fix(items): preserve wand stance and corpse use order
Keep active-combat AutoWield intent through ACE's pre-wield transition and queued trailing peace notice, while allowing explicit combat input to supersede it. Queue one-shot item interactions until the frame's movement edge has been serialized, so a movement release cannot cancel ACE's server-side corpse approach callback. Release build succeeds and all 5,890 runnable tests pass with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
parent
0392c6d721
commit
e6dd8bf6fa
10 changed files with 303 additions and 22 deletions
|
|
@ -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.
|
||||
|
||||
---
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
||||
|
|
|
|||
|
|
@ -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
|
||||
|
|
|
|||
|
|
@ -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.
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue