`RetailChromeSprites` now back only the chat window + plugin panels | `src/AcDream.App/UI/Layout/LayoutImporter.cs` (vitals) + `src/AcDream.App/UI/UiNineSlicePanel.cs` (chat/plugins) | 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` and resolves chrome element positions + sprite ids directly from parsed dat fields; 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` (SHIPPED); `docs/research/2026-06-15-layoutdesc-format.md`; controls.ini tokens; keystone.dll layout eval (no PDB) |
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@ -132,7 +133,7 @@ accepted-divergence entries (#96, #49, #50).
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| AP-34 | Landscape-stage alpha deferral is a TWO-PHASE slice split (statics-early / dynamics+particles+weather-late around the **#124** look-ins) + outdoor-root attached scene emitters moved to the post-frame pass, not retail's single deferred alpha flush. Residual: building exteriors' / outside-stage dynamics' own translucent MESH batches still draw within their stage draw call (before later stage content) | `src/AcDream.App/Rendering/RetailPViewRenderer.cs` (`DrawLandscapeThroughOutsideView` late loop) + `GameWindow` post-frame Scene pass | The MDI dispatcher draws translucency inside each Draw call; a faithful FlushAlphaList port needs a global deferred alpha list across all landscape draws — the split covers the user-visible cases (#131 portal swirl, #132 candle flame indoors + outdoors) | Translucent landscape content drawn early and screen-overlapped by content drawn later in the stage gets overpainted (no depth self-protection) — the portal-swirl/candle-flame class re-appears in the residual configurations | `D3DPolyRender::FlushAlphaList` (DrawCells pc:432722) |
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| AP-36 | Dungeon streaming gate triggers on the player's CURRENT cell being a sealed EnvCell (`CurrCell.IsEnv && !SeenOutside`), an approximation of ACE's full landblock `IsDungeon` (all-heights-zero + NumCells>0 + Buildings.Count==0). The retail BEHAVIOR (a dungeon loads no adjacent landblocks) is faithful — only the runtime TRIGGER is the cheap cell predicate instead of classifying the center landblock. **#135 pre-collapse:** at login/teleport the same collapse is triggered EARLY (the instant the streaming center is recentered onto the spawn/dest cell) via `IsSealedDungeonCell` reading the EnvCell **dat** `SeenOutside` flag — because the physics `CurrCell` is null until placement, which waits for hydration; without the early trigger the full 25×25 ocean-grid window loads then unloads (the ~30 s login FPS ramp) | `src/AcDream.App/Rendering/GameWindow.cs:6895` (per-frame predicate) + `:IsSealedDungeonCell` + `:OnLiveEntitySpawnedLocked`/`:OnLivePositionUpdated` (login/teleport pre-collapse hooks) + `src/AcDream.App/Streaming/StreamingController.cs` (collapse/expand/`PreCollapseToDungeon`) | The predicate is already computed for sun/sky gating (playerInsideCell) and exactly matches for sealed dungeons vs windowed building interiors (SeenOutside=true → not gated); no landblock re-classification needed. The dat-flag read is the same `EnvCellFlags.SeenOutside` the hydrated `ObjCell.SeenOutside` is built from (`EnvCell.cs:72`/`PhysicsDataCache.cs:224`), so the pre-collapse decision matches the eventual per-frame gate exactly | A dungeon cell that reports SeenOutside (an entrance cell open to the surface) briefly un-collapses and re-streams the window; a hypothetical windowless building back-room (IsEnv && !SeenOutside but HasBuildings) would wrongly collapse its outdoor neighbors; a sealed-dungeon entrance cell that is itself SeenOutside is simply MISSED by the early trigger and falls back to the existing late collapse (no worse than before #135) | ACE `LandblockManager.GetAdjacentIDs` (dungeons→empty) Landblock.cs:577-582; `IsDungeon` Landblock.cs:1264-1277 |
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| AP-35 | Point/spot lights use a single PER-PIXEL accumulation that ports `calc_point_light`'s `(1 − dist/falloff_eff)` LINEAR ramp (falloff_eff = Falloff × static_light_factor 1.3) + standard Lambert `N·L`; retail's path is PER-VERTEX Gouraud and additionally applies a half-Lambert wrap (`0.5·dist + N·L_vec`, lights surfaces down to `N·L ≥ −0.5`) and an x87-obscured normalization factor, neither ported | `src/AcDream.App/Rendering/Shaders/mesh_modern.frag:52` (+ `mesh.frag`; `LightInfoLoader.cs:81` folds 1.3 into Range) | The linear ramp is the user-visible fix (kills the hard-disc "spotlight" edge, #133 A7); the dropped wrap/normalization only re-shade the gradient slightly, and per-pixel vs per-vertex Gouraud chiefly differs on coarse geometry. Half-Lambert wrap + factor are an x87-decompile refinement (same artifact class as GetPowerBarLevel AP-24) | Surfaces facing slightly away from a torch (`−0.5 ≤ N·L < 0`) stay dark where retail's wrap lights them faintly; near-light gradient shading differs subtly from retail's per-vertex bake | `calc_point_light` 0x0059c8b0 (line 0x0059c9a2 ramp; 0x0059c925 wrap); static_light_factor 0x00820e24 |
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| AP-37 | LayoutDesc importer collapses the dat's nested meter structure (Type-7 meter → two Type-3 container children → three Type-3 image-slice grandchildren each) into `UiMeter`'s programmatic 3-slice fields (`BackLeft..FrontRight`) + reuses `UiMeter.DrawHBar`'s scissor-fill, instead of building those child nodes generically and porting `UIElement_Meter::DrawChildren`. Standalone Type-0 text elements are also skipped (vitals numbers render via `UiMeter.Label` bound by the controller; a dedicated dat-text widget is Plan 2). The inheritance `Merge` treats Width/Height==0 as "inherit from base", diverging from format-doc §12 rule 2 (documented inline in `ElementReader.cs`) | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (`BuildMeter`/`SliceIds`) + `src/AcDream.App/UI/Layout/LayoutImporter.cs` (`BuildWidget` meter-child skip) | Reuses the tested `UiMeter` render that already visually matches retail's stacked vitals bars; the full nested-element + `DrawChildren` scissor port and a dat-text widget are deferred to Plan 2. Gated opt-in (`ACDREAM_RETAIL_UI_IMPORTER`) and locked by the conformance fixture (`tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json`) | A LayoutDesc whose meter structure differs from the vitals 2-container/3-slice shape, or a window needing standalone dat text, renders an empty/wrong meter or drops text — no oracle diff until the Plan-2 widgets land | `UIElement_Meter::DrawChildren` @0x46fbd0; `UIElement_Text::DrawSelf` @0x467aa0; `docs/research/2026-06-15-layoutdesc-format.md` |
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| AP-37 | LayoutDesc importer collapses the dat's nested meter structure (Type-7 meter → two Type-3 container children → three Type-3 image-slice grandchildren each) into `UiMeter`'s programmatic 3-slice fields (`BackLeft..FrontRight`) + reuses `UiMeter.DrawHBar`'s scissor-fill, instead of building those child nodes generically and porting `UIElement_Meter::DrawChildren`. Standalone Type-0 text elements are also skipped (vitals numbers render via `UiMeter.Label` bound by the controller; a dedicated dat-text widget is Plan 2). The inheritance `Merge` treats Width/Height==0 as "inherit from base", diverging from format-doc §12 rule 2 (documented inline in `ElementReader.cs`) | `src/AcDream.App/UI/Layout/DatWidgetFactory.cs` (`BuildMeter`/`SliceIds`) + `src/AcDream.App/UI/Layout/LayoutImporter.cs` (`BuildWidget` meter-child skip) | Reuses the tested `UiMeter` render that already visually matches retail's stacked vitals bars; the full nested-element + `DrawChildren` scissor port and a dat-text widget are deferred to Plan 2. Now the default vitals path (the hand-authored markup vitals was retired) and locked by the conformance fixture (`tests/AcDream.App.Tests/UI/Layout/fixtures/vitals_2100006C.json`) | A LayoutDesc whose meter structure differs from the vitals 2-container/3-slice shape, or a window needing standalone dat text, renders an empty/wrong meter or drops text — no oracle diff until the Plan-2 widgets land | `UIElement_Meter::DrawChildren` @0x46fbd0; `UIElement_Text::DrawSelf` @0x467aa0; `docs/research/2026-06-15-layoutdesc-format.md` |
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