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>
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10 changed files with 303 additions and 22 deletions
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@ -116,11 +116,20 @@ on server-confirmed WieldObject(item):
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retain the ready mode implied by the confirmed equip location
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on combat-mode notices after confirmed WieldObject:
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if the first notice is the retained ready mode:
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if the first notice is the retained ready mode
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and no authoritative transition occurred during blocker removal:
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clear the retained mode; the server already settled correctly
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else if notices form NonCombat -> retained ready mode -> NonCombat:
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else if blocker removal already emitted a non-ready transition
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and notices finish retained ready mode -> NonCombat:
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clear the retained mode
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request that ready mode from ACE's trailing NonCombat notice
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else if post-wield notices form NonCombat -> retained ready mode -> NonCombat:
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clear the retained mode
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request that ready mode from ACE's trailing NonCombat notice
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on explicit user combat-mode request:
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clear retained AutoWield mode intent
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the user's newer request wins
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on PrivateUpdatePropertyInt(property = CombatMode, value):
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if value is exactly NonCombat, Melee, Missile, or Magic:
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@ -145,12 +154,17 @@ not need a second request against the retail server.
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acdream therefore preserves the user's desired ready mode only when AutoWield
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begins in active combat. Authoritative `WieldObject` arms settlement. A server
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whose first subsequent notice is already the desired mode needs no request.
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Local ACE instead emits `NonCombat -> desired mode -> NonCombat`; the client
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that emitted no blocker transition and immediately reports the desired mode
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needs no request. Local ACE can begin its old-weapon transition before
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`WieldObject`, report the desired mode for the new weapon, and then publish a
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queued trailing `NonCombat`; it can also emit the complete
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`NonCombat -> desired mode -> NonCombat` tail after `WieldObject`. The client
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sends one normal `ChangeCombatMode` request from that trailing notice,
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necessarily after the queued callback that caused it. All resulting state and animation remain server-
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authoritative. No update is ignored, delayed, or locally fabricated, and a
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transaction begun in peace sends no mode request. This narrow server-
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transaction begun in peace sends no mode request. An explicit user combat-mode
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request cancels retained settlement so the compatibility owner cannot fight a
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deliberate switch to Peace. This narrow server-
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compatibility adaptation is recorded as AP-118.
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The request is not complete when `GetAndWieldItem` is merely sent. Retail
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@ -30,6 +30,7 @@ Named Sept-2013 retail symbols:
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- `ACCWeenieObject::UIAttemptSplitToContainer @ 0x0058D7D0`
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- `ItemHolder::AttemptToPlaceInContainer @ 0x00588140`
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- `ItemHolder::UseObject @ 0x00588A80`
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- `CommandInterpreter::SendMovementEvent @ 0x006B4680`
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The exact client dispatch for server event `CloseGroundContainer (0x0052)` is
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at `0x0055B187` in `acclient_2013_pseudo_c.txt`.
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@ -40,6 +41,10 @@ Cross-references:
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`GameActionNoLongerViewingContents`, `Container.SendInventory`, and
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`Container.FinishClose` confirm the authoritative packet order and that ACE
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can send `ViewContents` for the root followed by its nested containers.
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- ACE `GameActionMoveToState.Handle` confirms that a movement state received
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after `Use` cancels the Use-created `CreateMoveToChain`. A cancelled chain
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still reaches `TryUseItem(success:false)` and produces successful `UseDone`
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without calling `Container.Open`, explaining the approach-with-no-loot trace.
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- holtburger protocol `inventory/events.rs` and `inventory/actions.rs` confirm
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the exact wire shapes. Its world inventory handler independently models open
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container contents as temporary preview retention and retires that preview on
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@ -71,6 +76,13 @@ thumb, and arrow sprites from LayoutDesc `0x2100003E`.
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## Pseudocode
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```text
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OnInputFrame():
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sample movement-key levels
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serialize any movement press/release edge as MoveToState
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drain later one-shot Use/PickUp inputs in original FIFO order
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// A preceding movement release must reach ACE before Use. Sending it
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// afterward cancels ACE's server-side approach callback.
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UseWorldObject(objectId):
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decision = ItemHolder policy
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send Use(objectId)
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@ -210,6 +222,11 @@ DragOwnedItemToExternalContainer(itemId, placement, splitAmount):
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- `ItemInteractionController` remains the only interpreter of retail item-use
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and placement policy. It gains explicit adapters for `SetGroundObject` and
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`PlaceInContainer`; panels do not reimplement those decisions.
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- `OutboundInteractionQueue` owns the input-frame ordering seam. Keyboard Use,
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world double-click, and keyboard pickup are captured by the Silk callback,
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then drained immediately after `LocalPlayerOutboundController` serializes
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that frame's movement edge and before inbound network dispatch. It sends one
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request; it is not an arrival retry.
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- `GameWindow` only creates the lifecycle/UI bindings and supplies network
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delegates. No external-container feature body lives there.
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