Commit graph

9 commits

Author SHA1 Message Date
Erik
a7dbce3474 feat(ui): AcDream.UI.ImGui backend — Hexa.NET.ImGui + Silk.NET input bridge
Second piece of Phase D.2a: the ImGui-specific backend that implements
AcDream.UI.Abstractions' IPanelRenderer / IPanelHost. No GameWindow
hookup yet — compiles standalone for clean review before integration.

Packages:
  * Hexa.NET.ImGui 2.2.9 (auto-generated from cimgui 1.92.2b)
  * Hexa.NET.ImGui.Backends 1.0.18 (consolidated — OpenGL3 is here)
  * Silk.NET.Input 2.23.0 + Silk.NET.OpenGL 2.23.0 (matches AcDream.App)

Files:

  ImGuiBootstrapper.cs
    One-shot static Initialize(glslVersion) / Shutdown() pair. Creates
    the ImGui context, applies dark style, enables NavEnableKeyboard,
    and boots ImGuiImplOpenGL3. Re-init is a no-op.

  SilkInputBridge.cs
    Event-driven Silk.NET -> ImGui IO bridge. Subscribes on construction;
    Dispose() unsubscribes. Covers:
      - KeyDown/Up -> ImGui.AddKeyEvent with modifier latching
        (Ctrl/Shift/Alt/Super routed via both ModXxx flags AND named
        key events so both IsKeyPressed checks and ImGui shortcut
        matching work)
      - KeyChar -> AddInputCharacter for text fields
      - MouseMove -> AddMousePosEvent
      - MouseDown/Up -> AddMouseButtonEvent (L=0, R=1, M=2)
      - Scroll -> AddMouseWheelEvent (both axes)
    Silk.NET.Input.Key -> ImGuiKey map covers WASD, arrows, modifiers,
    letters, digits, function keys. Unmapped keys silently ignored.
    BeginFrame(displaySize, dt) sets IO.DisplaySize + IO.DeltaTime.

  ImGuiPanelRenderer.cs
    IPanelRenderer impl — one-line wrappers on ImGui.Begin/End,
    TextUnformatted, SameLine, Separator, ProgressBar. The ONLY place
    Hexa.NET.ImGui types appear outside bootstrap/input plumbing. Panels
    still never import ImGui.

  ImGuiPanelHost.cs
    IPanelHost impl. Dictionary keyed by IPanel.Id for idempotent
    Register. RenderAll iterates visible panels and calls their Render.
    Does NOT call ImGui.NewFrame / ImGui.Render — ownership belongs to
    the caller (GameWindow) so GL state is explicit. Diagnostic `Count`
    property.

No behavior change yet; next commit wires this into GameWindow behind
ACDREAM_DEVTOOLS=1 and ships the first visible VitalsPanel.
2026-04-25 00:29:09 +02:00
Erik
fc03fa377b test(ui): AcDream.UI.Abstractions unit tests (11 tests green)
Covers the pure-logic surface of commit 1:

  VitalsVMTests
    * HealthPercent reads from CombatState.GetHealthPercent
    * safe-default 1.0 when GUID unknown / not yet set / never updated
    * SetLocalPlayerGuid reroutes lookup to the new guid (no stale cache)
    * StaminaPercent / ManaPercent are null for D.2a scope
    * ctor throws ArgumentNullException on null CombatState

  PanelContextTests
    * record-struct fields round-trip
    * value-based equality

  NullCommandBusTests
    * Publish accepts any record type without throwing
    * Instance is a true singleton

csproj template mirrors AcDream.Core.Tests (xUnit 2.9.3, Test.Sdk 17.14.1,
runner 3.1.4, coverlet 6.0.4, implicit Using Xunit). References only
AcDream.UI.Abstractions — no runtime / GL dependency, tests run fast.
2026-04-25 00:25:26 +02:00
Erik
8c64ad2eeb feat(ui): AcDream.UI.Abstractions layer — IPanel / IPanelRenderer / VitalsVM
Adds the backend-agnostic UI contract layer called for by the 2026-04-24
staged UI strategy (docs/plans/2026-04-24-ui-framework.md). This is the
stable layer both the Phase D.2a Hexa.NET.ImGui backend and the later
D.2b custom retail-look backend implement.

New module `src/AcDream.UI.Abstractions/`:

  * IPanel        — a drawable panel (id/title/visible/Render)
  * IPanelHost    — owns the panel list, drives per-frame dispatch
  * IPanelRenderer — drawing primitives (Begin/End/Text/SameLine/
                    Separator/ProgressBar). Kept small + retail-friendly
                    on purpose — if a widget can't be expressed with
                    dat-sourced sprites+fonts later, don't add it here.
  * ICommandBus   — user-intent publisher; NullCommandBus is D.2a default
  * PanelContext  — per-frame record struct (DeltaSeconds + Commands)
  * Panels/Vitals/
      VitalsVM   — reads CombatState.GetHealthPercent for the local
                   player. Stamina/Mana return null in D.2a; they await
                   a LocalPlayerState cache of PlayerDescription (0x0013)
                   which is filed as a follow-up issue.
      VitalsPanel — first real panel. HP bar always drawn; Stam/Mana
                    appear automatically when the VM returns non-null.

Invariant documented in IPanel's XML doc: no `using Hexa.NET.ImGui` in
panel files, ever. If a widget needs something IPanelRenderer can't
express, the interface grows; panels never reach through.

References AcDream.Core for CombatState. Zero runtime/UI dependencies
— this project compiles headless, perfect for unit testing the
ViewModels.

No visible change yet. Next commits: (2) tests, (3) ImGui backend,
(4) GameWindow hookup + visible panel behind ACDREAM_DEVTOOLS=1.
2026-04-25 00:24:11 +02:00
Erik
1e1d3875f7 sky(phase-3g): fix LCG multiplier — 360 (DaysPerYear), not 7620
Ran a live memory probe against retail acclient.exe (new tool:
tools/RetailTimeProbe/) to read the TimeOfDay struct at
DAT_008ee9c8 and compare against our computed values. The decompile
agent's identification of TimeOfDay+0x10 as "SecondsPerDay (int
copy)" turned out to be WRONG — the live value is **360**, which is
GameTime.DaysPerYear.

The retail FUN_00501990 LCG seed is:
  seed = Year × (*+0x10) + DayOfYear
       = Year × DaysPerYear + DayOfYear
       = flat "total days since epoch" day-index

Our previous Phase 3c port passed 7620 (DayLength in ticks) as the
multiplier, producing seed=883,967 against retail's seed=41,807 —
completely different LCG outputs, completely different DayGroup
picks. That's why the user's retail kept showing stormy/rainy while
acdream showed sunny/clear (or vice versa) even after Phases 3c.1
and 3f aligned Year and DayOfYear.

Also confirmed by the probe:
  - EpochBase / ZeroTimeOfYear = 3600   ✓ Phase 3f already correct
  - BaseYear / ZeroYear = 10            ✓ DerethDateTime.ZeroYear
  - Year=116, DayOfYear=47              ✓ our AbsoluteYear / DayOfYear
  - SecondsPerDay float (+0x0C) = 7620  ✓ DayTicks
  - SecondsPerYear = 2,743,200          ✓ YearTicks

One "finding that's not a fix": retail's +0x48 DayFraction is a
sub-period fraction (fraction through current day/night window)
NOT a full-day fraction. CurDayEnd - CurDayStart = 2857.5 = 0.375
of a day = 6 Dereth hours = night duration. Not relevant for our
keyframe bracket interpolation, which correctly uses a full-day
0..1 scale matching the SkyTime.Begin values. Documented in the
probe research doc so future work doesn't trip on it.

Changes:
- tools/RetailTimeProbe/ — new P/Invoke tool. Forced x86 target to
  match retail's bitness so hardcoded DAT_xxxxxxxx addresses are
  pointer-width-correct. Handles ASLR relocation via
  Process.MainModule.BaseAddress.
- src/AcDream.App/Rendering/GameWindow.cs: RefreshSkyForCurrentDay
  passes 360 (DaysInAMonth × MonthsInAYear) not 7620.
- src/AcDream.Core/World/SkyDescLoader.cs: ActiveDayGroup(ticks)
  and DefaultDayGroup same.
- docs/research/2026-04-23-retail-memory-probe.md — full probe
  results + decompile-agent correction.
- AcDream.slnx — add tools/ folder.

Build + 733 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-24 10:17:38 +02:00
Erik
293584d6e8 feat(net): AcDream.Core.Net scaffold + ISAAC keystream (Phase 4.1)
First step of Phase 4 (networking). Adds a new AcDream.Core.Net project
for the AC UDP protocol implementation and a matching AcDream.Core.Net.Tests
project. Keeps networking isolated from rendering and the dat layer,
which also keeps the AGPL-reference-material hygiene cleaner.

AcDream.Core.Net/NOTICE.md documents the attribution policy: we read
ACE's AGPL network code (and holtburger's Rust ac-protocol crate) to
understand AC's wire format, but we reimplement everything in acdream's
own style. Wire-format facts aren't copyrightable; specific code is.

This commit adds one component: IsaacRandom — AC's variant of Bob
Jenkins' ISAAC PRNG, used to XOR a keystream into the CRC field of
every outbound packet for authentication. Clean-room reimplementation
based on reading:
  - references/ACE/Source/ACE.Common/Cryptography/ISAAC.cs (AGPL oracle)
  - Bob Jenkins' public ISAAC algorithm description

Implementation notes:
  - 256 uint32 mm[] state, 256 uint32 rsl[] output buffer, a/b/c regs
  - Initialize() runs 4 golden-ratio Mix() warmup rounds then two fold-in
    passes over rsl[] and mm[] (fresh instance → both start as zeroes)
  - AC variant: seed is exactly 4 bytes, interpreted as little-endian
    uint32 assigned to a = b = c before the first Scramble()
  - Scramble() produces 256 output words in one pass; Next() consumes
    them backwards from offset 255 → 0, re-scrambling at offset -1
  - Test seed 0x12345678 matches ACE's reference output byte-for-byte
    across the first 16 values (golden vectors transcribed from a
    throwaway oracle harness that compiled ACE's ISAAC.cs and printed
    its output; the harness was deleted after extracting the values)

Tests (5, all passing):
  - Next_Seed12345678_MatchesAceGoldenVectors: 16 golden uint32 values
  - Next_TwoInstancesSameSeed_ProduceIdenticalSequence: 1000 outputs
  - Next_DifferentSeeds_ProduceDifferentFirstOutput
  - Next_512Calls_SpansTwoScrambleBatches: >400 distinct values in 512
    outputs (catches all-zero / stuck-at-one bugs at scramble boundary)
  - Ctor_ShortSeed_Throws

Both test projects still green: 77 core + 5 net = 82/82.

Phase 4.2 (packet framing + checksum) next.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 14:14:28 +02:00
Erik
fb83e0bb6f feat(app): wire plugin host, ship smoke plugin, log lifecycle
Phase 1 MVP end-to-end. Program.cs initializes Serilog, builds an
AppPluginHost that hands plugins a SerilogAdapter (IPluginLogger),
discovers plugins from the App's output plugins/ dir, loads each via
PluginLoader, calls Enable on all of them before opening the GameWindow,
and calls Disable in a finally block on shutdown.

AcDream.Plugins.Smoke is a new first-party plugin that logs through
the host during Initialize / Enable / Disable. Its csproj references
the abstractions with Private=false + ExcludeAssets=runtime to avoid
shipping a second copy of AcDream.Plugin.Abstractions.dll (which would
break ALC type identity). An MSBuild Target on the App project copies
the plugin DLL into plugins/AcDream.Plugins.Smoke/ and writes the
plugin.json manifest next to it.

Smoke verified against real dats. Console output observed:
  [INF] scanning plugins in ...\plugins
  [INF] smoke plugin initialized
  [INF] loaded plugin acdream.smoke (Smoke Plugin)
  [INF] smoke plugin enabled
  loaded landblock 0xA9B4FFFF
  <window renders terrain>
  [INF] smoke plugin disabled  (on shutdown)

Phase 1 done.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:46:25 +02:00
Erik
a7f0732026 feat(core): add PluginLoader with collectible ALC 2026-04-10 09:51:16 +02:00
Erik
caf57cca3e chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00
Erik
020ec2a35d chore: phase 0 — skeleton + dat asset inventory
Brand-new solution targeting .NET 10, using Chorizite.DatReaderWriter 2.1.4
to walk a retail AC dat directory and print how many of each asset type live
in client_portal / client_cell_1 / client_highres / client_local_English.

Opens the four dats in ~16 ms and counts 887,381 indexed assets across 40+
tracked DBObj types. Cell-database terrain (LandBlock, LandBlockInfo, EnvCell)
uses mask-based IDs that DatReaderWriter 2.1.4's GetAllIdsOfType<T> does not
support; worked around with a manual b-tree walk in CountCellByLow16.

Sanity check: LandBlock count is 65,025 = 255 x 255, exactly the AC world grid.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 09:02:56 +02:00