Merge campaign-hover-ui-round: gate fixes — seamless login wormhole edges, centered vitals icons
Some checks are pending
Headless portability / portable-headless (ubuntu-latest) (push) Waiting to run
Headless portability / portable-headless (windows-latest) (push) Waiting to run
Headless portability / portable-launcher (ubuntu-latest) (push) Waiting to run
Headless portability / portable-launcher (windows-latest) (push) Waiting to run
Headless portability / linux-graphical (push) Waiting to run
Headless portability / linux-vulkan (push) Waiting to run
Some checks are pending
Headless portability / portable-headless (ubuntu-latest) (push) Waiting to run
Headless portability / portable-headless (windows-latest) (push) Waiting to run
Headless portability / portable-launcher (ubuntu-latest) (push) Waiting to run
Headless portability / portable-launcher (windows-latest) (push) Waiting to run
Headless portability / linux-graphical (push) Waiting to run
Headless portability / linux-vulkan (push) Waiting to run
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
commit
ca8f4ef4e5
17 changed files with 649 additions and 66 deletions
|
|
@ -436,7 +436,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
|
|||
| ~~TS-20~~ | **RETIRED AS A FALSE ATTRIBUTION 2026-07-16** — `CGfxObj::InitLoad` passes the complete polygon array to `D3DPolyRender::ConstructMesh`; ordinary GfxObj rendering does not filter it through DrawingBSP. Building DrawingBSP traversal discovers and orders portal apertures after `RemoveNonPortalNodes`; it is not a global visible-polygon selector. The alleged building-shell "orphans" are `DrawingBSPNode.Portals`, omitted by the old diagnostic collector; the corrected node-polygons ∪ portal-polygons audit finds no true orphans. Applying the proposed filter would repeat the door disappearance regression from `e46d3d9`. | `docs/research/2026-06-11-holistic-map/wf1-gfxobj-draw.md`; `docs/research/2026-06-11-holistic-map/wf1-building-shells.md`; `tests/AcDream.Core.Tests/Rendering/Wb/Issue113DoorVanishDiagnosticTests.cs` | — | — | `CGfxObj::InitLoad @ 0x005346B0`; `D3DPolyRender::ConstructMesh @ 0x0059DFA0`; `BSPTREE::build_draw_portals_only @ 0x00539860` |
|
||||
| TS-21 | Default run/jump skills 200/300 tuned to feel until the first PlayerDescription lands (the stale "we don't parse yet" comment was FIXED in R4-V5; K-fix7 parses PD → SetCharacterSkills) | `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs:311` | Defaults rule only pre-PD or on PD parse failure; jump bumped 200→300 on user complaint (3.01 m max felt too low) | Any window with defaults live predicts run/jump speeds the server disagrees with — observer rubber-banding, local snap-backs | retail height = (skill/(skill+1300))×22.2 + 0.05 |
|
||||
| TS-27 | **NARROWED 2026-07-29 (Campaign N Slice N1)** — OUTBOUND is ported: sent-packet cache + header-rebuilt resend on server `RequestRetransmit`, `ids[0]` implicit ack, wrap-safe watermark prune (`src/AcDream.Core.Net/Transport/`). Residual: INBOUND loss is still fatal — no sequence-aligned inbound ISAAC discipline, no client NAK emission, no `RejectRetransmit` consumption (Campaign N slices N2/N4) | `src/AcDream.Core.Net/WorldSession.cs` (`ProcessDatagram` inbound path); `docs/plans/2026-07-29-network-transport-campaign.md` §2.2/§2.3 | Campaign N executes the port one direction per slice; the N0 ACE double grades each slice before the next lands | One lost S2C packet still shifts the inbound keystream permanently — every later encrypted packet fails checksum and the session goes silently deaf until timeout | `SharedNet::ProcessPacket @ 0x00544790`; `ReceiverData::AddNakked @ 0x00549240`; `SharedNet::EnqueueNaks @ 0x00543BD0` |
|
||||
| TS-28 | **NARROWED 2026-08-17 (enter-world round)** — the GRAPHICAL host now runs retail's full login wormhole: the login reveal (`RuntimeWorldTransitState.BeginLoginReveal`, shared by direct auto-select, character-select Enter, and enter-after-create) arms the same `TeleportAnimSequencer`/`PortalTunnelPresentation` machine the F751 pump uses (`LocalPlayerTeleportController` login arm), with `Sound_UI_EnterPortal`/`Sound_UI_ExitPortal` at retail's edges and LoginComplete sent at the WorldFadeIn end gated on canonical first placement. Residual: HEADLESS hosts have no presentation — prepared headless sends LoginComplete once after canonical local-player first placement; content-less headless sends after its accepted direct Create because it has no placement conductor. | `src/AcDream.App/Streaming/LocalPlayerTeleportController.cs` (login arm); `src/AcDream.App/Net/LiveSessionRuntimeFactory.cs` (first-entry completion latch); `src/AcDream.Headless/Hosting/HeadlessSessionEventRoute.cs`; `src/AcDream.Runtime/Session/RuntimeLiveEntitySessionController.cs` | Headless hosts are bots — an animation hold would only delay automation; their placement-edge send remains the truthful admission contract. | A headless bot's LoginComplete reaches ACE seconds earlier than a graphical client's, so its observer-visible materialization is earlier than retail cadence. | `SmartBox::teleport_in_progress @ 0x00451C20`; `gmSmartBoxUI::UseTime @ 0x004D6E30` (login edge @ 0x004D6EAB, LoginComplete @ 0x004D745D); `gmSmartBoxUI::BeginTeleportAnimation @ 0x004D6300` (enter cue @ 0x004D638E); `SmartBox::UseTime @ 0x00455410` (position_update_complete @ 0x00455483); `CPlayerSystem::SendLoginCompleteNotification @ 0x00562E90`; holtburger `client/messages.rs:391-422` |
|
||||
| TS-28 | **NARROWED 2026-08-17 (enter-world round; gate-fix round same day)** — the GRAPHICAL host now runs retail's full login wormhole: the login reveal (`RuntimeWorldTransitState.BeginLoginReveal`, shared by direct auto-select, character-select Enter, and enter-after-create) arms the same `TeleportAnimSequencer`/`PortalTunnelPresentation` machine the F751 pump uses (`LocalPlayerTeleportController` login arm), with `Sound_UI_EnterPortal`/`Sound_UI_ExitPortal` at retail's edges and LoginComplete sent at the WorldFadeIn end gated on canonical first placement. The gate-fix round closed both void edges: live pre-world frames present retail's BLACK empty-viewport frame (`LocalPlayerTeleportRenderStateSource` folds `IsWaitingForLogin` into the portal-viewport frame shape — retail's pre-player gameplay screen draws no world; the invented sky-only backdrop is deleted), and the login pump's Place edge acknowledges `RuntimeWorldTransitState.AcknowledgeLoginMaterialized` (retail resumes `CObjectMaint`/`CPhysics` when destination cells stop blocking, while the tunnel is in front) so WorldFadeIn draws the world instead of a void. Residual: HEADLESS hosts have no presentation — prepared headless sends LoginComplete once after canonical local-player first placement; content-less headless sends after its accepted direct Create because it has no placement conductor. | `src/AcDream.App/Streaming/LocalPlayerTeleportController.cs` (login arm); `src/AcDream.App/Net/LiveSessionRuntimeFactory.cs` (first-entry completion latch); `src/AcDream.Headless/Hosting/HeadlessSessionEventRoute.cs`; `src/AcDream.Runtime/Session/RuntimeLiveEntitySessionController.cs` | Headless hosts are bots — an animation hold would only delay automation; their placement-edge send remains the truthful admission contract. | A headless bot's LoginComplete reaches ACE seconds earlier than a graphical client's, so its observer-visible materialization is earlier than retail cadence. | `SmartBox::teleport_in_progress @ 0x00451C20`; `gmSmartBoxUI::UseTime @ 0x004D6E30` (login edge @ 0x004D6EAB, LoginComplete @ 0x004D745D); `gmSmartBoxUI::BeginTeleportAnimation @ 0x004D6300` (enter cue @ 0x004D638E); `SmartBox::UseTime @ 0x00455410` (position_update_complete @ 0x00455483); `CPlayerSystem::SendLoginCompleteNotification @ 0x00562E90`; holtburger `client/messages.rs:391-422` |
|
||||
| ~~TS-29~~ | **RETIRED 2026-08-08 (Campaign A slices A5/A6).** Both halves are resolved, in opposite directions. **Ambient:** ported. `AmbientSoundGatherer` walks retail's 3x3 landblock ring x 64 land cells off the region file's `SoundInfo`/`SceneInfo`/`TerrainInfo` chain, `AmbientSoundScheduler` runs the absolute-deadline queue, and continuous beds are re-fired one-shots on `min_rate` rather than looping voices — retail never sets the DirectSound loop flag, so the `StartAmbient`/`StopAmbient` handle API this row described modelled a mechanism that does not exist and is deleted. **Music:** there is nothing to port. Retail EoR links a complete winmm MIDI player and never feeds it — `midiPlay` has zero callers, the string "music" appears zero times in the 65 MB decomp, `SoundType` has no music member, `InitPrefs` registers no music key, and the retail install ships no music files. What players remember as dungeon music is the AdminEnvirons `UI_*` stinger family (TS-54, landed at A4). | retired | — | — | `Ambient::UpdatePlayQueue @ 0x551A50`; `Ambient::Play @ 0x5517A0`; `Ambient::UseTime @ 0x551880`; `CLandBlock::add_ambient_sounds @ 0x530310`; `docs/research/2026-08-08-audio-retail-ambient-runtime.md`; `docs/research/2026-08-08-audio-retail-music-absence.md` |
|
||||
| TS-30 | Chat DAT elements `0x10000522`–`0x10000525` render but have no controller semantics; the older claim that they are numbered in-window filter tabs is **unproven** | `src/AcDream.App/UI/Layout/ChatWindowController.cs` | Named retail proves separately filtered main/floaty chat windows, not an in-window numbered-tab model. Wave 5 must live/DAT-confirm these element roles before assigning behavior | The controls may be inert today, but inventing tab switching could be a larger divergence than leaving an unconfirmed role inactive | `gmMainChatUI @ 0x004CCCC0..0x004CE2A0`; correction in `docs/research/2026-07-10-retail-panel-behavior-pseudocode.md` |
|
||||
| TS-31 | **NARROWED 2026-07-13** — `/squelch`, `/unsquelch`, `/filter`, `/unfilter`, and `/messagetypes` send the exact modification events and consume the authoritative retail `SquelchDB`; incoming `ChatLog` lines are not yet filtered through that database, and clickable name-tag social actions remain absent | `src/AcDream.Core/Social/SquelchState.cs`; `src/AcDream.Core.Net/Messages/SocialStateMessages.cs`; `src/AcDream.App/UI/ClientCommandController.cs`; `src/AcDream.Core/Chat/ChatLog.cs` | Command/state transport is complete; enforcement belongs at the shared inbound-chat boundary so both backends remain identical | A squelch appears in the list and persists server-side but matching incoming lines can still render; contextual name actions remain unavailable | `SquelchDB::UnPack @ 0x006B1900`; `ChatFilter::IsSquelched`; retail right-click player name → Squelch menu |
|
||||
|
|
|
|||
|
|
@ -239,11 +239,13 @@ internal sealed class FrameRootCompositionPhase
|
|||
// deleted at slice V11. The graph is the clear pass, the private-
|
||||
// presentation phase, and the retained UI inside it — the client's
|
||||
// own frame, drawn entirely through the RHI.
|
||||
var teleportRenderState =
|
||||
new LocalPlayerTeleportRenderStateSource(session.LocalTeleport);
|
||||
var renderLoginState = new RenderLoginStateSource(
|
||||
d.Options.LiveMode,
|
||||
d.PlayerMode);
|
||||
var teleportRenderState =
|
||||
new LocalPlayerTeleportRenderStateSource(
|
||||
session.LocalTeleport,
|
||||
renderLoginState);
|
||||
// Campaign V slice V6i-3: on Vulkan the frame's clear is a load op of the
|
||||
// world pass rather than a pass of its own, so the two phases share this
|
||||
// one value. See VulkanWorldScenePhase for why the merge is required
|
||||
|
|
@ -561,6 +563,24 @@ internal sealed class FrameRootCompositionPhase
|
|||
lifecycleAutomation)
|
||||
: (IRenderFramePostDiagnosticsPhase?)lifecycleAutomation
|
||||
?? NullRenderFramePostDiagnosticsPhase.Instance;
|
||||
if (RenderPresentationDiagnostics.ProbeLoginFrames)
|
||||
{
|
||||
// Enter-world gate round (2026-08-17): the per-frame presentation
|
||||
// classification probe (world/tunnel/black/void transitions). The
|
||||
// tunnel fact is the controller's RAW portal-scene visibility, not
|
||||
// the composed render-state source, so the probe can distinguish
|
||||
// "covered black" from "tunnel scene drawn".
|
||||
var loginFrameProbe = new LoginPresentationFrameProbe(
|
||||
() => session.LocalTeleport.IsPortalViewportVisible,
|
||||
renderLoginState,
|
||||
d.Log);
|
||||
postDiagnostics =
|
||||
postDiagnostics is NullRenderFramePostDiagnosticsPhase
|
||||
? loginFrameProbe
|
||||
: new SerialRenderFramePostDiagnosticsPhase(
|
||||
postDiagnostics,
|
||||
loginFrameProbe);
|
||||
}
|
||||
var renderFrame = new RenderFrameOrchestrator(
|
||||
host.GpuFrameLifetime,
|
||||
// Campaign V slice V8: the Vulkan arm measures the frame bracket
|
||||
|
|
|
|||
95
src/AcDream.App/Rendering/LoginPresentationFrameProbe.cs
Normal file
95
src/AcDream.App/Rendering/LoginPresentationFrameProbe.cs
Normal file
|
|
@ -0,0 +1,95 @@
|
|||
using System;
|
||||
|
||||
namespace AcDream.App.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// Diagnostic owner for the render-presentation probe family (CLAUDE.md Code
|
||||
/// Structure Rules §5 — one static class per subsystem, typed properties read
|
||||
/// from the environment once at startup, never per-call-site
|
||||
/// <c>GetEnvironmentVariable</c> reads).
|
||||
/// </summary>
|
||||
internal static class RenderPresentationDiagnostics
|
||||
{
|
||||
/// <summary>
|
||||
/// Enter-world gate round (2026-08-17): per-frame presentation
|
||||
/// classification for the login wormhole edges. When set, every completed
|
||||
/// render frame is classified by WHAT PRESENTED — <c>world</c> /
|
||||
/// <c>tunnel</c> / <c>black</c> / <c>void</c> — and a <c>[login-frames]</c>
|
||||
/// line is written on every classification transition. The gate contract
|
||||
/// is retail's: the sequence over a login must contain NO <c>void</c>
|
||||
/// entry on either edge (black → tunnel → world, each swap atomic).
|
||||
/// Not a user setting; not in <c>RuntimeOptions</c>; not persisted.
|
||||
/// </summary>
|
||||
public static bool ProbeLoginFrames { get; } =
|
||||
Environment.GetEnvironmentVariable("ACDREAM_PROBE_LOGIN_FRAMES") == "1";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The frame-level truth for the login wormhole gate: classifies each
|
||||
/// completed render frame from the same outcome facts the orchestrator
|
||||
/// publishes, plus the two raw presentation inputs (actual tunnel-scene
|
||||
/// visibility and the live waiting-for-login latch), and logs one line per
|
||||
/// TRANSITION so the exact frame sequence at both wormhole edges is
|
||||
/// auditable.
|
||||
///
|
||||
/// <list type="bullet">
|
||||
/// <item><description><c>world</c> — the normal world viewport drew
|
||||
/// (<see cref="WorldRenderFrameOutcome.NormalWorldDrawn"/>).</description></item>
|
||||
/// <item><description><c>tunnel</c> — the portal-space scene was visible and
|
||||
/// drew over the frame's opaque black.</description></item>
|
||||
/// <item><description><c>black</c> — the frame presented the portal-viewport
|
||||
/// black clear with NO tunnel scene (retail's empty pre-player SmartBox:
|
||||
/// the gameplay screen before CreatePlayer draws no world and no
|
||||
/// tunnel).</description></item>
|
||||
/// <item><description><c>void</c> — the world path ran but drew nothing
|
||||
/// (the sky-only "waiting for login" backdrop, or an unavailable world
|
||||
/// generation). Retail NEVER presents this during a login — any void entry
|
||||
/// in a login sequence is the gate defect.</description></item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
internal sealed class LoginPresentationFrameProbe : IRenderFramePostDiagnosticsPhase
|
||||
{
|
||||
private readonly Func<bool> _tunnelSceneVisible;
|
||||
private readonly IRenderLoginStateSource _login;
|
||||
private readonly Action<string> _log;
|
||||
private long _frame;
|
||||
private double _elapsedSeconds;
|
||||
private string? _lastClass;
|
||||
|
||||
public LoginPresentationFrameProbe(
|
||||
Func<bool> tunnelSceneVisible,
|
||||
IRenderLoginStateSource login,
|
||||
Action<string> log)
|
||||
{
|
||||
_tunnelSceneVisible = tunnelSceneVisible
|
||||
?? throw new ArgumentNullException(nameof(tunnelSceneVisible));
|
||||
_login = login ?? throw new ArgumentNullException(nameof(login));
|
||||
_log = log ?? throw new ArgumentNullException(nameof(log));
|
||||
}
|
||||
|
||||
public void Process(RenderFrameInput input, RenderFrameOutcome outcome)
|
||||
{
|
||||
_frame++;
|
||||
_elapsedSeconds += input.DeltaSeconds;
|
||||
|
||||
bool world = outcome.World.NormalWorldDrawn;
|
||||
bool tunnel = _tunnelSceneVisible();
|
||||
bool cover = outcome.Presentation.PortalViewportDrawn;
|
||||
bool waiting = _login.IsWaitingForLogin;
|
||||
|
||||
string presentClass =
|
||||
world ? "world"
|
||||
: tunnel ? "tunnel"
|
||||
: cover ? "black"
|
||||
: "void";
|
||||
|
||||
if (presentClass == _lastClass)
|
||||
return;
|
||||
_lastClass = presentClass;
|
||||
_log(
|
||||
$"[login-frames] frame={_frame} t={_elapsedSeconds:F3}s "
|
||||
+ $"present={presentClass} waiting={(waiting ? 1 : 0)} "
|
||||
+ $"cover={(cover ? 1 : 0)} tunnel={(tunnel ? 1 : 0)} "
|
||||
+ $"world={(world ? 1 : 0)}");
|
||||
}
|
||||
}
|
||||
|
|
@ -136,13 +136,35 @@ internal sealed class LocalPlayerTeleportRenderStateSource
|
|||
: IRenderFramePortalStateSource
|
||||
{
|
||||
private readonly LocalPlayerTeleportController _teleport;
|
||||
private readonly IRenderLoginStateSource _login;
|
||||
|
||||
public LocalPlayerTeleportRenderStateSource(LocalPlayerTeleportController teleport)
|
||||
public LocalPlayerTeleportRenderStateSource(
|
||||
LocalPlayerTeleportController teleport,
|
||||
IRenderLoginStateSource login)
|
||||
{
|
||||
_teleport = teleport ?? throw new ArgumentNullException(nameof(teleport));
|
||||
_login = login ?? throw new ArgumentNullException(nameof(login));
|
||||
}
|
||||
|
||||
public bool IsPortalViewportVisible => _teleport.IsPortalViewportVisible;
|
||||
/// <summary>
|
||||
/// The frame presents the portal-viewport shape (opaque black clear, no
|
||||
/// world draw, retained UI on top) when the tunnel scene is visible OR
|
||||
/// while a live login is still pre-world. The second arm is retail's
|
||||
/// pre-player gameplay screen: after char-select Enter queues UI mode
|
||||
/// 0x10000008 (<c>CM_Login::SendNotice_BeginEnterWorld @ 0x006AD810</c>
|
||||
/// from <c>CPlayerSystem::LogOnCharacter @ 0x0055F890</c>), the SmartBox
|
||||
/// has no player and draws NO world — the screen behind the UI is black
|
||||
/// until <c>SmartBox::teleport_in_progress @ 0x00451C20</c> goes high at
|
||||
/// CreatePlayer and <c>gmSmartBoxUI::UseTime @ 0x004D6EAB</c> begins the
|
||||
/// tunnel in the same tick. The former sky-only "waiting for login"
|
||||
/// backdrop had no retail counterpart and presented as the gate's
|
||||
/// entry-edge VOID (2026-08-17). Both flags flip on the update thread
|
||||
/// (the login activation tick flips ChaseModeEverEntered AND makes the
|
||||
/// tunnel visible before the next render), so the black → tunnel → world
|
||||
/// sequence swaps atomically per frame.
|
||||
/// </summary>
|
||||
public bool IsPortalViewportVisible =>
|
||||
_teleport.IsPortalViewportVisible || _login.IsWaitingForLogin;
|
||||
|
||||
public uint ActiveDestinationCell => _teleport.ActiveDestinationCell;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -159,11 +159,13 @@ internal sealed class WorldSceneRenderer : IWorldSceneFramePhase
|
|||
_sky.DayFraction);
|
||||
}
|
||||
|
||||
// Retail keeps the live sky during EnterWorld while suppressing
|
||||
// terrain and object geometry until chase mode has engaged.
|
||||
if (_login.IsWaitingForLogin)
|
||||
return CompleteSkippedWorld();
|
||||
|
||||
// The former sky-only "waiting for login" skip lived here.
|
||||
// It is unreachable now: LocalPlayerTeleportRenderStateSource
|
||||
// folds IsWaitingForLogin into PortalViewportVisible (retail's
|
||||
// pre-player gameplay screen draws NO world — black, not sky),
|
||||
// so the portal-visible return above already covers every
|
||||
// waiting frame. One gate computes the frame's visibility;
|
||||
// this phase only enforces it.
|
||||
_passes.DrawFlatTerrain(in camera, roots.PlayerLandblockId);
|
||||
terrainDrawn = true;
|
||||
}
|
||||
|
|
@ -291,16 +293,6 @@ internal sealed class WorldSceneRenderer : IWorldSceneFramePhase
|
|||
diagnostic.VisibleLandblocks,
|
||||
diagnostic.TotalLandblocks,
|
||||
NormalWorldDrawn: true);
|
||||
|
||||
WorldRenderFrameOutcome CompleteSkippedWorld()
|
||||
{
|
||||
CompleteWorldFrame();
|
||||
worldFrameStarted = false;
|
||||
pviewFrameStarted = false;
|
||||
_selection?.CompleteFrame();
|
||||
selectionFrameStarted = false;
|
||||
return default;
|
||||
}
|
||||
}
|
||||
catch (Exception renderFailure)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1161,11 +1161,23 @@ internal sealed class LocalPlayerTeleportController
|
|||
return;
|
||||
break;
|
||||
case TeleportAnimEvent.Place:
|
||||
// No login Place edge: the canonical initial placement is
|
||||
// No login PLACEMENT: the canonical initial placement is
|
||||
// the first-entry conductor's, already committed (the
|
||||
// worldReady latch above requires it). Retail's login
|
||||
// analogue only flips position_update_complete
|
||||
// (SmartBox::UseTime @ 0x00455483).
|
||||
// (SmartBox::UseTime @ 0x00455483) — but that same
|
||||
// blocking-ends edge is where retail RESUMES
|
||||
// CObjectMaint/CPhysics (@ 0x00455410), while the tunnel
|
||||
// is still in front. Acknowledge the login
|
||||
// materialization/simulation release here, the exact
|
||||
// login mirror of the teleport pump's
|
||||
// ObserveMaterialized — without it the world generation
|
||||
// stayed unavailable until Complete, so the whole
|
||||
// WorldFadeIn second presented an EMPTY world frame (the
|
||||
// 2026-08-17 gate's exit-edge void).
|
||||
_worldReveal.ObserveLoginMaterialized(revealGeneration);
|
||||
if (!IsCurrentLoginLifetime(generation, revealGeneration))
|
||||
return;
|
||||
break;
|
||||
case TeleportAnimEvent.PlayExitSound:
|
||||
// Release destination cell blocking at the exact
|
||||
|
|
|
|||
|
|
@ -244,6 +244,22 @@ internal sealed class WorldRevealCoordinator
|
|||
return acknowledged;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The login mirror of <see cref="ObserveMaterialized"/>: acknowledges
|
||||
/// the login reveal's materialization/simulation-release edge (retail
|
||||
/// resumes <c>CObjectMaint</c>/<c>CPhysics</c> when destination cells
|
||||
/// stop blocking, <c>SmartBox::UseTime @ 0x00455483</c> — while the
|
||||
/// tunnel is still in front). See
|
||||
/// <c>RuntimeWorldTransitState.AcknowledgeLoginMaterialized</c>.
|
||||
/// </summary>
|
||||
public bool ObserveLoginMaterialized(long generation)
|
||||
{
|
||||
bool acknowledged =
|
||||
_transit.AcknowledgeLoginMaterialized(generation);
|
||||
RetryPendingHostWork();
|
||||
return acknowledged;
|
||||
}
|
||||
|
||||
public void ObserveWorldViewportVisible()
|
||||
{
|
||||
RetryPendingHostWork();
|
||||
|
|
|
|||
|
|
@ -542,13 +542,14 @@ public static class DatWidgetFactory
|
|||
{
|
||||
bool passToChildren = info.States.Values.Any(
|
||||
static s => s.Name is "HideDetail" or "ShowDetail" && s.PassToChildren);
|
||||
// Each spec carries the overlay's authored edge modes and its
|
||||
// container's authored size: the overlays author L3/R3 (retail
|
||||
// CENTER anchors), which is what re-centers the icon when the
|
||||
// vitals window resizes the meter away from its authored
|
||||
// width (UiMeter.ComputeDetailOverlayRect).
|
||||
m.ConfigureDetailOverlay(
|
||||
backOverlay is not null ? backOverlay.StateMedia["ShowDetail"].File : 0u,
|
||||
backOverlay?.X ?? 0f, backOverlay?.Y ?? 0f,
|
||||
backOverlay?.Width ?? 0f, backOverlay?.Height ?? 0f,
|
||||
frontOverlay is not null ? frontOverlay.StateMedia["ShowDetail"].File : 0u,
|
||||
frontOverlay?.X ?? 0f, frontOverlay?.Y ?? 0f,
|
||||
frontOverlay?.Width ?? 0f, frontOverlay?.Height ?? 0f,
|
||||
DetailOverlaySpec(backOverlay, containers[0]),
|
||||
DetailOverlaySpec(frontOverlay, containers[1]),
|
||||
passToChildren);
|
||||
}
|
||||
}
|
||||
|
|
@ -672,6 +673,23 @@ public static class DatWidgetFactory
|
|||
&& c.StateMedia.TryGetValue("ShowDetail", out var media)
|
||||
&& media.File != 0);
|
||||
|
||||
/// <summary>
|
||||
/// Builds one absorbed overlay spec: the ShowDetail sprite, the authored
|
||||
/// container-local rect, the authored raw edge-anchor modes, and the
|
||||
/// container's authored size (the overlay's reflow parent — the container
|
||||
/// itself authors L1/T1/R1/B1, so its current box always equals the
|
||||
/// meter's). A null overlay yields the empty spec (Sprite 0 never draws).
|
||||
/// </summary>
|
||||
private static UiMeterDetailOverlaySpec DetailOverlaySpec(
|
||||
ElementInfo? overlay, ElementInfo container)
|
||||
=> overlay is null
|
||||
? default
|
||||
: new UiMeterDetailOverlaySpec(
|
||||
overlay.StateMedia["ShowDetail"].File,
|
||||
overlay.X, overlay.Y, overlay.Width, overlay.Height,
|
||||
overlay.Left, overlay.Top, overlay.Right, overlay.Bottom,
|
||||
container.Width, container.Height);
|
||||
|
||||
private static bool HasStatefulFill(ElementInfo container)
|
||||
=> container.States.Any(pair =>
|
||||
pair.Key != UiStateInfo.DirectStateId
|
||||
|
|
|
|||
|
|
@ -148,6 +148,21 @@ public sealed class RetailUiAutomationProbe
|
|||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Raw synthetic drag between two canvas points (gate-fix round,
|
||||
/// 2026-08-17): the vitals icon-centering verify needs the vitals window
|
||||
/// RESIZED away from its authored width (the retail L3/R3 center anchors
|
||||
/// only become observable on a non-authored meter width), and window
|
||||
/// resize rides an edge-grip drag no element/item-addressed drag form can
|
||||
/// express. Same synthetic <see cref="UiRoot"/> pointer route as
|
||||
/// <see cref="DragItemToElement"/> — never the OS cursor.
|
||||
/// </summary>
|
||||
public bool DragAtPoint(int startX, int startY, int endX, int endY)
|
||||
{
|
||||
DragAt(startX, startY, endX, endY);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 2026-08-17 morning gate: synthetic pointer HOVER (no click) at an
|
||||
/// element's center, for rollover/tooltip verification. Deliberately
|
||||
|
|
|
|||
|
|
@ -286,8 +286,21 @@ public sealed class RetailUiAutomationScriptRunner : IDisposable
|
|||
private bool DoDrag(ScriptCommand command)
|
||||
{
|
||||
var p = command.Parts;
|
||||
if (p.Length >= 6
|
||||
&& string.Equals(p[1], "at", StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
// `drag at <x1> <y1> <x2> <y2>` — raw synthetic pointer drag in
|
||||
// canvas coordinates (gate-fix round 2026-08-17: window-resize
|
||||
// choreography for the vitals icon-centering verify; see
|
||||
// RetailUiAutomationProbe.DragAtPoint).
|
||||
if (!TryParseInt(p[2], out int x1) || !TryParseInt(p[3], out int y1)
|
||||
|| !TryParseInt(p[4], out int x2) || !TryParseInt(p[5], out int y2))
|
||||
return Stop(command, "usage: drag at <x1> <y1> <x2> <y2>");
|
||||
return _probe.DragAtPoint(x1, y1, x2, y2)
|
||||
|| Stop(command, "drag at failed");
|
||||
}
|
||||
if (p.Length < 5 || !string.Equals(p[1], "item", StringComparison.OrdinalIgnoreCase))
|
||||
return Stop(command, "usage: drag item <guid> element <datId> | drag item <guid> item <guid> | drag item <guid> outside <x> <y>");
|
||||
return Stop(command, "usage: drag item <guid> element <datId> | drag item <guid> item <guid> | drag item <guid> outside <x> <y> | drag at <x1> <y1> <x2> <y2>");
|
||||
if (!TryParseUInt(p[2], out uint sourceGuid)) return Stop(command, $"bad item guid '{p[2]}'");
|
||||
|
||||
string target = p[3].ToLowerInvariant();
|
||||
|
|
|
|||
|
|
@ -7,6 +7,24 @@ namespace AcDream.App.UI;
|
|||
/// — the same mapping ElementReader applies at element level).</summary>
|
||||
public enum UiMeterLabelAlign : byte { Left = 0, Center = 1, Right = 2 }
|
||||
|
||||
/// <summary>
|
||||
/// One absorbed vitals detail-icon overlay (the <c>0x100004A9</c> child of a
|
||||
/// meter's back/front slice container): its ShowDetail sprite, authored rect
|
||||
/// (local to the container, which spans the meter at 0,0), the authored raw
|
||||
/// edge-anchor modes (<c>ElementDesc</c> Left/Top/Right/Bottom, values 0–4),
|
||||
/// and the container's authored size. The overlays author <c>L3/R3</c> —
|
||||
/// retail's CENTER anchors — so when the meter is resized away from its
|
||||
/// authored width the icon re-centers through the exact
|
||||
/// <see cref="UiLayoutPolicy"/> port of
|
||||
/// <c>UIElement::UpdateForParentSizeChange @0x00462640</c> instead of staying
|
||||
/// pinned at its authored X (the gate-observed left-drift).
|
||||
/// </summary>
|
||||
internal readonly record struct UiMeterDetailOverlaySpec(
|
||||
uint Sprite,
|
||||
float X, float Y, float W, float H,
|
||||
uint LeftMode, uint TopMode, uint RightMode, uint BottomMode,
|
||||
float ParentW, float ParentH);
|
||||
|
||||
/// <summary>
|
||||
/// A horizontal vital bar (retail HP/Stamina/Mana style): a background rect, a
|
||||
/// partial-width solid fill, and an optional centered "current/max" numeric
|
||||
|
|
@ -28,19 +46,22 @@ public sealed class UiMeter : UiElement, IUiDatStateful
|
|||
// Vitals ShowDetail icon overlays (see ConfigureDetailOverlay).
|
||||
private bool _detailConfigured;
|
||||
private bool _detailPassToChildren;
|
||||
private uint _detailBackSprite;
|
||||
private uint _detailFrontSprite;
|
||||
private (float X, float Y, float W, float H) _detailBackRect;
|
||||
private (float X, float Y, float W, float H) _detailFrontRect;
|
||||
private UiMeterDetailOverlaySpec _detailBack;
|
||||
private UiMeterDetailOverlaySpec _detailFront;
|
||||
|
||||
/// <summary>True when this meter absorbed the vitals detail-icon overlays. Exposed for tests.</summary>
|
||||
internal bool HasDetailOverlay => _detailConfigured;
|
||||
/// <summary>The dim back-container detail icon (ShowDetail media). Exposed for tests.</summary>
|
||||
internal uint DetailBackSprite => _detailBackSprite;
|
||||
internal uint DetailBackSprite => _detailBack.Sprite;
|
||||
/// <summary>The bright fill-clipped front-container detail icon. Exposed for tests.</summary>
|
||||
internal uint DetailFrontSprite => _detailFrontSprite;
|
||||
internal uint DetailFrontSprite => _detailFront.Sprite;
|
||||
/// <summary>The back overlay's authored meter-local rect. Exposed for tests.</summary>
|
||||
internal (float X, float Y, float W, float H) DetailBackRect => _detailBackRect;
|
||||
internal (float X, float Y, float W, float H) DetailBackRect =>
|
||||
(_detailBack.X, _detailBack.Y, _detailBack.W, _detailBack.H);
|
||||
/// <summary>The complete absorbed back overlay. Exposed for tests.</summary>
|
||||
internal UiMeterDetailOverlaySpec DetailBack => _detailBack;
|
||||
/// <summary>The complete absorbed front overlay. Exposed for tests.</summary>
|
||||
internal UiMeterDetailOverlaySpec DetailFront => _detailFront;
|
||||
|
||||
/// <summary>Dat element id, set by the layout importer so duplicated page copies can be scoped.</summary>
|
||||
public uint ElementId { get; set; }
|
||||
|
|
@ -142,22 +163,69 @@ public sealed class UiMeter : UiElement, IUiDatStateful
|
|||
/// <c>m_pcChildImage</c> child, element id 2, to the 0x69 fraction), so
|
||||
/// the icon itself fills up with the vital. Both overlays author media
|
||||
/// ONLY for <c>ShowDetail</c> (<c>HideDetail</c> authors File=0), so they
|
||||
/// draw solely in that state. Rects are the overlays' authored X/Y/W/H
|
||||
/// local to the meter (the containers span the meter at 0,0).
|
||||
/// draw solely in that state. Each spec carries the overlay's authored
|
||||
/// rect (local to its container, which spans the meter at 0,0), its raw
|
||||
/// edge-anchor modes, and the container's authored size — see
|
||||
/// <see cref="ComputeDetailOverlayRect"/> for how those position the icon
|
||||
/// on a resized meter.
|
||||
/// </summary>
|
||||
internal void ConfigureDetailOverlay(
|
||||
uint backSprite, float backX, float backY, float backW, float backH,
|
||||
uint frontSprite, float frontX, float frontY, float frontW, float frontH,
|
||||
in UiMeterDetailOverlaySpec back,
|
||||
in UiMeterDetailOverlaySpec front,
|
||||
bool passToChildren)
|
||||
{
|
||||
_detailBackSprite = backSprite;
|
||||
_detailBackRect = (backX, backY, backW, backH);
|
||||
_detailFrontSprite = frontSprite;
|
||||
_detailFrontRect = (frontX, frontY, frontW, frontH);
|
||||
_detailConfigured = backSprite != 0 || frontSprite != 0;
|
||||
_detailBack = back;
|
||||
_detailFront = front;
|
||||
_detailConfigured = back.Sprite != 0 || front.Sprite != 0;
|
||||
_detailPassToChildren = passToChildren;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The overlay's effective meter-local rect at the meter's CURRENT size.
|
||||
/// At the authored container size the authored rect stands verbatim —
|
||||
/// retail's <c>UIElement::UpdateForParentSizeChange @0x00462640</c> runs
|
||||
/// only when a parent actually resizes, and the designers hand-placed
|
||||
/// rects that are not always the exact center formula (the stamina sword
|
||||
/// authors X=32 where the mode-3 formula yields 33). On any other size
|
||||
/// the authored edge modes are applied from the ORIGINAL child/parent
|
||||
/// rects through <see cref="UiLayoutPolicy.Apply"/>, the exact port of
|
||||
/// that retail routine — the overlays' authored <c>L3/R3</c> center
|
||||
/// anchors are what keep the heart/sword/scepter centered when the
|
||||
/// vitals window is resized (retail near mode 3 =
|
||||
/// <c>curParentW/2 - origChildW/2</c> @0x004627ca; far mode 3 =
|
||||
/// <c>curParentW/2 + origChildW/2 - 1</c> @0x00462827, integer
|
||||
/// arithmetic, so odd authored widths lose one pixel exactly as retail
|
||||
/// does).
|
||||
/// </summary>
|
||||
internal static (float X, float Y, float W, float H) ComputeDetailOverlayRect(
|
||||
in UiMeterDetailOverlaySpec overlay, float meterW, float meterH)
|
||||
{
|
||||
int parentW = (int)meterW, parentH = (int)meterH;
|
||||
int origParentW = (int)overlay.ParentW, origParentH = (int)overlay.ParentH;
|
||||
if (origParentW <= 0 || origParentH <= 0
|
||||
|| (parentW == origParentW && parentH == origParentH))
|
||||
{
|
||||
return (overlay.X, overlay.Y, overlay.W, overlay.H);
|
||||
}
|
||||
|
||||
var originalChild = UiPixelRect.FromPositionAndSize(
|
||||
(int)overlay.X, (int)overlay.Y, (int)overlay.W, (int)overlay.H);
|
||||
var originalParent = UiPixelRect.FromPositionAndSize(
|
||||
0, 0, origParentW, origParentH);
|
||||
var currentParent = UiPixelRect.FromPositionAndSize(
|
||||
0, 0, parentW, parentH);
|
||||
UiPixelRect effective = UiLayoutPolicy.Apply(
|
||||
overlay.LeftMode,
|
||||
overlay.TopMode,
|
||||
overlay.RightMode,
|
||||
overlay.BottomMode,
|
||||
originalChild,
|
||||
originalParent,
|
||||
originalChild,
|
||||
currentParent);
|
||||
return (effective.X0, effective.Y0, effective.Width, effective.Height);
|
||||
}
|
||||
|
||||
public bool TrySetRetailState(uint stateId)
|
||||
{
|
||||
// Vitals detail toggle (gmVitalsUI::ListenToElementMessage @0x004BFC00
|
||||
|
|
@ -271,12 +339,22 @@ public sealed class UiMeter : UiElement, IUiDatStateful
|
|||
&& ActiveRetailStateId == RetailUiStateIds.ShowDetail;
|
||||
DrawHBar(ctx, resolve, BackLeft, BackTile, BackRight, Width);
|
||||
if (detail)
|
||||
DrawDetailIcon(ctx, resolve, _detailBackSprite, _detailBackRect, Width);
|
||||
{
|
||||
DrawDetailIcon(
|
||||
ctx, resolve, _detailBack.Sprite,
|
||||
ComputeDetailOverlayRect(in _detailBack, Width, Height),
|
||||
Width);
|
||||
}
|
||||
if (pct is not null && p > 0f)
|
||||
{
|
||||
DrawHBar(ctx, resolve, FrontLeft, FrontTile, FrontRight, Width * p);
|
||||
if (detail)
|
||||
DrawDetailIcon(ctx, resolve, _detailFrontSprite, _detailFrontRect, Width * p);
|
||||
{
|
||||
DrawDetailIcon(
|
||||
ctx, resolve, _detailFront.Sprite,
|
||||
ComputeDetailOverlayRect(in _detailFront, Width, Height),
|
||||
Width * p);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -649,6 +649,64 @@ public sealed class RuntimeWorldTransitState
|
|||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The LOGIN half of the materialization/simulation edge. Retail's
|
||||
/// <c>SmartBox::UseTime @ 0x00455410</c> <c>blocking_for_cells</c> branch
|
||||
/// resumes <c>CObjectMaint</c>/<c>CPhysics</c> the moment destination
|
||||
/// cells stop blocking — while the tunnel is still in front, and
|
||||
/// IDENTICALLY for the initial login and an F751 teleport (retail has one
|
||||
/// <c>teleport_in_progress</c> flow). The portal route rides
|
||||
/// <see cref="AcknowledgePortalMaterialized"/> at its Place edge; the
|
||||
/// login route has no Place (the first-entry conductor already committed
|
||||
/// the canonical placement), so this acknowledges the same simulation
|
||||
/// release at the login pump's tunnel-hold-end edge. Without it the world
|
||||
/// stayed unavailable until <see cref="Complete"/> — the WorldFadeIn
|
||||
/// second presented an empty (void) world frame instead of retail's
|
||||
/// world-under-warp (2026-08-17 gate).
|
||||
/// </summary>
|
||||
public bool AcknowledgeLoginMaterialized(long generation)
|
||||
{
|
||||
if (generation == 0
|
||||
|| generation != _snapshot.Generation
|
||||
|| _snapshot.Kind != RuntimePortalKind.Login)
|
||||
{
|
||||
LogRejected(
|
||||
"materialized-login-mismatch",
|
||||
$"generation={generation} kind={_snapshot.Kind}");
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!ValidateActive(
|
||||
generation,
|
||||
_snapshot.DestinationCell,
|
||||
"materialized"))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
if (_snapshot.Materialized)
|
||||
return false;
|
||||
if (!_snapshot.Readiness.IsReady)
|
||||
{
|
||||
FailInvariant("materialized-before-ready", null);
|
||||
return false;
|
||||
}
|
||||
|
||||
// PortalMaterializationCount deliberately unchanged: it counts
|
||||
// Kind == Portal materializations only, exactly like the portal
|
||||
// acknowledgement's own conditional increment.
|
||||
_snapshot = _snapshot with
|
||||
{
|
||||
Materialized = true,
|
||||
WorldSimulationAvailable = true,
|
||||
};
|
||||
RequireHostStage(
|
||||
generation,
|
||||
RuntimeWorldHostAcknowledgementStage
|
||||
.SimulationReleaseProjected);
|
||||
Log("materialized", _snapshot);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool AcknowledgeWorldViewportVisible(long generation)
|
||||
{
|
||||
if (!ValidateGeneration(
|
||||
|
|
|
|||
|
|
@ -362,11 +362,16 @@ public sealed class WorldRenderFrameBuilderTests
|
|||
"private AcDream.App.Rendering.SkyPesFrameController?",
|
||||
gameWindow,
|
||||
StringComparison.Ordinal);
|
||||
// Gate-fix round (2026-08-17): the renderer's own IsWaitingForLogin
|
||||
// short-circuit is deleted — the frame gate
|
||||
// (LocalPlayerTeleportRenderStateSource) folds the waiting state
|
||||
// into PortalViewportVisible, so the portal-visible return above
|
||||
// covers every waiting frame (one gate computes, this phase
|
||||
// enforces).
|
||||
AssertAppearsInOrder(
|
||||
worldScene,
|
||||
"_alpha.BeginFrame();",
|
||||
"_frames.Build(",
|
||||
"if (_login.IsWaitingForLogin)",
|
||||
"_passes.DrawFlatTerrain(",
|
||||
"NormalWorldDrawn: true");
|
||||
AssertAppearsInOrder(
|
||||
|
|
|
|||
|
|
@ -45,29 +45,31 @@ public sealed class WorldSceneRendererTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void LoginWait_DrawsFlatSkyThenCompletesFrameWithoutWorldGeometry()
|
||||
public void LoginWait_IsOwnedByTheFrameGate_NotByARendererShortCircuit()
|
||||
{
|
||||
// Gate-fix round (2026-08-17): the sky-only waiting skip is DELETED.
|
||||
// Live pre-world frames present the portal-viewport frame shape —
|
||||
// LocalPlayerTeleportRenderStateSource folds IsWaitingForLogin into
|
||||
// PortalViewportVisible (retail's pre-player gameplay screen draws
|
||||
// NO world: black behind the UI, never a sky-only backdrop), so in
|
||||
// production this renderer NEVER runs while waiting. One gate
|
||||
// computes the frame's visibility and this phase only enforces it: a
|
||||
// waiting flag without the portal cover (unreachable in production)
|
||||
// draws the ordinary flat world rather than re-implementing a second
|
||||
// gate here.
|
||||
var rig = new Rig(portalVisible: false, waitingForLogin: true, clipRoot: null);
|
||||
|
||||
WorldRenderFrameOutcome result = rig.Renderer.Render(default);
|
||||
|
||||
Assert.False(result.NormalWorldDrawn);
|
||||
Assert.Equal(0, result.VisibleLandblocks);
|
||||
Assert.Equal(0, result.TotalLandblocks);
|
||||
Assert.Equal(
|
||||
[
|
||||
"selection:begin",
|
||||
"alpha:begin",
|
||||
"frame:build",
|
||||
"passes:begin",
|
||||
"flat:clip",
|
||||
"flat:sky",
|
||||
"alpha:end",
|
||||
"visibility:mark",
|
||||
"visibility:complete",
|
||||
"selection:complete",
|
||||
],
|
||||
rig.Calls);
|
||||
Assert.True(result.NormalWorldDrawn);
|
||||
Assert.True(rig.Frames.WaitingForLogin);
|
||||
Assert.Contains("flat:terrain", rig.Calls);
|
||||
|
||||
// The production waiting frame: the portal cover is set, the world
|
||||
// is skipped whole, and only the selection frame brackets run.
|
||||
var covered = new Rig(portalVisible: true, waitingForLogin: true, clipRoot: null);
|
||||
Assert.Equal(default, covered.Renderer.Render(default));
|
||||
Assert.Equal(["selection:begin", "selection:complete"], covered.Calls);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
|
|
|
|||
|
|
@ -1631,6 +1631,98 @@ public sealed class LocalPlayerTeleportControllerTests
|
|||
Assert.Equal(loginCompletes, harness.Session.LoginCompleteCount);
|
||||
}
|
||||
|
||||
// ── Gate-fix round (2026-08-17): void frames at the wormhole edges ──
|
||||
|
||||
[Fact]
|
||||
public void LoginPlaceEdge_ReleasesWorldSimulationWhileTunnelInFront()
|
||||
{
|
||||
var harness = new Harness(worldReady: false);
|
||||
harness.Reveal.BeginLogin(0x20210001u);
|
||||
harness.Controller.Tick(0.016f);
|
||||
harness.Presentation.Enqueue(TeleportAnimEvent.EnterTunnel);
|
||||
harness.Controller.Tick(0.016f);
|
||||
Assert.True(harness.Presentation.IsPortalViewportVisible);
|
||||
Assert.False(harness.Transit.IsWorldSimulationAvailable);
|
||||
|
||||
// The hold ends: destination readiness + canonical first placement.
|
||||
harness.WorldReady = true;
|
||||
harness.Controller.OnLocalPlayerFirstEntryCompleted();
|
||||
harness.Controller.Tick(0.016f);
|
||||
|
||||
// The login Place edge is retail's blocking-ends edge —
|
||||
// CObjectMaint/CPhysics resume (SmartBox::UseTime @ 0x00455410)
|
||||
// while the tunnel is STILL in front. The world generation must be
|
||||
// available before the viewport swap so WorldFadeIn's first frame
|
||||
// draws the world instead of an empty void.
|
||||
harness.Presentation.Enqueue(TeleportAnimEvent.Place);
|
||||
harness.Controller.Tick(0.016f);
|
||||
Assert.True(harness.Presentation.IsPortalViewportVisible);
|
||||
Assert.True(harness.Transit.IsWorldSimulationAvailable);
|
||||
Assert.True(harness.Transit.Snapshot.Materialized);
|
||||
Assert.False(harness.Transit.Snapshot.Completed);
|
||||
Assert.False(harness.Placement.Called);
|
||||
|
||||
// Swap edge: the tunnel retires on this same tick and the world is
|
||||
// already available — no frame can exist where neither presents.
|
||||
harness.Presentation.Enqueue(TeleportAnimEvent.PlayExitSound);
|
||||
harness.Controller.Tick(0.016f);
|
||||
Assert.False(harness.Presentation.IsPortalViewportVisible);
|
||||
Assert.True(harness.Transit.IsWorldSimulationAvailable);
|
||||
|
||||
// The pump completes exactly as before.
|
||||
harness.Presentation.Enqueue(TeleportAnimEvent.FireLoginComplete);
|
||||
harness.Controller.Tick(0.016f);
|
||||
Assert.Equal(1, harness.Session.LoginCompleteCount);
|
||||
Assert.True(harness.Reveal.Snapshot.Completed);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LoginCover_PresentsPortalViewportShapeUntilChaseModeEntered()
|
||||
{
|
||||
// Entry-edge contract: retail's pre-player gameplay screen draws NO
|
||||
// world (black behind the UI) between char-select Enter and
|
||||
// CreatePlayer (CPlayerSystem::LogOnCharacter @ 0x0055F890 queues
|
||||
// game mode immediately; SmartBox::teleport_in_progress
|
||||
// @ 0x00451C20 stays low until the player exists). The composed
|
||||
// render-state source must therefore present the portal-viewport
|
||||
// frame shape for every live pre-world frame — the sky-only void
|
||||
// backdrop must never present.
|
||||
var harness = new Harness(worldReady: false);
|
||||
var login = new StubLoginState { IsWaitingForLogin = true };
|
||||
var source = new LocalPlayerTeleportRenderStateSource(
|
||||
harness.Controller, login);
|
||||
|
||||
// Pre-reveal: no tunnel scene, but the login cover holds the frame
|
||||
// black.
|
||||
Assert.False(harness.Presentation.IsPortalViewportVisible);
|
||||
Assert.True(source.IsPortalViewportVisible);
|
||||
|
||||
// Tunnel armed (the activation tick flips ChaseModeEverEntered and
|
||||
// the tunnel visibility together, before the next render): the
|
||||
// cover hands off to the tunnel with no gap.
|
||||
harness.Reveal.BeginLogin(0x20210001u);
|
||||
harness.Controller.Tick(0.016f);
|
||||
harness.Presentation.Enqueue(TeleportAnimEvent.EnterTunnel);
|
||||
harness.Controller.Tick(0.016f);
|
||||
login.IsWaitingForLogin = false;
|
||||
Assert.True(source.IsPortalViewportVisible);
|
||||
|
||||
// Swap edge: tunnel retires -> the world frame presents (the cover
|
||||
// stays off; ChaseModeEverEntered never reverts mid-session).
|
||||
harness.WorldReady = true;
|
||||
harness.Controller.OnLocalPlayerFirstEntryCompleted();
|
||||
harness.Presentation.Enqueue(TeleportAnimEvent.Place);
|
||||
harness.Controller.Tick(0.016f);
|
||||
harness.Presentation.Enqueue(TeleportAnimEvent.PlayExitSound);
|
||||
harness.Controller.Tick(0.016f);
|
||||
Assert.False(source.IsPortalViewportVisible);
|
||||
}
|
||||
|
||||
private sealed class StubLoginState : IRenderLoginStateSource
|
||||
{
|
||||
public bool IsWaitingForLogin { get; set; }
|
||||
}
|
||||
|
||||
private sealed class FakePresentation : ILocalPlayerTeleportPresentation
|
||||
{
|
||||
private readonly List<string> _order;
|
||||
|
|
|
|||
|
|
@ -72,6 +72,88 @@ public class VitalsDetailToggleTests
|
|||
Assert.Equal((66f, 0f, 18f, 16f), health.DetailBackRect);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void VitalsTree_OverlaysCarryTheAuthoredCenterAnchors()
|
||||
{
|
||||
// The 0x100004A9 overlays author LeftEdge=3 / RightEdge=3 — retail's
|
||||
// CENTER anchor modes (UIElement::UpdateForParentSizeChange
|
||||
// @ 0x004627ca / 0x00462827) — with Top=1/Bottom=1, inside the
|
||||
// 150x16 slice containers. These are what keep the icons centered
|
||||
// when the vitals window resizes the meters (2026-08-17 gate:
|
||||
// absorbed overlays previously kept only the authored rect, pinning
|
||||
// the icon at its authored X on any wider meter).
|
||||
var layout = FixtureLoader.LoadVitals();
|
||||
foreach (uint meterId in new[]
|
||||
{
|
||||
VitalsController.Health,
|
||||
VitalsController.Stamina,
|
||||
VitalsController.Mana,
|
||||
})
|
||||
{
|
||||
var m = Assert.IsType<UiMeter>(layout.FindElement(meterId));
|
||||
foreach (UiMeterDetailOverlaySpec overlay in new[] { m.DetailBack, m.DetailFront })
|
||||
{
|
||||
Assert.Equal(3u, overlay.LeftMode);
|
||||
Assert.Equal(1u, overlay.TopMode);
|
||||
Assert.Equal(3u, overlay.RightMode);
|
||||
Assert.Equal(1u, overlay.BottomMode);
|
||||
Assert.Equal(150f, overlay.ParentW);
|
||||
Assert.Equal(16f, overlay.ParentH);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ── Icon placement: authored at authored size, centered on resize ────
|
||||
|
||||
[Fact]
|
||||
public void DetailIcon_AuthoredRectStandsAtTheAuthoredMeterSize()
|
||||
{
|
||||
// Retail reflows a child ONLY when its parent actually resizes; at
|
||||
// the authored size the designer's hand-placed rect stands — the
|
||||
// stamina sword authors X=32 where the mode-3 center formula yields
|
||||
// 33, so recomputing unconditionally would shift the un-resized
|
||||
// window by a pixel.
|
||||
var sword = new UiMeterDetailOverlaySpec(
|
||||
0x06007492u, 32f, 0f, 85f, 16f, 3u, 1u, 3u, 1u, 150f, 16f);
|
||||
Assert.Equal(
|
||||
(32f, 0f, 85f, 16f),
|
||||
UiMeter.ComputeDetailOverlayRect(in sword, 150f, 16f));
|
||||
}
|
||||
|
||||
[Theory]
|
||||
// Heart 18x16: near = W/2 - 9, far = W/2 + 9 - 1 -> width preserved.
|
||||
[InlineData(66f, 18f, 300f, 141f, 18f)]
|
||||
[InlineData(66f, 18f, 220f, 101f, 18f)]
|
||||
// Scepter 100x16: near = W/2 - 50.
|
||||
[InlineData(25f, 100f, 300f, 100f, 100f)]
|
||||
public void DetailIcon_CentersOnAWiderMeter(
|
||||
float authoredX, float authoredW, float meterW,
|
||||
float expectedX, float expectedW)
|
||||
{
|
||||
var overlay = new UiMeterDetailOverlaySpec(
|
||||
0x06007490u, authoredX, 0f, authoredW, 16f, 3u, 1u, 3u, 1u, 150f, 16f);
|
||||
(float x, float y, float w, float h) =
|
||||
UiMeter.ComputeDetailOverlayRect(in overlay, meterW, 16f);
|
||||
Assert.Equal(expectedX, x);
|
||||
Assert.Equal(0f, y);
|
||||
Assert.Equal(expectedW, w);
|
||||
Assert.Equal(16f, h);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DetailIcon_OddWidthLosesOnePixelExactlyLikeRetail()
|
||||
{
|
||||
// Sword 85px: retail's integer halves (>>1) give near = 150 - 42 =
|
||||
// 108 and far = 150 + 42 - 1 = 191 on a 300px meter -> width 84,
|
||||
// one pixel narrower than authored. Faithful, not a bug.
|
||||
var sword = new UiMeterDetailOverlaySpec(
|
||||
0x06007492u, 32f, 0f, 85f, 16f, 3u, 1u, 3u, 1u, 150f, 16f);
|
||||
(float x, float _, float w, float _) =
|
||||
UiMeter.ComputeDetailOverlayRect(in sword, 300f, 16f);
|
||||
Assert.Equal(108f, x);
|
||||
Assert.Equal(84f, w);
|
||||
}
|
||||
|
||||
// ── The press toggle ─────────────────────────────────────────────────────
|
||||
|
||||
[Fact]
|
||||
|
|
|
|||
|
|
@ -192,6 +192,69 @@ public sealed class RuntimeWorldTransitStateTests
|
|||
Assert.Equal(0, state.Snapshot.InvariantFailureCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LoginMaterialization_ReleasesSimulationBeforeViewportAndCompletion()
|
||||
{
|
||||
// The login mirror of the portal materialization edge: retail's
|
||||
// SmartBox::UseTime @ 0x00455410 blocking_for_cells branch resumes
|
||||
// CObjectMaint/CPhysics when destination cells stop blocking — while
|
||||
// the tunnel is still in front — identically for the initial login.
|
||||
// Without this edge the login world stayed unavailable until
|
||||
// Complete, so the WorldFadeIn second presented an empty world frame
|
||||
// (the 2026-08-17 gate's exit-edge void).
|
||||
var state = new RuntimeWorldTransitState();
|
||||
long generation = state.BeginLoginReveal(OutdoorCell);
|
||||
Assert.True(state.AcknowledgeDestinationReadiness(
|
||||
Ready(generation, OutdoorCell)));
|
||||
|
||||
Assert.True(state.AcknowledgeLoginMaterialized(generation));
|
||||
|
||||
Assert.True(state.IsWorldSimulationAvailable);
|
||||
Assert.True(state.Snapshot.Materialized);
|
||||
Assert.False(state.Snapshot.WorldViewportObserved);
|
||||
Assert.False(state.Snapshot.Completed);
|
||||
// The portal materialization counter counts Kind == Portal only.
|
||||
Assert.Equal(0, state.Snapshot.PortalMaterializationCount);
|
||||
Assert.False(state.AcknowledgeLoginMaterialized(generation));
|
||||
|
||||
Assert.True(state.AcknowledgeWorldViewportVisible(generation));
|
||||
Assert.True(state.Complete(generation));
|
||||
Assert.True(state.Snapshot.Completed);
|
||||
Assert.Equal(0, state.Snapshot.InvariantFailureCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LoginMaterializationBeforeReadiness_IsRejectedWithoutOpeningWorld()
|
||||
{
|
||||
var state = new RuntimeWorldTransitState();
|
||||
long generation = state.BeginLoginReveal(OutdoorCell);
|
||||
|
||||
Assert.False(state.AcknowledgeLoginMaterialized(generation));
|
||||
|
||||
Assert.False(state.IsWorldSimulationAvailable);
|
||||
Assert.False(state.Snapshot.Materialized);
|
||||
Assert.Equal(1, state.Snapshot.InvariantFailureCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LoginMaterialization_RejectsPortalRevealsAndStaleGenerations()
|
||||
{
|
||||
var state = new RuntimeWorldTransitState();
|
||||
long generation = BeginPortal(state, OutdoorCell);
|
||||
Assert.True(state.AcknowledgeDestinationReadiness(
|
||||
Ready(generation, OutdoorCell)));
|
||||
|
||||
// Wrong kind: a portal reveal must ride the sequence-correlated
|
||||
// portal acknowledgement, never the login edge.
|
||||
Assert.False(state.AcknowledgeLoginMaterialized(generation));
|
||||
Assert.False(state.IsWorldSimulationAvailable);
|
||||
|
||||
// Stale/zero generations are rejected without invariant failures.
|
||||
Assert.False(state.AcknowledgeLoginMaterialized(0));
|
||||
Assert.False(state.AcknowledgeLoginMaterialized(generation + 1));
|
||||
Assert.Equal(0, state.Snapshot.InvariantFailureCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EarlyViewport_IsRejectedWithoutFabricatingVisibility()
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue