diff --git a/docs/ISSUES.md b/docs/ISSUES.md
index 0a847ae6..4a33fc86 100644
--- a/docs/ISSUES.md
+++ b/docs/ISSUES.md
@@ -516,15 +516,15 @@ optimistic pre-confirm projection instead of treating equipment as backpack
contents. The connected gate completed NonCombat → Missile → NonCombat →
Missile, including a Jump press, without a server rejection.
-**2026-07-17 active-switch follow-up:** A connected Magic wand -> missile
-weapon trace exposed ACE's queued `Magic -> Melee -> NonCombat -> Missile ->
-NonCombat` tail. `AutoWieldController` now retains the desired ready mode
-through every confirmed blocker move and, only for a transaction that began
-in active combat, arms settlement on authoritative `WieldObject`. An already-
-correct first mode notice clears it; ACE's observed `NonCombat -> Missile ->
-NonCombat` sequence sends the normal mode request from its trailing notice,
-after the queued callback that caused that notice.
-This keeps the missile bar present while retaining
+**2026-07-17 active-switch follow-up:** Connected primary-weapon replacement
+traces exposed ACE's queued old-stance transition and trailing `NonCombat`.
+`AutoWieldController` now retains the desired ready mode through every
+confirmed blocker move and, only for a transaction that began in active
+combat, arms settlement on authoritative `WieldObject`. It recognizes both a
+pre-wield transition followed by `ready -> NonCombat` and a wholly post-wield
+`NonCombat -> ready -> NonCombat` tail, then sends the normal mode request from
+the trailing notice after the queued callback that caused it. An explicit user
+combat request cancels settlement. This keeps the correct missile or magic bar present while retaining
ACE ownership of every state and motion; peace-mode switching is unchanged.
The narrow ACE compatibility difference is registered as AP-118.
@@ -2319,6 +2319,15 @@ request now retires the previous ground-object presentation immediately, as
retail `SetGroundObject` does. This removes the stale range watcher whose close
Use canceled ACE's active MoveTo chain before the new corpse could open.
+**2026-07-17 input-order follow-up:** A second connected trace showed the
+remaining far-R failure as `UseDone(0)` with no `ViewContents`. Silk delivered
+R before the object phase had serialized a preceding movement-key release, so
+ACE received `Use` and then `MoveToState`; ACE correctly cancelled the
+Use-created MoveTo callback while acdream's local MoveTo kept walking. The new
+`OutboundInteractionQueue` drains keyboard Use, world double-click, and pickup
+immediately after the same frame's movement output and before inbound dispatch.
+The flow still sends exactly one request and relies on ACE's arrival callback.
+
**Acceptance:** replacement sends `NoLongerViewingContents` once; authored close/range sends `Use` once and waits for `0x0052`; owned main/side-pack navigation sends neither; root/nested projections retire without deleting objects; corpse Use never attempts to pick up the corpse; a full-stack loot drop immediately shows a ghosted pending copy at the chosen destination slot and confirmation/failure clears it; canonical transfers remain server-authoritative. Focused Core, Core.Net, and App tests pin each path; visual acceptance remains the normal user gate.
---
diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md
index a875bce1..ff5f7838 100644
--- a/docs/architecture/retail-divergence-register.md
+++ b/docs/architecture/retail-divergence-register.md
@@ -215,7 +215,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-115 | The DAT-authored portal-space viewport and its animation `SoundTweakedHook` are live, but the separate `ClientUISystem` enter/exit sound enums and centered repeating `"In Portal Space - Please Wait..."` display string are not yet presented. | `src/AcDream.App/Rendering/PortalTunnelPresentation.cs`; teleport event switch in `GameWindow.cs` | acdream has no retained cross-stack centered display-string owner or ClientUISystem sound-table-enum resolver yet; routing the line into chat or inventing direct wave IDs would be less faithful | Portal travel has the correct animated wormhole, timing, direct viewport switch, view-plane transitions, and animation-authored sound, but lacks retail's short UI cue sounds and center notice | `gmSmartBoxUI::BeginTeleportAnimation @ 0x004D6300`; `gmSmartBoxUI::UseTime @ 0x004D6E30` |
| AP-116 | Default `Particle Range = Extended` multiplies DAT-authored particle degradation distances by 2; the `Retail` option restores exact values | `src/AcDream.UI.Abstractions/Panels/Settings/DisplaySettings.cs`; `src/AcDream.App/Rendering/Vfx/ParticleVisibilityController.cs`; `src/AcDream.Core/Vfx/ParticleSystem.cs` | User explicitly requested doubled range as the normal non-dev-UI behavior; it changes no terrain, scenery, entity, fog, or streaming distance, and remains reversible through settings | The default roughly enlarges the active particle area and reduces the CPU gain from MP2; distant VFX remain visible beyond retail's authored cutoff | `CPhysicsPart::GetMaxDegradeDistance @ 0x0050D510`; `GfxObjDegradeInfo::get_max_degrade_distance @ 0x0051E2D0`; `CPhysicsObj::ShouldDrawParticles @ 0x0050FE60` |
| AP-117 | Outdoor particle `CLandCell::IsInView` state is reconstructed with the modern landscape renderer's per-cell frustum plus active doorway clip-plane/scissor-AABB tests; retail `LScape::landcell_check` uses `Render::get_clip_height` + `Render::block_check` on terrain-cell corner intervals | `src/AcDream.App/Rendering/TerrainModernRenderer.cs` (`CollectVisibleCells`) | The mandatory modern renderer batches terrain by landblock and has no retail `ViewIntervalType` product. Publishing cell visibility from the exact landscape draw slices preserves ownership/order and removes the former object-survivor dependency without adding a second view pipeline | At a terrain cell grazing a frustum or doorway boundary, the conservative AABB test may freeze or resume particles on a slightly different frame than retail; whole regions outside the active doorway slice are rejected, and authored distance, login/portal fail-closed behavior, and indoor PView cells remain exact | `LScape::landcell_check @ 0x005050A0`; `CLandCell::IsInView @ 0x00532CB0`; `CPhysicsObj::ShouldDrawParticles @ 0x0050FE60` |
-| AP-118 | An AutoWield transaction begun in active combat preserves the ready mode implied by the requested weapon. After authoritative `WieldObject`, an immediately correct mode clears settlement; local ACE's observed `NonCombat -> ready mode -> NonCombat` tail causes one normal `ChangeCombatMode` request from the trailing notice. Retail's client does not need this extra request against the retail server. | `src/AcDream.App/UI/AutoWieldController.cs`; production binding in `GameWindow.cs` | Local ACE queues a trailing NonCombat callback during wand-to-bow replacement and rejects an earlier request while the shuffle is busy; responding to the authoritative notice that completes that exact sequence orders the ordinary request after it without suppressing any server state | A non-ACE server that emits a different intermediate sequence can retain the settlement until a later replacement/logout clears it; peace-mode equips send none | `CPlayerSystem::AutoWield @ 0x00560A60`; `ACCWeenieObject::ServerSaysMoveItem @ 0x0058DBB0`; ACE `Player_Inventory.TryShuffleStance` / `TryDequipObjectWithNetworking` |
+| AP-118 | An AutoWield transaction begun in active combat preserves the ready mode implied by the requested weapon. After authoritative `WieldObject`, a mode that settled without a blocker transition clears immediately; local ACE's observed pre-wield transition plus `ready -> NonCombat`, or post-wield `NonCombat -> ready -> NonCombat`, causes one normal `ChangeCombatMode` request from the trailing notice. Explicit user combat input cancels settlement. Retail's client does not need this extra request against the retail server. | `src/AcDream.App/UI/AutoWieldController.cs`; production binding in `GameWindow.cs` | Local ACE queues a trailing NonCombat callback during primary-weapon replacement and rejects an earlier request while the shuffle is busy; responding to the authoritative notice that completes that exact sequence orders the ordinary request after it without suppressing any server state | A non-ACE server that emits a different intermediate sequence can retain the settlement until a later explicit combat request, replacement, or logout clears it; peace-mode equips send none | `CPlayerSystem::AutoWield @ 0x00560A60`; `ACCWeenieObject::ServerSaysMoveItem @ 0x0058DBB0`; ACE `Player_Inventory.TryShuffleStance` / `TryDequipObjectWithNetworking` |
## 4. Temporary stopgap (TS) — 33 active rows (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-44 narrowed same day — NPC UP unified onto the interp queue, gate retained for orientation)
diff --git a/docs/research/2026-07-12-retail-weapon-switch-pseudocode.md b/docs/research/2026-07-12-retail-weapon-switch-pseudocode.md
index 1a631356..19464ff9 100644
--- a/docs/research/2026-07-12-retail-weapon-switch-pseudocode.md
+++ b/docs/research/2026-07-12-retail-weapon-switch-pseudocode.md
@@ -116,11 +116,20 @@ on server-confirmed WieldObject(item):
retain the ready mode implied by the confirmed equip location
on combat-mode notices after confirmed WieldObject:
- if the first notice is the retained ready mode:
+ if the first notice is the retained ready mode
+ and no authoritative transition occurred during blocker removal:
clear the retained mode; the server already settled correctly
- else if notices form NonCombat -> retained ready mode -> NonCombat:
+ else if blocker removal already emitted a non-ready transition
+ and notices finish retained ready mode -> NonCombat:
clear the retained mode
request that ready mode from ACE's trailing NonCombat notice
+ else if post-wield notices form NonCombat -> retained ready mode -> NonCombat:
+ clear the retained mode
+ request that ready mode from ACE's trailing NonCombat notice
+
+on explicit user combat-mode request:
+ clear retained AutoWield mode intent
+ the user's newer request wins
on PrivateUpdatePropertyInt(property = CombatMode, value):
if value is exactly NonCombat, Melee, Missile, or Magic:
@@ -145,12 +154,17 @@ not need a second request against the retail server.
acdream therefore preserves the user's desired ready mode only when AutoWield
begins in active combat. Authoritative `WieldObject` arms settlement. A server
-whose first subsequent notice is already the desired mode needs no request.
-Local ACE instead emits `NonCombat -> desired mode -> NonCombat`; the client
+that emitted no blocker transition and immediately reports the desired mode
+needs no request. Local ACE can begin its old-weapon transition before
+`WieldObject`, report the desired mode for the new weapon, and then publish a
+queued trailing `NonCombat`; it can also emit the complete
+`NonCombat -> desired mode -> NonCombat` tail after `WieldObject`. The client
sends one normal `ChangeCombatMode` request from that trailing notice,
necessarily after the queued callback that caused it. All resulting state and animation remain server-
authoritative. No update is ignored, delayed, or locally fabricated, and a
-transaction begun in peace sends no mode request. This narrow server-
+transaction begun in peace sends no mode request. An explicit user combat-mode
+request cancels retained settlement so the compatibility owner cannot fight a
+deliberate switch to Peace. This narrow server-
compatibility adaptation is recorded as AP-118.
The request is not complete when `GetAndWieldItem` is merely sent. Retail
diff --git a/docs/research/2026-07-17-retail-external-container-looting-pseudocode.md b/docs/research/2026-07-17-retail-external-container-looting-pseudocode.md
index 733af021..ddc7cc48 100644
--- a/docs/research/2026-07-17-retail-external-container-looting-pseudocode.md
+++ b/docs/research/2026-07-17-retail-external-container-looting-pseudocode.md
@@ -30,6 +30,7 @@ Named Sept-2013 retail symbols:
- `ACCWeenieObject::UIAttemptSplitToContainer @ 0x0058D7D0`
- `ItemHolder::AttemptToPlaceInContainer @ 0x00588140`
- `ItemHolder::UseObject @ 0x00588A80`
+- `CommandInterpreter::SendMovementEvent @ 0x006B4680`
The exact client dispatch for server event `CloseGroundContainer (0x0052)` is
at `0x0055B187` in `acclient_2013_pseudo_c.txt`.
@@ -40,6 +41,10 @@ Cross-references:
`GameActionNoLongerViewingContents`, `Container.SendInventory`, and
`Container.FinishClose` confirm the authoritative packet order and that ACE
can send `ViewContents` for the root followed by its nested containers.
+- ACE `GameActionMoveToState.Handle` confirms that a movement state received
+ after `Use` cancels the Use-created `CreateMoveToChain`. A cancelled chain
+ still reaches `TryUseItem(success:false)` and produces successful `UseDone`
+ without calling `Container.Open`, explaining the approach-with-no-loot trace.
- holtburger protocol `inventory/events.rs` and `inventory/actions.rs` confirm
the exact wire shapes. Its world inventory handler independently models open
container contents as temporary preview retention and retires that preview on
@@ -71,6 +76,13 @@ thumb, and arrow sprites from LayoutDesc `0x2100003E`.
## Pseudocode
```text
+OnInputFrame():
+ sample movement-key levels
+ serialize any movement press/release edge as MoveToState
+ drain later one-shot Use/PickUp inputs in original FIFO order
+ // A preceding movement release must reach ACE before Use. Sending it
+ // afterward cancels ACE's server-side approach callback.
+
UseWorldObject(objectId):
decision = ItemHolder policy
send Use(objectId)
@@ -210,6 +222,11 @@ DragOwnedItemToExternalContainer(itemId, placement, splitAmount):
- `ItemInteractionController` remains the only interpreter of retail item-use
and placement policy. It gains explicit adapters for `SetGroundObject` and
`PlaceInContainer`; panels do not reimplement those decisions.
+- `OutboundInteractionQueue` owns the input-frame ordering seam. Keyboard Use,
+ world double-click, and keyboard pickup are captured by the Silk callback,
+ then drained immediately after `LocalPlayerOutboundController` serializes
+ that frame's movement edge and before inbound network dispatch. It sends one
+ request; it is not an arrival retry.
- `GameWindow` only creates the lifecycle/UI bindings and supplies network
delegates. No external-container feature body lives there.
diff --git a/src/AcDream.App/Input/OutboundInteractionQueue.cs b/src/AcDream.App/Input/OutboundInteractionQueue.cs
new file mode 100644
index 00000000..a23e12ca
--- /dev/null
+++ b/src/AcDream.App/Input/OutboundInteractionQueue.cs
@@ -0,0 +1,41 @@
+namespace AcDream.App.Input;
+
+///
+/// Orders input-originated item interactions after the local player's movement
+/// edge has been serialized for the same frame, but before inbound network
+/// dispatch.
+///
+///
+/// Silk input callbacks arrive before the retail object phase. A movement-key
+/// release and a later Use press can therefore be observed in one frame even
+/// though the movement controller has not yet emitted the release packet.
+/// Draining here preserves that event order on the wire: the release is sent
+/// first, then the one-shot interaction. ACE otherwise interprets the later
+/// MoveToState as cancellation of the Use-created MoveTo chain.
+///
+public sealed class OutboundInteractionQueue
+{
+ private readonly Queue _pending = new();
+
+ public int Count => _pending.Count;
+
+ public void Enqueue(Action action)
+ {
+ ArgumentNullException.ThrowIfNull(action);
+ _pending.Enqueue(action);
+ }
+
+ ///
+ /// Drain only the actions present at the frame boundary. An action that
+ /// enqueues another action leaves it for the next frame instead of making
+ /// the current dispatch recursively unbounded.
+ ///
+ public void Drain()
+ {
+ int count = _pending.Count;
+ while (count-- > 0)
+ _pending.Dequeue().Invoke();
+ }
+
+ public void Clear() => _pending.Clear();
+}
diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs
index 12fd1861..0eac938f 100644
--- a/src/AcDream.App/Rendering/GameWindow.cs
+++ b/src/AcDream.App/Rendering/GameWindow.cs
@@ -165,6 +165,7 @@ public sealed class GameWindow : IDisposable
private readonly AcDream.App.Physics.RemotePhysicsUpdater _remotePhysicsUpdater;
private readonly AcDream.App.Input.LocalPlayerProjectionController _localPlayerProjection;
private readonly AcDream.App.Input.LocalPlayerOutboundController _localPlayerOutbound;
+ private readonly AcDream.App.Input.OutboundInteractionQueue _outboundInteractions = new();
private readonly AcDream.App.Input.RetailLocalPlayerFrameController _localPlayerFrame;
private readonly AcDream.App.World.RetailLiveFrameCoordinator _liveFrameCoordinator;
private AcDream.App.Physics.RemoteTeleportController? _remoteTeleportController;
@@ -2917,6 +2918,7 @@ public sealed class GameWindow : IDisposable
_magicRuntime?.Reset();
_itemInteractionController?.ClearBusy();
_selection.Reset();
+ _outboundInteractions.Clear();
_pendingPostArrivalAction = null;
_particleVisibility.Reset();
try
@@ -10775,6 +10777,12 @@ public sealed class GameWindow : IDisposable
// remote objects. Its outbound movement snapshot is completed here,
// before SmartBox dispatch can apply F751/ForcePosition.
_localPlayerFrame.AdvanceBeforeNetwork(dt);
+ // Retail input ordering: movement edges reach MoveToState before a
+ // later Use/PickUp action from the same input frame. ACE cancels an
+ // active server MoveTo chain when it receives MoveToState, so sending
+ // Use directly from Silk's key callback inverted that order and left
+ // the client walking to a corpse whose server callback was cancelled.
+ _outboundInteractions.Drain();
_scriptRunner?.PublishTime(_physicsScriptGameTime);
if (_liveEntities is { } liveEntities)
{
@@ -12966,7 +12974,7 @@ public sealed class GameWindow : IDisposable
case AcDream.UI.Abstractions.Input.InputAction.SelectionPickUp:
if (_selection.SelectedObjectId is uint pickupTarget)
- SendPickUp(pickupTarget);
+ _outboundInteractions.Enqueue(() => SendPickUp(pickupTarget));
else
_debugVm?.AddToast("Nothing selected");
break;
@@ -13004,6 +13012,7 @@ public sealed class GameWindow : IDisposable
var nextMode = AcDream.Core.Combat.CombatInputPlanner.ToggleMode(
Combat.CurrentMode,
defaultMode);
+ _itemInteractionController?.NotifyExplicitCombatModeRequest();
_liveSession.SendChangeCombatMode(nextMode);
Combat.SetCombatMode(nextMode);
string text = $"Combat mode {nextMode}";
@@ -13237,7 +13246,15 @@ public sealed class GameWindow : IDisposable
Console.WriteLine(System.FormattableString.Invariant(
$"[B.7] pick-info guid=0x{guid:X8} itemType=0x{rawItemType:X8} pwd=0x{pwdBits:X8} use={useStr} useRadius={radStr} scale={pickScale:F2} setup={setupStr} color=({col.R},{col.G},{col.B})"));
_debugVm?.AddToast($"Selected: {label}");
- if (useImmediately) SendUse(guid);
+ if (useImmediately)
+ {
+ // Route world double-click through the same retail
+ // ItemHolder policy as keyboard Use. This both establishes
+ // ClientUISystem::groundObject for containers and preserves
+ // movement-release-before-Use wire ordering.
+ _outboundInteractions.Enqueue(() =>
+ _itemInteractionController?.ActivateItem(guid));
+ }
}
else
{
@@ -13259,7 +13276,9 @@ public sealed class GameWindow : IDisposable
// the same policy owner used by the toolbar. Keeping a second classifier here
// made BF_CORPSE containers look pickupable and sent PutItemInContainer,
// which ACE correctly rejected as Stuck (0x0029).
- _itemInteractionController?.UseSelectedOrEnterMode(sel);
+ uint selected = sel;
+ _outboundInteractions.Enqueue(() =>
+ _itemInteractionController?.UseSelectedOrEnterMode(selected));
}
private void SendUse(uint guid)
diff --git a/src/AcDream.App/UI/AutoWieldController.cs b/src/AcDream.App/UI/AutoWieldController.cs
index 25acef48..5c0d4751 100644
--- a/src/AcDream.App/UI/AutoWieldController.cs
+++ b/src/AcDream.App/UI/AutoWieldController.cs
@@ -69,6 +69,7 @@ internal sealed class AutoWieldController : IDisposable
private PendingSwitch? _pendingSwitch;
private PendingCombatSettlement? _pendingCombatSettlement;
+ private bool _combatTransitionObservedDuringSwitch;
private bool _disposed;
public bool IsBusy => _pendingSwitch is not null;
@@ -109,6 +110,7 @@ internal sealed class AutoWieldController : IDisposable
public bool TryWield(ClientObject item)
{
_pendingCombatSettlement = null;
+ _combatTransitionObservedDuringSwitch = false;
return TryWield(item, EquipMask.None, combatModeAfterWield: null);
}
@@ -121,6 +123,7 @@ internal sealed class AutoWieldController : IDisposable
public bool TryWield(ClientObject item, EquipMask requestedMask)
{
_pendingCombatSettlement = null;
+ _combatTransitionObservedDuringSwitch = false;
return TryWield(item, requestedMask, combatModeAfterWield: null);
}
@@ -309,18 +312,32 @@ internal sealed class AutoWieldController : IDisposable
_pendingCombatSettlement = new(
itemId,
readyMode,
- CombatSettlementPhase.AwaitingPostWieldMode);
+ CombatSettlementPhase.AwaitingPostWieldMode,
+ _combatTransitionObservedDuringSwitch);
}
+ _combatTransitionObservedDuringSwitch = false;
}
}
private void OnCombatModeChanged(CombatMode mode)
{
+ if (_pendingSwitch is { CombatModeAfterWield: { } switchReadyMode }
+ && mode != switchReadyMode)
+ {
+ // ACE's blocker/dequip callbacks can begin their old-stance ->
+ // Peace shuffle before WieldObject for the replacement arrives.
+ // Remembering that authoritative transition lets the settlement
+ // owner distinguish a later ready-mode notice followed by ACE's
+ // queued trailing Peace from a server that settled directly.
+ _combatTransitionObservedDuringSwitch = true;
+ }
+
if (_pendingCombatSettlement is not { } settlement)
return;
if (mode == settlement.ReadyMode)
{
- if (settlement.Phase == CombatSettlementPhase.SawTransitionalPeace)
+ if (settlement.Phase == CombatSettlementPhase.SawTransitionalPeace
+ || settlement.ExpectTrailingPeace)
{
// ACE selected the correct weapon stance, but its queued
// dequip callback still has one trailing Peace notice.
@@ -365,7 +382,10 @@ internal sealed class AutoWieldController : IDisposable
if (_pendingSwitch is { } pending
&& (failure.ItemId == pending.BlockingItemId
|| failure.ItemId == pending.RequestedItemId))
+ {
_pendingSwitch = null;
+ _combatTransitionObservedDuringSwitch = false;
+ }
}
private void OnObjectRemoved(ClientObject item)
@@ -373,7 +393,10 @@ internal sealed class AutoWieldController : IDisposable
if (_pendingSwitch is { } pending
&& (item.ObjectId == pending.BlockingItemId
|| item.ObjectId == pending.RequestedItemId))
+ {
_pendingSwitch = null;
+ _combatTransitionObservedDuringSwitch = false;
+ }
if (_pendingCombatSettlement is { } settlement
&& item.ObjectId == settlement.ItemId)
_pendingCombatSettlement = null;
@@ -383,6 +406,20 @@ internal sealed class AutoWieldController : IDisposable
{
_pendingSwitch = null;
_pendingCombatSettlement = null;
+ _combatTransitionObservedDuringSwitch = false;
+ }
+
+ ///
+ /// A user combat-mode command supersedes any ready-mode intent retained by
+ /// an in-flight AutoWield transaction. This prevents the ACE compatibility
+ /// settlement from fighting a deliberate request for Peace.
+ ///
+ public void NotifyExplicitCombatModeRequest()
+ {
+ _pendingCombatSettlement = null;
+ _combatTransitionObservedDuringSwitch = false;
+ if (_pendingSwitch is { } pending)
+ _pendingSwitch = pending with { CombatModeAfterWield = null };
}
private EquipMask BestAvailableEquipMask(ClientObject item)
@@ -496,6 +533,7 @@ internal sealed class AutoWieldController : IDisposable
_disposed = true;
_pendingSwitch = null;
_pendingCombatSettlement = null;
+ _combatTransitionObservedDuringSwitch = false;
_objects.ObjectMoved -= OnObjectMoved;
_objects.ObjectRemoved -= OnObjectRemoved;
_objects.MoveRequestFailed -= OnMoveRequestFailed;
@@ -514,7 +552,8 @@ internal sealed class AutoWieldController : IDisposable
private readonly record struct PendingCombatSettlement(
uint ItemId,
CombatMode ReadyMode,
- CombatSettlementPhase Phase);
+ CombatSettlementPhase Phase,
+ bool ExpectTrailingPeace);
private enum CombatSettlementPhase
{
diff --git a/src/AcDream.App/UI/ItemInteractionController.cs b/src/AcDream.App/UI/ItemInteractionController.cs
index 82ba13f0..5ec1d1c9 100644
--- a/src/AcDream.App/UI/ItemInteractionController.cs
+++ b/src/AcDream.App/UI/ItemInteractionController.cs
@@ -317,6 +317,10 @@ public sealed class ItemInteractionController : IDisposable
return _autoWield.TryWield(item, targetMask);
}
+ /// User combat-mode input supersedes AutoWield's retained mode.
+ public void NotifyExplicitCombatModeRequest()
+ => _autoWield.NotifyExplicitCombatModeRequest();
+
public bool AcquireTarget(uint targetGuid)
{
if (!IsTargetModeActive || targetGuid == 0) return false;
diff --git a/tests/AcDream.App.Tests/Input/OutboundInteractionQueueTests.cs b/tests/AcDream.App.Tests/Input/OutboundInteractionQueueTests.cs
new file mode 100644
index 00000000..e561cb5e
--- /dev/null
+++ b/tests/AcDream.App.Tests/Input/OutboundInteractionQueueTests.cs
@@ -0,0 +1,56 @@
+using AcDream.App.Input;
+
+namespace AcDream.App.Tests.Input;
+
+public sealed class OutboundInteractionQueueTests
+{
+ [Fact]
+ public void Drain_PreservesInputOrder()
+ {
+ var queue = new OutboundInteractionQueue();
+ var actual = new List();
+
+ queue.Enqueue(() => actual.Add("use-corpse"));
+ queue.Enqueue(() => actual.Add("pickup-item"));
+
+ queue.Drain();
+
+ Assert.Equal(new[] { "use-corpse", "pickup-item" }, actual);
+ Assert.Equal(0, queue.Count);
+ }
+
+ [Fact]
+ public void Drain_ReentrantEnqueueWaitsForNextFrame()
+ {
+ var queue = new OutboundInteractionQueue();
+ var actual = new List();
+ queue.Enqueue(() =>
+ {
+ actual.Add("first");
+ queue.Enqueue(() => actual.Add("next-frame"));
+ });
+
+ queue.Drain();
+
+ Assert.Equal(new[] { "first" }, actual);
+ Assert.Equal(1, queue.Count);
+
+ queue.Drain();
+
+ Assert.Equal(new[] { "first", "next-frame" }, actual);
+ Assert.Equal(0, queue.Count);
+ }
+
+ [Fact]
+ public void Clear_DropsPendingSessionActions()
+ {
+ var queue = new OutboundInteractionQueue();
+ bool invoked = false;
+ queue.Enqueue(() => invoked = true);
+
+ queue.Clear();
+ queue.Drain();
+
+ Assert.False(invoked);
+ }
+}
diff --git a/tests/AcDream.App.Tests/UI/ItemInteractionControllerTests.cs b/tests/AcDream.App.Tests/UI/ItemInteractionControllerTests.cs
index 9a142cc4..9622e244 100644
--- a/tests/AcDream.App.Tests/UI/ItemInteractionControllerTests.cs
+++ b/tests/AcDream.App.Tests/UI/ItemInteractionControllerTests.cs
@@ -655,6 +655,89 @@ public sealed class ItemInteractionControllerTests
Assert.Empty(h.CombatModeRequests);
}
+ [Fact]
+ public void BowToWand_inActiveCombat_reassertsMagicAfterAceTrailingPeace()
+ {
+ var h = new Harness();
+ h.Combat.SetCombatMode(CombatMode.Missile);
+ const uint bow = 0x50000B93u;
+ const uint wand = 0x50000B94u;
+ h.Objects.AddOrUpdate(new ClientObject
+ {
+ ObjectId = bow,
+ Name = "Shortbow",
+ Type = ItemType.MissileWeapon,
+ CombatUse = 2,
+ ValidLocations = EquipMask.MissileWeapon,
+ });
+ h.Objects.MoveItem(bow, Player, -1, EquipMask.MissileWeapon);
+ h.AddContained(wand, item =>
+ {
+ item.Name = "Training Wand";
+ item.Type = ItemType.Caster;
+ item.CombatUse = 2;
+ item.ValidLocations = EquipMask.Held;
+ });
+
+ Assert.True(h.Controller.ActivateItem(wand));
+ Assert.Equal(new[] { (bow, Player, 0) }, h.Puts);
+
+ // ACE begins the old weapon's stance shuffle before confirming the
+ // replacement wield.
+ h.Combat.SetCombatMode(CombatMode.Melee);
+ h.Combat.SetCombatMode(CombatMode.NonCombat);
+ h.Objects.MoveItem(bow, Player, 0, EquipMask.None);
+ Assert.Equal(new[] { (wand, (uint)EquipMask.Held) }, h.Wields);
+
+ Assert.True(h.Objects.ApplyConfirmedServerWield(
+ wand,
+ Player,
+ EquipMask.Held));
+ h.Combat.SetCombatMode(CombatMode.Magic);
+ Assert.Empty(h.CombatModeRequests);
+
+ // The queued dequip callback publishes one final Peace after ACE has
+ // already selected Magic. Reassert only at that ordered boundary.
+ h.Combat.SetCombatMode(CombatMode.NonCombat);
+
+ Assert.Equal(new[] { CombatMode.Magic }, h.CombatModeRequests);
+ }
+
+ [Fact]
+ public void ExplicitCombatRequest_cancelsPendingAutoWieldSettlement()
+ {
+ var h = new Harness();
+ h.Combat.SetCombatMode(CombatMode.Missile);
+ const uint bow = 0x50000B95u;
+ const uint wand = 0x50000B96u;
+ h.Objects.AddOrUpdate(new ClientObject
+ {
+ ObjectId = bow,
+ Type = ItemType.MissileWeapon,
+ ValidLocations = EquipMask.MissileWeapon,
+ });
+ h.Objects.MoveItem(bow, Player, -1, EquipMask.MissileWeapon);
+ h.AddContained(wand, item =>
+ {
+ item.Type = ItemType.Caster;
+ item.ValidLocations = EquipMask.Held;
+ });
+
+ Assert.True(h.Controller.ActivateItem(wand));
+ h.Combat.SetCombatMode(CombatMode.NonCombat);
+ h.Objects.MoveItem(bow, Player, 0, EquipMask.None);
+ Assert.True(h.Objects.ApplyConfirmedServerWield(
+ wand,
+ Player,
+ EquipMask.Held));
+ h.Combat.SetCombatMode(CombatMode.Magic);
+
+ h.Controller.NotifyExplicitCombatModeRequest();
+ h.Combat.SetCombatMode(CombatMode.NonCombat);
+
+ Assert.Empty(h.CombatModeRequests);
+ }
+
[Fact]
public void ActiveWeaponReplacement_serverSettlesDirectly_doesNotReassertLaterPeace()
{
@@ -678,7 +761,6 @@ public sealed class ItemInteractionControllerTests
});
Assert.True(h.Controller.ActivateItem(bow));
- h.Combat.SetCombatMode(CombatMode.Melee);
h.Objects.MoveItem(wand, Player, 0, EquipMask.None);
Assert.True(h.Objects.ApplyConfirmedServerWield(
bow, Player, EquipMask.MissileWeapon));