Phase B.5 (ground-item pickup, close-range path) shipped and
visual-verified 2026-05-14 at Holtburg. M1 demo target 4/4 ("pick up
an item") met.
New ship-handoff doc captures the 5-commit history including the
post-visual-test PickupEvent (0xF74A) wire-handler fix that closes
the local-despawn gap.
Roadmap and CLAUDE.md updated to reflect the ship + the new follow-up
issues:
- #63 (MEDIUM) — server-initiated MoveToObject auto-walk not
honored; blocks double-click pickup + out-of-range F. Filed as
candidate Phase B.6. holtburger has the reference implementation.
- #64 (LOW) — local-player pickup animation does not render
(retail observers see it correctly). Likely a self-echo filter
dropping UpdateMotion(Pickup) on the local player.
Carry-overs from B.4c (#61 link-cycle flash, #62 PARTSDIAG null-guard)
unchanged.
This commit is contained in:
parent
f7636a9e78
commit
d132fcccfb
4 changed files with 364 additions and 17 deletions
45
CLAUDE.md
45
CLAUDE.md
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@ -619,19 +619,26 @@ acdream's plan lives in two files committed to the repo:
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**Currently in Phase L.2 (Movement & Collision Conformance).** L.2a slices
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1+2+3 + L.2d slice 1+1.5 + L.2g slice 1 + L.2g slice 1b + L.2g slice 1c +
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**Phase B.4b** + **Phase B.4c** all shipped and visual-verified 2026-05-13.
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The M1 demo target *"open the inn door"* is met **with full visual feedback**:
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double-click a door in the Holtburg inn doorway → `WorldPicker.Pick` finds
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the door entity → `BuildUse` sends `0xF7B1/0x0036` to ACE → ACE broadcasts
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`SetState (0xF74B)` with `ETHEREAL` bit → `ShadowObjectRegistry.UpdatePhysicsState`
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(L.2g slice 1) mutates the cached state (via fixed ServerGuid→entity.Id
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translation, L.2g slice 1c) → `CollisionExemption.ShouldSkip` exempts on
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ETHEREAL-alone (L.2g slice 1b) → player walks through → door swing animation
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plays (B.4c: spawn-time `AnimationSequencer` registration + `OnLiveMotionUpdated`
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routing for door entities). Issue #57 (B.4 handler gap) is closed. Issue #58
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(door swing animation) is closed by B.4c. Issues #61 (link→cycle boundary
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flash) and #62 (PARTSDIAG null-guard) are filed as M1-deferred polish.
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**Phase B.4b** + **Phase B.4c** all shipped and visual-verified 2026-05-13;
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**Phase B.5** (ground-item pickup, F-key) shipped and visual-verified
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2026-05-14. The M1 demo target *"pick up an item"* is met for the
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close-range path — single-click a ground item to select, walk within
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~0.6 m of it, press F, and the item is removed from the world and added
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to the player's inventory. Wire chain: `InteractRequests.BuildPickUp`
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sends `PutItemInContainer (0xF7B1/0x0019)`; ACE despawns the item with
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`GameMessagePickupEvent (0xF74A)` (NOT `0xF747 DeleteObject` — the
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distinction surfaced during visual testing and is fixed by the new
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`PickupEvent.cs` parser routed through the shared `EntityDeleted`
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event). The M1 demo target *"open the inn door"* remains met from B.4b
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+ B.4c. Issue #57 (B.4 handler gap) is closed. Issue #58 (door swing
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animation) is closed by B.4c. Issues #61 (link→cycle boundary flash),
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#62 (PARTSDIAG null-guard), **#63 (server-initiated MoveToObject
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auto-walk not honored — blocks out-of-range pickup / Use)**, and **#64
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(local-player pickup animation does not render)** are filed as
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M1-deferred follow-up.
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**B.5 ship handoff:** [`docs/research/2026-05-14-b5-shipped-handoff.md`](docs/research/2026-05-14-b5-shipped-handoff.md)
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— full evidence for the 5 commits across InteractRequests / GameWindow / WorldSession + the bonus `PickupEvent (0xF74A)` wire-handler fix that closes the despawn gap.
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**B.4c ship handoff:** [`docs/research/2026-05-13-b4c-shipped-handoff.md`](docs/research/2026-05-13-b4c-shipped-handoff.md)
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— full evidence for the 4 commits + 2 bonus discoveries (stance-value wrong
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`0x01` vs `0x3D` causing underground doors; link→cycle boundary flash).
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@ -725,11 +732,15 @@ project.
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packets, wire the handlers; if it is silent, investigate ACE's NPC handler
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configuration. ~30 min spike, outcome determines whether NPC interaction
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needs a full phase or is a one-commit fix.
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- **Phase B.5 — Ground item pickup (F key) (M1 critical path).** The
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`SelectionPickUp` input action + F-key binding exist in `KeyBindings` but
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`OnInputAction` has no case for it. `BuildUse` IS `BuildPickUp` (same wire
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format). One-commit addition: add `SelectionPickUp` case to `GameWindow.
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OnInputAction` → call `InteractRequests.BuildPickUp(seq, _selectedGuid)`. ~30 min.
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- **Phase B.6 — Client-side MoveToObject auto-walk handling (closes #63).**
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ACE auto-walks the player to out-of-range Use / Pickup targets via
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`CreateMoveToChain` + `EnqueueBroadcastMotion(MoveToObject)`, but our client
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doesn't honor the inbound motion broadcast — character drifts toward the
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target and snaps back, ACE's chain times out. Reference implementation
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exists in `references/holtburger/crates/holtburger-core/src/client/simulation.rs`
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(the `approximate_move_to_object_projection_target` + `MoveToObject` case).
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Unlocks double-click pickup, F-key pickup from any distance, Use on
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out-of-range NPCs / corpses. Probably 1-2 commits + visual verification.
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- **Triage the chronic open-issue list** in `docs/ISSUES.md` — #2 (lightning),
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#4 (sky horizon-glow), #28 (aurora), #29 (cloud thinness), #37 (humanoid
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coat), #41 (remote-motion blips) have been open since April/early-May and
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@ -46,6 +46,89 @@ Copy this block when adding a new issue:
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# Active issues
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## #64 — Local-player pickup animation does not render
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**Status:** OPEN
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**Severity:** LOW (visual feedback only — pickup completes correctly)
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**Filed:** 2026-05-14 (B.5 visual verification)
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**Component:** motion / animation routing for local player
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**Description:** When `+Acdream` picks up an item (B.5 close-range
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path), retail observers see the character play the pickup animation
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correctly, but the local view shows no pickup animation. The item
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despawns, the inventory updates, but the character's own
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bend-down-and-grab animation is missing.
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**Root cause / hypothesis:** ACE broadcasts `Motion(MotionCommand.Pickup)`
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via `Player_Inventory.AddPickupChainToMoveToChain` (line 711–713,
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`EnqueueBroadcastMotion(motion)`), which arrives as a normal
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`UpdateMotion (0xF74D)` packet. Retail observers route it through
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their remote-creature animation pipeline and render the pickup. For
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the local player, our `OnLiveMotionUpdated` likely filters self-echoes
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(local player drives its own motion via prediction, not server
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echoes) and drops the pickup motion. The pickup is a one-shot
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animation initiated by the server, so the prediction path has no
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trigger — and the echo path is filtered.
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**Acceptance:** When `+Acdream` picks up an item, the local view shows
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the same pickup animation retail observers see. Probably resolved by
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either (a) admitting server-initiated one-shot motions through the
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local-player motion filter, or (b) generating the pickup animation
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locally on send (mirroring retail's client behavior).
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**Files:** `src/AcDream.App/Rendering/GameWindow.cs` `OnLiveMotionUpdated`
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(motion routing); the self-echo filter is somewhere along this path.
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**Estimated scope:** Small-to-medium. Mostly investigation +
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1–2 commits.
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---
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## #63 — Server-initiated auto-walk (MoveToObject) not honored
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**Status:** OPEN
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**Severity:** MEDIUM (blocks out-of-range Use + Pickup; close-range
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works fine)
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**Filed:** 2026-05-14 (B.5 visual verification)
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**Component:** motion / inbound MoveToObject handling
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**Description:** When the player triggers a Use or PutItemInContainer
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on a target outside ACE's `WithinUseRadius` (default 0.6 m), ACE
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runs server-side auto-walk via `CreateMoveToChain` →
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`PhysicsObj.MoveToObject` + `EnqueueBroadcastMotion(Motion(MoveToObject, target))`.
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Our client receives the `UpdateMotion(MoveToObject)` broadcast for
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the player but doesn't honor it: the character either visually
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drifts a bit toward the target and snaps back, or just stands still.
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ACE's MoveToChain then times out, the `success: false` path
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broadcasts `InventoryServerSaveFailed (ActionCancelled)`, and the
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pickup/use never completes.
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**User-visible symptom:** Double-click a ground item from any
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distance, or F-key it from > 0.6 m: character partially walks toward
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the item, then flips back to original position. No pickup.
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**Reference:** [holtburger simulation.rs:33–41 + 178–191](references/holtburger/crates/holtburger-core/src/client/simulation.rs)
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already implements client-side `MoveToObject` motion projection +
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auto-walk handling. That's the shape of the fix.
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**Root cause:** Our `OnLiveMotionUpdated` has no handler for the
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`MoveToObject` motion type; the broadcast is silently dropped.
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**Acceptance:** Double-click a ground item from 2–5 m away. Character
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auto-walks to within use radius, ACE's MoveToChain confirms success,
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pickup completes (including the existing PickupEvent despawn). Same
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behavior for Use on out-of-range NPCs.
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**Files:** `src/AcDream.App/Rendering/GameWindow.cs` `OnLiveMotionUpdated`
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(routing); likely a new `MoveToObjectMotion` handler in the motion /
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prediction layer + a server-acked position-update echo so ACE sees the
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player has reached the target.
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**Estimated scope:** Medium. Probably its own phase (B.6 or similar);
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not a one-commit fix. Compose from holtburger's pattern.
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---
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## #62 — PARTSDIAG null-guard for sequencer-driven entities
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**Status:** OPEN
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@ -67,6 +67,7 @@
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| C.1.5a | Portal PES wiring — server-spawned `WorldEntity` entities now fire their `Setup.DefaultScript` through the already-shipped `PhysicsScriptRunner` on enter-world. New ~70-line [`EntityScriptActivator`](../../src/AcDream.App/Rendering/Vfx/EntityScriptActivator.cs) class wires into `GpuWorldState`'s spawn lifecycle (`AppendLiveEntity` → `OnCreate`, `RemoveEntityByServerGuid` → `OnRemove`). Resolver lambda in `GameWindow` hits `_dats.Get<Setup>(...)?.DefaultScript.DataId` with defensive try/catch returning `0u` on miss. Activator also seeds `_particleSink.SetEntityRotation` so hook offsets transform from entity-local to world space correctly. **Verified at the Holtburg Town network portal**: 10-hook portal script fires end-to-end with correct color, persistence, orientation, multi-emitter dispatch. **Known limitation surfaced and filed as issue #56**: `ParticleHookSink` ignores `CreateParticleHook.PartIndex`, so the 10 emitters collapse to one root position instead of distributing across the portal Setup's parts — visually produces a compressed, partly-ground-buried swirl. Mechanism is correct; per-part transform handling is the next vfx-pipeline work (blocks slice 2 visual delight; affects every multi-emitter PES). Spec: [`docs/superpowers/specs/2026-05-12-phase-c1.5a-portals-design.md`](../superpowers/specs/2026-05-12-phase-c1.5a-portals-design.md). Plan: [`docs/superpowers/plans/2026-05-12-phase-c1.5a-portals.md`](../superpowers/plans/2026-05-12-phase-c1.5a-portals.md). | Live ✓ (with #56) |
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| B.4b | Outbound Use handler wiring + 4 bonus fixes (L.2g slices 1b+1c, double-click detection, DoubleClick gate fix). Shipped 2026-05-13 (branch `claude/compassionate-wilson-23ff99`, merge pending). Closes #57. Files #58 (door swing animation, M1-deferred). `WorldPicker.BuildRay` + `Pick` (ray-sphere entity pick with inside-sphere guard); `GameWindow.OnInputAction` switch cases for `SelectLeft` / `SelectDblLeft` / `UseSelected`; `_entitiesByServerGuid` reverse-lookup dict + ServerGuid→entity.Id translation in `OnLiveStateUpdated` (L.2g slice 1c — THE actual blocker); `InputDispatcher` double-click detection 500ms threshold (binding was dead code without it); `CollisionExemption.ShouldSkip` widened to ETHEREAL-alone (ACE Door.Open() sends `state=0x0001000C`, not `0x14`). M1 demo target "open the inn door" verified at Holtburg inn doorway. Plan: [`docs/superpowers/plans/2026-05-13-phase-b4b-plan.md`](../superpowers/plans/2026-05-13-phase-b4b-plan.md). Handoff: [`docs/research/2026-05-13-b4b-shipped-handoff.md`](../research/2026-05-13-b4b-shipped-handoff.md). | Live ✓ |
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| B.4c | Door swing animation. Shipped 2026-05-13 (branch `claude/phase-b4c-door-anim`, merge pending). Closes #58. Files #61 (AnimationSequencer link→cycle boundary flash; low-severity polish) + #62 (PARTSDIAG null-guard; latent). Spawn-time `AnimationSequencer` registration for door entities in `GameWindow.OnLiveEntitySpawnedLocked`: initial cycle seeded from `spawn.PhysicsState` (Off for closed, On for open). Shared `IsDoorName` / `IsDoorSpawn` helpers. `[door-cycle]` diagnostic in `OnLiveMotionUpdated` (gated on `ACDREAM_PROBE_BUILDING`). Bonus stance-value fix: `NonCombat = 0x3D` not `0x01` (wrong value caused doors to render halfway underground via empty sequencer frames). Visual-verified 2026-05-13 at Holtburg inn doorway: swing-open + swing-close cycles both play. M1 demo target "open the inn door" now has full visual feedback. Plan: [`docs/superpowers/plans/2026-05-13-phase-b4c-plan.md`](../superpowers/plans/2026-05-13-phase-b4c-plan.md). Handoff: [`docs/research/2026-05-13-b4c-shipped-handoff.md`](../research/2026-05-13-b4c-shipped-handoff.md). | Live ✓ |
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| B.5 | Ground-item pickup (F-key, close-range path). Shipped 2026-05-14 (branch `claude/phase-b5-pickup`, merge pending). Closes M1 demo target 4/4 *"pick up an item"*. New `InteractRequests.BuildPickUp(seq, itemGuid, containerGuid, placement)` builds the 24-byte `PutItemInContainer (0xF7B1/0x0019)` wire body verified against `references/ACE/Source/ACE.Server/Network/GameAction/Actions/GameActionPutItemInContainer.cs`. New private `GameWindow.SendPickUp(uint itemGuid)` helper mirrors `SendUse`'s gate-on-InWorld pattern; `case InputAction.SelectionPickUp` in `OnInputAction` switch routes the F-key through `_selectedGuid`. **Bonus wire-handler fix (Task 2b):** ACE despawns picked-up items via `GameMessagePickupEvent (0xF74A)`, not the `GameMessageDeleteObject (0xF747)` we already handled — surfaced during visual testing (item kept rendering on ground after successful server-side pickup). New `PickupEvent.cs` parser + `WorldSession` dispatch branch adapt to `DeleteObject.Parsed` and reuse the existing `EntityDeleted → OnLiveEntityDeleted → RemoveLiveEntityByServerGuid` chain. Files #63 (server-initiated `MoveToObject` auto-walk not honored — out-of-range pickup / double-click fails server-side timeout) + #64 (local-player pickup animation does not render). Visual-verified 2026-05-14 at Holtburg: 3 successful close-range pickups (Pink Taper + Violet Tapers), item despawns locally as ACE acks. Plan: [`docs/superpowers/plans/2026-05-14-phase-b5-pickup.md`](../superpowers/plans/2026-05-14-phase-b5-pickup.md). Handoff: [`docs/research/2026-05-14-b5-shipped-handoff.md`](../research/2026-05-14-b5-shipped-handoff.md). | Live ✓ |
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| C.1.5b | Per-part PES transforms + dat-hydrated entity DefaultScript dispatch. Closes issue #56. Shipped 2026-05-12 across 5 commits (`1e3c33b` docs+plan, `f3bc15e` SetupPartTransforms helper, `11521f4` ParticleHookSink applies `CreateParticleHook.PartIndex`, `5ca5827` activator refactor + GameWindow resolver lambda, `8735c39` GpuWorldState 4 new fire-sites). **Slice A** — new [`SetupPartTransforms.Compute(setup)`](../../src/AcDream.Core/Meshing/SetupPartTransforms.cs) walks `PlacementFrames[Resting]` → `[Default]` → first-available (mirrors `SetupMesh.Flatten` priority) and returns `Matrix4x4` per part; new `ParticleHookSink.SetEntityPartTransforms(entityId, partTransforms)` mirrors the existing `_rotationByEntity` pattern; `SpawnFromHook` now transforms hook offset through `partTransforms[partIndex]` before applying entity rotation. **Slice B** — activator's `ServerGuid==0` guard relaxed: keys by `entity.ServerGuid` when non-zero, else `entity.Id` (collision-free with server guids in the `0x40xxxxxx` interior / `0x80xxxxxx` scenery / `0xC0xxxxxx` ranges). Resolver delegate refactored to return `ScriptActivationInfo(ScriptId, PartTransforms)` so one dat lookup yields both pieces. `GpuWorldState` fires the activator from 4 new sites: `AddLandblock` + `AddEntitiesToExistingLandblock` (Far→Near promotion) for OnCreate, `RemoveLandblock` + `RemoveEntitiesFromLandblock` (Near→Far demotion) for OnRemove. ServerGuid==0 filter on AddLandblock avoids double-firing pending-bucket merges. **Reality discovery folded into spec §3**: EnvCell `StaticObjects` are already hydrated as `WorldEntity` instances by `GameWindow.BuildInteriorEntitiesForStreaming` (with stable `entity.Id` in `0x40xxxxxx`) — no synthetic-ID scheme or separate walker class needed (handoff §4 Q1/Q2 mooted). **Visual verification 2026-05-12**: Holtburg Town network portal swirl distributes across the arch (no ground-burial), Inn fireplace flames render over the firebox, cottage chimney smoke columns render, spell-cast animation-hook particles all match retail. 18 new + 4 updated tests, all Vfx/Meshing/Streaming/Activator green. Spec: [`docs/superpowers/specs/2026-05-13-phase-c1.5b-design.md`](../superpowers/specs/2026-05-13-phase-c1.5b-design.md). Plan: [`docs/superpowers/plans/2026-05-13-phase-c1.5b.md`](../superpowers/plans/2026-05-13-phase-c1.5b.md). | Live ✓ |
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Plus polish that doesn't get its own phase number:
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252
docs/research/2026-05-14-b5-shipped-handoff.md
Normal file
252
docs/research/2026-05-14-b5-shipped-handoff.md
Normal file
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@ -0,0 +1,252 @@
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# Phase B.5 shipped — handoff (visual-verified 2026-05-14)
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**Date:** 2026-05-14.
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**Branch:** `claude/phase-b5-pickup` (ready to merge to main; controller handles the merge after this doc lands).
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**Predecessors:**
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- [docs/research/2026-05-13-b4c-shipped-handoff.md](2026-05-13-b4c-shipped-handoff.md) — B.4c (door swing) shipped immediately before.
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- [docs/research/2026-05-13-b5-pickup-handoff.md](2026-05-13-b5-pickup-handoff.md) — fresh-session handoff that scoped this phase.
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- [docs/superpowers/plans/2026-05-14-phase-b5-pickup.md](../superpowers/plans/2026-05-14-phase-b5-pickup.md) — implementation plan (2 tasks).
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---
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## TL;DR
|
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|
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Phase B.5 **shipped end-to-end and is visual-verified 2026-05-14.** The
|
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M1 demo target *"pick up an item"* is met for the close-range path —
|
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single-click a ground item to select, walk within ~0.6 m of it, press
|
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F, and the item is removed from the world and added to the player's
|
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inventory.
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|
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The plan budgeted 2 implementation tasks (~50 LOC). Visual testing
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surfaced **one wire-handler gap** that became Task 2b: ACE despawns
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picked-up items via `GameMessagePickupEvent (0xF74A)`, not the
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`GameMessageDeleteObject (0xF747)` we already handled — without that
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fix the pickup succeeded server-side but the item kept rendering on
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the ground locally. Caught and fixed in the same session.
|
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|
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Two known gaps remain, filed as issues for follow-up:
|
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- **#63 (MEDIUM)** — Server-initiated auto-walk for out-of-range Use /
|
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PickUp not honored. Double-click a ground item from > 0.6 m and the
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character partially walks then snaps back; ACE's `MoveToChain` times
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out. This is a separate motion-handling phase, not a B.5 regression.
|
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- **#64 (LOW)** — Local-player pickup animation doesn't render
|
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(retail observers see it correctly; local view is silent). Likely a
|
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self-echo filter dropping `UpdateMotion(Pickup)` on the local player.
|
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---
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## What shipped on this branch
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| # | Commit | Subject | Task |
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|---|---|---|---|
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| 1 | `e8a20f2` | `feat(B.5): InteractRequests.BuildPickUp — PutItemInContainer 0x0019` | Task 1 |
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| 2 | `ced1b85` | `test(B.5): exercise i32 sign-correctness for BuildPickUp.placement` | Task 1 code-review fix |
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| 3 | `54d9bb9` | `feat(B.5): SendPickUp helper + F-key SelectionPickUp wiring` | Task 2 |
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| 4 | `5c24f6c` | `docs(B.5): implementation plan from writing-plans skill` | Plan doc |
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| 5 | `f7636a9` | `fix(B.5): handle PickupEvent 0xF74A so picked-up items despawn locally` | Task 2b (post-visual-test fix) |
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Plus the predecessor handoff (`86440ff`) that started the branch.
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**Build:** clean.
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**Tests:** `dotnet test -c Debug` shows AcDream.Core.Net.Tests 290/290
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passing (was 287 at branch start; +3 from Task 2b's PickupEvent tests;
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the two BuildPickUp tests landed inside the same project's existing
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file). Failure count unchanged at 8 pre-existing baseline in
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AcDream.Core.Tests.
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---
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## What the code does end-to-end
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|
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**Outbound (Tasks 1 & 2):**
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1. User single-clicks a ground item near `+Acdream`.
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`case InputAction.SelectLeft → PickAndStoreSelection(useImmediately: false)`
|
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runs B.4b's `WorldPicker.Pick`, finds the item, sets `_selectedGuid`.
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Log: `[B.4b] pick guid=0x… name=…`.
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2. User presses F.
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`case InputAction.SelectionPickUp → SendPickUp(_selectedGuid)` builds
|
||||
the wire body via `InteractRequests.BuildPickUp(seq, itemGuid,
|
||||
_playerServerGuid, placement: 0)` and posts it through
|
||||
`_liveSession.SendGameAction`. Log: `[B.5] pickup item=… container=… seq=…`.
|
||||
3. Wire layout (24 bytes): `0xF7B1 envelope | seq | 0x0019 opcode |
|
||||
itemGuid u32 | containerGuid u32 | placement i32`. Verified against
|
||||
`references/ACE/Source/ACE.Server/Network/GameAction/Actions/GameActionPutItemInContainer.cs`.
|
||||
|
||||
**Inbound (Task 2b — surfaced during visual test):**
|
||||
|
||||
4. ACE runs `HandleActionPutItemInContainer`. If the player is within
|
||||
`WithinUseRadius` (~0.6 m), the close-range branch in
|
||||
`CreateMoveToChain` skips the auto-walk and runs the pickup chain
|
||||
directly: server-side `Landblock.RemoveWorldObject(item.Guid,
|
||||
adjacencyMove: false, fromPickup: true)` → per-player
|
||||
`Player_Tracking.RemoveTrackedObject(wo, fromPickup: true)` →
|
||||
broadcast `GameMessagePickupEvent (0xF74A)` to all observers.
|
||||
5. Our `WorldSession.Dispatch` now routes `0xF74A` (in addition to
|
||||
`0xF747 DeleteObject`) through the shared `EntityDeleted` event,
|
||||
adapting the `PickupEvent.Parsed` to a `DeleteObject.Parsed` so
|
||||
`OnLiveEntityDeleted → RemoveLiveEntityByServerGuid` runs unchanged.
|
||||
The item disappears from the local view.
|
||||
|
||||
---
|
||||
|
||||
## Wire-handler gap (Task 2b)
|
||||
|
||||
ACE distinguishes two despawn opcodes:
|
||||
- `0xF747 GameMessageDeleteObject` — "object is gone" (timeout / death /
|
||||
out-of-LOS). Our existing handler.
|
||||
- `0xF74A GameMessagePickupEvent` — "object was picked up by a player."
|
||||
Sent by `Player_Tracking.RemoveTrackedObject(wo, fromPickup: true)`.
|
||||
|
||||
Both are functionally identical from the client's view (remove the
|
||||
entity from the world), but only one was handled. Wire format adds
|
||||
one `u16 objectPositionSequence` field over DeleteObject's layout, so
|
||||
`PickupEvent.cs` is its own parser; the dispatcher adapts to
|
||||
`DeleteObject.Parsed` for the downstream consumer.
|
||||
|
||||
This is exactly the kind of trap CLAUDE.md's reference-repo discipline
|
||||
exists to prevent — the handoff spec said "the existing despawn path
|
||||
removes the ground item from view," which was *almost* true. Took one
|
||||
visual-verification round-trip to surface, ten minutes to fix with a
|
||||
clean wire parser + 3 new unit tests.
|
||||
|
||||
---
|
||||
|
||||
## Visual verification — what was observed
|
||||
|
||||
**Test scenario:** ACE dropped a Pink Taper, then a Violet Taper, then
|
||||
two more tapers near `+Acdream` at Holtburg. Player walked up close,
|
||||
single-clicked, pressed F. Three pickups completed in the post-fix
|
||||
log: items `0x80000725`, `0x8000072A`, `0x80000729`.
|
||||
|
||||
**Before Task 2b:** Server-side pickup succeeded — `[B.5] pickup …
|
||||
seq=46` in log; retail observer saw item disappear from world. Local
|
||||
view still rendered the item on the ground.
|
||||
|
||||
**After Task 2b:** Item disappears locally as soon as ACE acks the
|
||||
pickup. Three successful close-range pickups recorded in the log.
|
||||
|
||||
**Door-interaction regression check (B.4c carry-forward):** Not
|
||||
explicitly re-tested this session; no code path touched by B.5
|
||||
affects door interaction.
|
||||
|
||||
**Click-NPC bonus (M1 demo target 3 verification):** Not visually
|
||||
verified this session — log shows `[B.4b] use guid=… name=Novedion
|
||||
the Gem Seller seq=…` from B.4c testing but ACE response not
|
||||
re-confirmed here. Carry-forward to next session.
|
||||
|
||||
---
|
||||
|
||||
## What did NOT work (and why it's not B.5's bug)
|
||||
|
||||
1. **Double-click on a ground item from any distance, or F from > 0.6 m.**
|
||||
ACE auto-walks the player toward the item (`CreateMoveToChain` →
|
||||
`PhysicsObj.MoveToObject` + `EnqueueBroadcastMotion(MoveToObject)`),
|
||||
but our client doesn't handle inbound `MoveToObject` motion broadcasts.
|
||||
ACE's MoveToChain times out, the chain's `success: false` path sends
|
||||
`InventoryServerSaveFailed (ActionCancelled)`, and the pickup never
|
||||
completes. Visible as "character drifts toward item then flips back."
|
||||
**Filed as #63.** Out of B.5's stated scope (which was: select-first
|
||||
+ F-key wire chain). holtburger's `simulation.rs` has the reference
|
||||
implementation; would be its own phase (B.6 or similar).
|
||||
|
||||
2. **Local-player pickup animation doesn't render.** Retail observers
|
||||
see `+Acdream` play the bend-down-and-grab animation; our local view
|
||||
shows nothing. ACE broadcasts `Motion(MotionCommand.Pickup)` via
|
||||
`EnqueueBroadcastMotion`, our motion routing probably filters
|
||||
self-echoes for the local player (motion is normally predicted
|
||||
locally, not echoed from server). Server-initiated one-shot motions
|
||||
like Pickup have no local prediction trigger, so they're dropped.
|
||||
**Filed as #64.** Visual feedback gap only; pickup completes
|
||||
correctly.
|
||||
|
||||
Both are well-defined follow-up work; neither blocks M1.
|
||||
|
||||
---
|
||||
|
||||
## Carry-overs from B.4c
|
||||
|
||||
Both pre-existed B.5; neither was touched.
|
||||
|
||||
- **#61** — AnimationSequencer link→cycle boundary frame-0 flash on
|
||||
door swing. Low severity polish.
|
||||
- **#62** — PARTSDIAG null-guard for sequencer-driven entities.
|
||||
Latent; not currently reachable for doors.
|
||||
|
||||
---
|
||||
|
||||
## M1 status after B.5
|
||||
|
||||
Demo targets:
|
||||
1. Walk through Holtburg — met (L.2a-d + L.2g shipped earlier)
|
||||
2. Open the inn door — met (B.4b + B.4c shipped 2026-05-13)
|
||||
3. Click an NPC — chain wired (B.4b), not visually re-verified this
|
||||
session
|
||||
4. Pick up an item — met, close-range path (this phase)
|
||||
|
||||
Outstanding work for the M1 demo recording:
|
||||
- Optionally re-verify target 3 (NPC click) once and either confirm
|
||||
met or file a gap.
|
||||
- Optionally resolve #63 if the demo wants to show double-click /
|
||||
out-of-range pickup. The close-range path is sufficient for the
|
||||
scripted demo scenario.
|
||||
- Carry-overs #61, #62, #64 are polish; do before recording if
|
||||
visible on tape.
|
||||
|
||||
---
|
||||
|
||||
## Reproducibility
|
||||
|
||||
```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"
|
||||
dotnet run --project src\AcDream.App\AcDream.App.csproj -c Debug 2>&1 |
|
||||
Tee-Object -FilePath "launch-b5.log"
|
||||
```
|
||||
|
||||
Log evidence:
|
||||
|
||||
```powershell
|
||||
Get-Content launch-b5.log -Encoding Unicode |
|
||||
Select-String -Pattern "\[B\.5\] pickup|\[B\.4b\] pick"
|
||||
```
|
||||
|
||||
Expected: a `[B.5] pickup item=… container=0x5000000A seq=…` line for
|
||||
each successful F-press, preceded by `[B.4b] pick guid=…` from the
|
||||
single-click that set the selection.
|
||||
|
||||
---
|
||||
|
||||
## Files touched this session
|
||||
|
||||
- New: `src/AcDream.Core.Net/Messages/PickupEvent.cs`
|
||||
- New: `tests/AcDream.Core.Net.Tests/Messages/PickupEventTests.cs`
|
||||
- New: `docs/superpowers/plans/2026-05-14-phase-b5-pickup.md`
|
||||
- New: `docs/research/2026-05-14-b5-shipped-handoff.md` (this file)
|
||||
- Modified: `src/AcDream.Core.Net/Messages/InteractRequests.cs`
|
||||
- Modified: `src/AcDream.Core.Net/WorldSession.cs`
|
||||
- Modified: `src/AcDream.App/Rendering/GameWindow.cs`
|
||||
- Modified: `tests/AcDream.Core.Net.Tests/Messages/InteractRequestsTests.cs`
|
||||
- Modified: `docs/ISSUES.md` (added #63, #64)
|
||||
|
||||
---
|
||||
|
||||
## State at handoff
|
||||
|
||||
- **Branch:** `claude/phase-b5-pickup`, 6 commits ahead of `main`
|
||||
(predecessor handoff + 5 implementation commits + this docs commit
|
||||
land in the same merge).
|
||||
- **Main HEAD before merge:** `e7842e0` — Merge B.4c.
|
||||
- **Build state:** worktree compiles cleanly under `dotnet build -c Debug`.
|
||||
- **Tests:** baseline + 3 new (PickupEvent) + 2 new (BuildPickUp +
|
||||
sign-correctness) — failure count unchanged.
|
||||
|
||||
Ready for non-fast-forward merge into `main`.
|
||||
Loading…
Add table
Add a link
Reference in a new issue