memory: capture full 2026-04-17 session + permanent research index

Two memory files landed:

1. Updated memory/project_session_2026_04_17.md — covers all three
   commits today:
   - ff325ab debug overlay + mouse controls
   - 7230c15 retail UI research + C# scaffold
   - 3f913f1 13-slice deep-dive marathon + scaffolds + roadmap

   Includes the "what to build tomorrow" lookup table, the architectural
   headline findings, and session lessons (Opus-4.7 parallel swarms are
   worth the cost; keystone.dll landmine; GameEvent dispatcher is the
   biggest network gap).

2. New memory/project_retail_research_index.md — permanent index for
   the 20 research docs (6 UI slices + 13 subsystem slices). Quick-
   lookup table "use this slice when you're doing X". Also captures the
   critical cross-cutting findings (architecture, wire, dat ranges) and
   already-extracted retail-faithful formulas for instant reference.

   This file is the standing invariant: before writing any retail-AC-
   specific code, open it first to find the matching slice.
This commit is contained in:
Erik 2026-04-18 13:24:11 +02:00
parent 3f913f1999
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# Retail AC research index — permanent lookup table
Written 2026-04-17. Points at the 20 research documents produced in
that day's dual-swarm marathon (6 UI agents + 13 subsystem agents,
all Opus-4.7 high-effort).
**When to use:** any time you're about to write code for a retail AC
subsystem. Open the slice for that subsystem BEFORE writing the first
line — every slice has pseudocode + C# port sketch + citations.
---
## UI layer (`docs/research/retail-ui/`) — 6 slices, ~30,000 words
| ID | File | Use when… |
|----|------|-----------|
| — | [`00-master-synthesis.md`](../docs/research/retail-ui/00-master-synthesis.md) | First read. Has cross-references + port decisions |
| 01 | [`01-architecture-and-init.md`](../docs/research/retail-ui/01-architecture-and-init.md) | Extending GameWindow's init flow or main loop |
| 02 | [`02-class-hierarchy.md`](../docs/research/retail-ui/02-class-hierarchy.md) | Adding new widget types to our UI toolkit |
| 03 | [`03-rendering.md`](../docs/research/retail-ui/03-rendering.md) | Building AcFont from portal.dat, dat sprites, scissor |
| 04 | [`04-input-events.md`](../docs/research/retail-ui/04-input-events.md) | Adding drag-drop, tooltip, focus, modal |
| 05 | [`05-panels.md`](../docs/research/retail-ui/05-panels.md) | Porting chat, attributes, paperdoll, spellbook, inv |
| 06 | [`06-hud-and-assets.md`](../docs/research/retail-ui/06-hud-and-assets.md) | Vital orbs, radar, compass, any dat asset lookup |
## Subsystems (`docs/research/deepdives/`) — 13 slices, ~78,000 words
| ID | File | Use when… |
|-----|------|-----------|
| — | [`00-master-synthesis.md`](../docs/research/deepdives/00-master-synthesis.md) | First read. Has the full dependency graph + phase sequence |
| R1 | [`r01-spell-system.md`](../docs/research/deepdives/r01-spell-system.md) | Implementing cast flow, fizzle, mana cost, buffs, recalls |
| R2 | [`r02-combat-system.md`](../docs/research/deepdives/r02-combat-system.md) | Damage formula, hit-chance, crit, body-part targeting |
| R3 | [`r03-motion-animation.md`](../docs/research/deepdives/r03-motion-animation.md) | Expanding MotionInterpreter, hook delivery, stance blends |
| R4 | [`r04-vfx-particles.md`](../docs/research/deepdives/r04-vfx-particles.md) | Building the particle system, PhysicsScript dispatch |
| R5 | [`r05-audio-sound.md`](../docs/research/deepdives/r05-audio-sound.md) | Audio engine, SoundTable + Wave loaders, 3D falloff |
| R6 | [`r06-items-inventory.md`](../docs/research/deepdives/r06-items-inventory.md) | Item model, Container, Appraise, burden, stack-split |
| R7 | [`r07-character-creation.md`](../docs/research/deepdives/r07-character-creation.md) | Char-creation panel, heritages, skill credits |
| R8 | [`r08-network-protocol-atlas.md`](../docs/research/deepdives/r08-network-protocol-atlas.md) | Anything wire-format. Complete opcode map. |
| R9 | [`r09-dungeon-portal-space.md`](../docs/research/deepdives/r09-dungeon-portal-space.md) | Dungeon streaming, PlayerTeleport flow, portal visibility |
| R10 | [`r10-quest-dialogs.md`](../docs/research/deepdives/r10-quest-dialogs.md) | Emote scripts, NPC dialog, quest timers, contract tracker |
| R11 | [`r11-allegiance.md`](../docs/research/deepdives/r11-allegiance.md) | Allegiance tree, XP passup, allegiance chat channels |
| R12 | [`r12-weather-daynight.md`](../docs/research/deepdives/r12-weather-daynight.md) | Sky dome, day/night, rain/snow, Portal Year clock |
| R13 | [`r13-dynamic-lighting.md`](../docs/research/deepdives/r13-dynamic-lighting.md) | LightInfo dat, 8-light cap, cell ambient, blob shadow |
---
## Existing research from prior sessions (separate from these 20)
- [`docs/research/acclient_function_map.md`](../docs/research/acclient_function_map.md) — already-mapped FUN_ addresses (physics, motion, terrain, landblock)
- [`docs/research/2026-04-12-movement-deep-dive.md`](../docs/research/2026-04-12-movement-deep-dive.md) — cross-client movement cross-check
- [`docs/research/2026-04-13-phase-audit.md`](../docs/research/2026-04-13-phase-audit.md) — audit of decompile-verified vs guessed AC-specific code
---
## Critical cross-cutting findings (quick reference)
### Architecture facts
- **Retail UI runs in `keystone.dll`**, not `acclient.exe`. Own-toolkit
approach is the only viable path. Use retail event codes (0x01, 0x15,
0x3E, 0x201) so hand-ported panel code translates cleanly.
- **Weather is client-deterministic from Portal Year time.** No
`SetWeather` opcode exists. Same clock everywhere → same sky everywhere.
- **Lighting is D3D fixed-function, 8-light cap**, no attenuation inside
Range then hard cutoff. Terrain baked per-vertex via `AdjustPlanes`.
- **Motion hooks drive audio + VFX + combat timing.** R3 motion-hook
expansion is the blocker for R2, R4, R5 to feel retail-faithful.
### Wire protocol facts
- Of 94 GameEvents (S→C envelope `0xF7B0`), **0 are handled today**.
Biggest network gap.
- GameMessage `0xF7E0` SystemChat, `0xF7DE` TurbineChat, `0xF748`
UpdateMotion, `0xF751` PlayerTeleport, `0xF750` PlaySound, `0xF755`
PlayEffect are all unhandled.
- LoginComplete (`0x00A1`) must be re-sent after `PlayerTeleport`.
### Dat-ID ranges (de-duplicated across all 20 docs)
| Range | Type | Used by |
|---|---|---|
| `0x0A000000..0x0A00FFFF` | Wave | R5 |
| `0x20000000..0x2000FFFF` | SoundTable | R5 |
| `0x0E000002` | CharGen | R7 |
| `0x2F…` | SpellTable | R1 |
| `0x30…` | SpellComponentsTable | R1 |
| `0x40000000..0x40000FFF` | Font | UI03 |
| `0x06……` | RenderSurface | UI03, UI06, R13 shadow `0x0600102F` |
| `0x21…` | LayoutDesc | UI06 |
| `0x14…` | MasterInputMap | UI06 |
### Retail-faithful formulas already extracted
```
// Spell fizzle (R1)
chance = 1 / (1 + exp(-0.07 * (skill - difficulty))) // 0 if skill < diff-50
// Hit chance physical (R2)
chance = 1 - 1 / (1 + exp(0.03 * (attackSkill - defenseSkill)))
// Hit chance magic (R2)
chance = 1 - 1 / (1 + exp(0.07 * (attackSkill - defenseSkill)))
// Burden max (R6)
max = 150 * Strength + Strength * bonusBurden
// Audio falloff (R5)
att = (minDist^2) / (dist^2) (clamped 0..1, no doppler/cone/HRTF)
// Allegiance XP passup (R11)
direct = 50 + 22.5 * loyalty/291 * (1 + RT/730 * IG/720)
indirect = 16 + 8.0 * loyalty/291 * (1 + RT/730 * IG/720)
```
---
## Standing invariant for future sessions
**Before writing any retail-AC-specific code**, grep this index for the
subsystem and open the matching slice. The sliceds give you pseudocode +
C# port sketch + citations — you'll save hours and avoid hallucinating
constants. If the subsystem isn't in the 20 slices, add it to the
roadmap and consider dispatching an Opus-agent research pass for it
before coding.

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# Session 2026-04-17 — Debug Overlay + Control Tuning
# Session 2026-04-17 — Debug overlay → full-day retail-AC research marathon
## Headline result
## Timeline (morning → afternoon)
**On-screen HUD overlay and refined input controls for the dev client.**
- TTF-based font atlas rendered via stb_truetype
- Screen-space text + rect batcher (`TextRenderer`)
- Composite overlay with panels for position / heading / collision /
FPS / compass / keybind help
- Per-mode mouse sensitivity (Chase, Fly, Orbit)
- RMB-held free-orbit around the player (no snap-back on release)
- Mouse-wheel zoom in chase mode
- Extended chase pitch range so mouse-Y moves both ways
1. **Morning** — Debug overlay (TTF atlas + text batcher + HUD panels)
and input-control tuning (per-mode sensitivity, RMB free-orbit, wheel
zoom, F8/F9 sensitivity). Shipped in commit `ff325ab`.
2. **Midday** — User requested a deep investigation of the retail AC
client's GUI subsystem. Dispatched 6 parallel Opus-4.7 high-effort
agents, produced a 30,000-word research bundle + C# UI scaffold.
Shipped in commit `7230c15`.
3. **Afternoon** — User asked to research **all** remaining major AC
subsystems (R1-R13) while they were AFK for 2 hours. Dispatched 13
parallel Opus-4.7 agents, produced a 78,000-word research bundle +
master synthesis + 5 C# port scaffolds + rewritten roadmap.
Shipped in commit `3f913f1`.
## Files added
## What shipped today — three commits on main
- `src/AcDream.App/Rendering/BitmapFont.cs` — TTF atlas (stb_truetype)
- `src/AcDream.App/Rendering/TextRenderer.cs` — 2D quad batcher for text + rects
- `src/AcDream.App/Rendering/DebugOverlay.cs` — composed HUD panels
- `src/AcDream.App/Rendering/Shaders/ui_text.{vert,frag}` — ortho-proj text shader
- `src/AcDream.App/Rendering/Shaders/debug_line.{vert,frag}` — wireframe shader
(carried from yesterday's scenery-alignment session but not committed then)
| Commit | Title | Insert |
|-----------|------------------------------------------------------------|--------|
| `ff325ab` | feat(ui): debug overlay + refined input controls | 2,725 |
| `7230c15` | docs+feat(ui): retail UI deep-dive research + C# scaffold | 8,042 |
| `3f913f1` | docs+feat: 13 retail-AC deep-dives + scaffolds + roadmap | 15,312 |
## Files modified
**Total 26,079 lines added, 262 deleted, 55 new files.** All three
commits green on build + 470 tests.
- `src/AcDream.App/AcDream.App.csproj` — added `StbTrueTypeSharp` 1.26.12
- `src/AcDream.App/Rendering/Shader.cs` — added `SetVec2` / `SetVec4`
- `src/AcDream.App/Rendering/ChaseCamera.cs`
- Added `YawOffset` for RMB free-orbit
- Added `AdjustDistance` for mouse-wheel zoom
- Widened pitch clamp from `[0.05, 1.4]` to `[-0.7, 1.4]`
(mouse-Y now moves camera in both directions from neutral)
- `DistanceMin=2f`, `DistanceMax=40f` zoom envelope
- `src/AcDream.App/Rendering/GameWindow.cs`
- Field block: `_textRenderer`, `_debugFont`, `_debugOverlay`,
`_sensChase/_sensFly/_sensOrbit`, `_rmbHeld`, `_lastFps`, `_lastFrameMs`
- OnLoad: load Consolas → BitmapFont → TextRenderer → DebugOverlay
(silently skips if no system font)
- Keyboard: F1/F2/F4/F5/F6 panel toggles; F8/F9 sensitivity
(multiplicative ×1.2 steps, per-mode)
- Mouse: MouseDown / MouseUp track RMB; MouseMove routes to the
active mode's sensitivity; RMB release does NOT snap YawOffset
- OnRender: snapshot builder (player pos, heading, nearest-obj dist,
colliding flag) passed to `DebugOverlay.Draw`
## Key files to know
## Yesterday's scenery work (finally committed in this session's commit)
### Research (the goldmine)
The untracked files show that yesterday's scenery-alignment fixes lived
on disk but hadn't been committed. This session's commit includes:
- `src/AcDream.Core/Physics/BSPQuery.cs``localToWorld` rotation params
- `src/AcDream.Core/Physics/PhysicsDataCache.cs``GfxObjVisualBounds`
- `src/AcDream.Core/Physics/ShadowObjectRegistry.cs``Scale` + debug iter
- `src/AcDream.Core/Physics/TransitionTypes.cs` — rewritten cylinder / BSP
- `src/AcDream.Core/World/SceneryGenerator.cs` — 64-cell, ACViewer OnRoad,
baseLoc + set_heading rotation
- `src/AcDream.Core/World/WorldEntity.cs``Scale` field
- **`docs/research/deepdives/00-master-synthesis.md`** — start here. Nav
hub for all 13 deep-dive slices; has the dependency graph and phase
sequencing (E/F/G/H).
- **`docs/research/deepdives/r01-…-r13-…`** — 13 subsystem deep-dives,
78,000 words total, every claim cited.
- **`docs/research/retail-ui/00-master-synthesis.md`** — UI framework
synthesis. 6 slice docs total, ~30,000 words.
- **`memory/project_retail_research_index.md`** — permanent quick-lookup
index for all 20 research docs.
## Sensitivity defaults (current)
### C# scaffolds (what to build on)
| Mode | Default | F8 step | F9 step |
|-------|---------|-------------|-----------|
| Chase | 0.15x | ÷ 1.2 | × 1.2 |
| Fly | 1.0x | ÷ 1.2 | × 1.2 |
| Orbit | 1.0x | ÷ 1.2 | × 1.2 |
- `src/AcDream.App/UI/` — retail-style widget toolkit (`UiRoot`,
`UiElement`, `UiPanel`, `UiHost`, event types matching retail codes)
- `src/AcDream.Core/Items/ItemInstance.cs` — R6 inventory data model
- `src/AcDream.Core/Spells/SpellModel.cs` — R1 spell cast state machine
- `src/AcDream.Core/Combat/CombatModel.cs` — R2 damage math
- `src/AcDream.Core/Audio/AudioModel.cs` — R5 audio interfaces
- `src/AcDream.Core/Vfx/VfxModel.cs` — R4 particle data model
Effective rate at chase 0.15x: `0.15 × 0.003 rad/px = 0.00045 rad/px`
≈ 0.026°/pixel. 1000 pixels → 26° rotation.
### Updated
Fly at 1.0x is `0.003 rad/px` ≈ 0.172°/px.
- `docs/plans/2026-04-11-roadmap.md` — rewritten Phase E-H based on
the deep-dive synthesis. Old Phase E renamed to J.
## Keybinds (full, current)
## Architectural headline findings
| Key | Action |
|-----------|--------|
| F1 | Toggle keybind help panel |
| F2 | Toggle collision wireframes |
| F3 | Console dump (pos + nearby objects) |
| F4 | Toggle HUD info panel |
| F5 | Toggle HUD stats panel |
| F6 | Toggle compass |
| F8 / F9 | Active-mode mouse sensitivity slower / faster |
| F | Toggle fly camera |
| Tab | Toggle player mode (live session only) |
| WASD | Move (player mode) / fly |
| Space | Jump (hold to charge, release to fire) |
| Shift | Run |
| Mouse | Turn character / look |
| Hold RMB | Free-orbit camera around player (stays on release) |
| Wheel | Zoom chase distance |
| Escape | Exit fly / player / close window |
## Open issue (parked for follow-up)
User reports mouse "feels like you can only move one way" at low
sensitivity. Diagnosed + fixed: chase `PitchMin` was clamping at
`0.05f`, preventing any upward tilt. Widened to `-0.7f`. Needs
visual verification next session.
1. **Retail UI widgets live in `keystone.dll`**, not `acclient.exe`.
We implement our own retained-mode toolkit with retail-faithful
event codes (0x01 click, 0x15 drag, 0x3E drop, 0x201 WM_LBUTTONDOWN)
and consume the same portal.dat fonts + sprites for visual identity.
2. **Of 94 GameEvents** (S→C, `0xF7B0` envelope), **zero are handled**
in acdream today. Biggest network-protocol gap; blocks inventory,
chat, quest tracking, allegiance.
3. **Motion hooks are the trigger source** for audio + VFX + combat
timing. R3 motion-hook expansion is the prereq for "feel alive"
(Phase E).
4. **Weather is 95% client-side** — deterministic from Portal Year
server clock. No `SetWeather` opcode.
5. **Retail lighting is D3D fixed-function** with 8-light cap, NO
attenuation inside Range, then hard cutoff. "Feels right" not
physical.
## Pickup for next session
**MAJOR TASK PARKED HERE**: user has asked for a deep investigation
+ port of the retail AC client's GUI subsystem. User explicitly
directed **Opus 4.7 with extra-high effort** for this work. The
agents are dispatched in this session and their output lives in
`docs/research/2026-04-17-retail-ui-*.md`. See that set of files
for the in-depth UI research + C# scaffold.
**"What should I do tomorrow?" table:**
After the retail-UI port is in place:
1. Hook the retail chat window to the existing WorldSession message
stream
2. Port the health/stamina/mana globes to real player stats (need
`CharacterCreate`/`InqStats` wire parsing first)
3. Port the inventory panel (needs CreateObject item parsing)
| If you want to… | Build… |
|---|---|
| Make the world feel alive (footsteps, sword whooshes, spell auras) | Phase E — R3 motion hooks → R5 audio → R4 particles |
| Actually fight monsters | Phase F.3 combat math + F.1 GameEvent dispatcher |
| Cast a buff + recall to lifestone | Phase F.4 spell state machine + F.1 GameEvent |
| See a character sheet | Phase F.2 item model + F.5 attributes panel (UI slice 05) |
| Enter a dungeon | Phase G.3 dungeon streaming (R9) |
| See a sky | Phase G.1 weather/day-night (R12) |
| Create a character in-client | Phase H.4 CharCreate (R7) |
The **master synthesis** (`docs/research/deepdives/00-master-synthesis.md`
§10) recommends a specific week-by-week sequence if the user wants
one-thing-at-a-time focus.
## Session feedback / lessons
- **Opus-4.7 high-effort parallel agents** are the right tool for
decompile-intensive research. 13-agent swarm for R1-R13 completed in
~13 minutes, producing ~78,000 words of grounded work. Cost is high
but quality justifies it for load-bearing research.
- **keystone.dll is a landmine** for anyone trying to "port the UI
faithfully" — the widget toolkit isn't in the decompile we have. Own-
toolkit approach is the only viable path.
- **Network protocol atlas (R8)** is the single biggest unblocker —
nearly every other system depends on opcodes we don't handle.