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
252
docs/research/2026-05-14-b5-shipped-handoff.md
Normal file
252
docs/research/2026-05-14-b5-shipped-handoff.md
Normal file
|
|
@ -0,0 +1,252 @@
|
|||
# Phase B.5 shipped — handoff (visual-verified 2026-05-14)
|
||||
|
||||
**Date:** 2026-05-14.
|
||||
**Branch:** `claude/phase-b5-pickup` (ready to merge to main; controller handles the merge after this doc lands).
|
||||
**Predecessors:**
|
||||
- [docs/research/2026-05-13-b4c-shipped-handoff.md](2026-05-13-b4c-shipped-handoff.md) — B.4c (door swing) shipped immediately before.
|
||||
- [docs/research/2026-05-13-b5-pickup-handoff.md](2026-05-13-b5-pickup-handoff.md) — fresh-session handoff that scoped this phase.
|
||||
- [docs/superpowers/plans/2026-05-14-phase-b5-pickup.md](../superpowers/plans/2026-05-14-phase-b5-pickup.md) — implementation plan (2 tasks).
|
||||
|
||||
---
|
||||
|
||||
## TL;DR
|
||||
|
||||
Phase B.5 **shipped end-to-end and is visual-verified 2026-05-14.** The
|
||||
M1 demo target *"pick up an item"* is met for the close-range path —
|
||||
single-click a ground item to select, walk within ~0.6 m of it, press
|
||||
F, and the item is removed from the world and added to the player's
|
||||
inventory.
|
||||
|
||||
The plan budgeted 2 implementation tasks (~50 LOC). Visual testing
|
||||
surfaced **one wire-handler gap** that became Task 2b: ACE despawns
|
||||
picked-up items via `GameMessagePickupEvent (0xF74A)`, not the
|
||||
`GameMessageDeleteObject (0xF747)` we already handled — without that
|
||||
fix the pickup succeeded server-side but the item kept rendering on
|
||||
the ground locally. Caught and fixed in the same session.
|
||||
|
||||
Two known gaps remain, filed as issues for follow-up:
|
||||
- **#63 (MEDIUM)** — Server-initiated auto-walk for out-of-range Use /
|
||||
PickUp not honored. Double-click a ground item from > 0.6 m and the
|
||||
character partially walks then snaps back; ACE's `MoveToChain` times
|
||||
out. This is a separate motion-handling phase, not a B.5 regression.
|
||||
- **#64 (LOW)** — Local-player pickup animation doesn't render
|
||||
(retail observers see it correctly; local view is silent). Likely a
|
||||
self-echo filter dropping `UpdateMotion(Pickup)` on the local player.
|
||||
|
||||
---
|
||||
|
||||
## What shipped on this branch
|
||||
|
||||
| # | Commit | Subject | Task |
|
||||
|---|---|---|---|
|
||||
| 1 | `e8a20f2` | `feat(B.5): InteractRequests.BuildPickUp — PutItemInContainer 0x0019` | Task 1 |
|
||||
| 2 | `ced1b85` | `test(B.5): exercise i32 sign-correctness for BuildPickUp.placement` | Task 1 code-review fix |
|
||||
| 3 | `54d9bb9` | `feat(B.5): SendPickUp helper + F-key SelectionPickUp wiring` | Task 2 |
|
||||
| 4 | `5c24f6c` | `docs(B.5): implementation plan from writing-plans skill` | Plan doc |
|
||||
| 5 | `f7636a9` | `fix(B.5): handle PickupEvent 0xF74A so picked-up items despawn locally` | Task 2b (post-visual-test fix) |
|
||||
|
||||
Plus the predecessor handoff (`86440ff`) that started the branch.
|
||||
|
||||
**Build:** clean.
|
||||
**Tests:** `dotnet test -c Debug` shows AcDream.Core.Net.Tests 290/290
|
||||
passing (was 287 at branch start; +3 from Task 2b's PickupEvent tests;
|
||||
the two BuildPickUp tests landed inside the same project's existing
|
||||
file). Failure count unchanged at 8 pre-existing baseline in
|
||||
AcDream.Core.Tests.
|
||||
|
||||
---
|
||||
|
||||
## What the code does end-to-end
|
||||
|
||||
**Outbound (Tasks 1 & 2):**
|
||||
|
||||
1. User single-clicks a ground item near `+Acdream`.
|
||||
`case InputAction.SelectLeft → PickAndStoreSelection(useImmediately: false)`
|
||||
runs B.4b's `WorldPicker.Pick`, finds the item, sets `_selectedGuid`.
|
||||
Log: `[B.4b] pick guid=0x… name=…`.
|
||||
2. User presses F.
|
||||
`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