Four live findings, each with the paper-verification failure named:
G1 the container-capacity guard counted containers by a local
type/capacity heuristic that over-classifies ordinary items;
retail buckets from the wire's ContainerProperties at insert. Now
reads ClientObjectTable's existing ContainerTypeHint (AP-168 narrowed
to the shop-stock half; a pre-check must never false-block).
G2 the amount bar never showed live because ACE never sets StackSize
on browse listings — DescStackSize is null for every real vendor item
and the C4 paper test hand-set the field, bypassing the materializer.
The materializer now falls back to the packed supply count (AP-169,
ACE adaptation); the new test drives the REAL materializer.
G3 an out-of-range Use now dispatches ON ARRIVAL (pickup's shape):
ACE's HandleActionUseItem only opens the vendor when the Use finds
the player in range — a click-time send is greeted and dropped
(AP-170, ACE adaptation; retail's server walks the player, ACE
does not).
G4 bought items appended because ACE's placement echo (UIQueue) can
beat the CreateObject (SmartboxQueue) — cross-queue, no ordering
guarantee — and the early echo was silently dropped. ClientObjectTable
now stashes unresolved placements and replays them at Ingest: buys
land at the retail list head. No register row — this RESTORES parity.
Clean-room complete solution: 11,521 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
The user typed @pklite and then walked straight through other PKLite players.
Root cause: ClientObject.PublicWeenieBitfield was written exactly once, from the
0xF745 CreateObject parse, and never refreshed. ACE's only PK-change message is
PropertyInt.PlayerKillerStatus (134) over 0x02CE/0x02CD, which we parsed and
stored into Properties.Ints[134] but never translated back into the bitfield —
and ACE never re-sends a PublicWeenieDesc at all (EnqueueBroadcastUpdateObject
has zero live callers), so that property is the ONLY signal a client can learn
from. Both sides of the collision test read the frozen value, so
CollisionExemption's "4c. both PKLite -> collide" rule could never fire.
Retail's missing port: PublicWeenieDesc::SetPlayerKillerStatus @0x005AC7C0
rewrites _bitfield in place — PK(4) -> (b & 0xfddfffff) | 0x20; PKLite(0x40) ->
(b & 0xffdfffdf) | 0x2000000; Free(0x20) -> (b & 0xfdffffdf) | 0x200000; else
b &= 0xfddfffdf. Mutually exclusive, verified byte-for-byte, with input values
confirmed against retail's own PKStatusEnum (acclient.h:6412-6427), not just
ACE's. Driven from ACCWeenieObject::OnStatUpdated @0x0058DF20 case 0x86.
The fix rewrites the value at its source rather than patching consumers. Two
review rounds were needed because the first pass missed that there are TWO
snapshot stores: InboundPhysicsStateController keeps its own private _snapshots
dictionary, and every untimestamped-field merge (ApplyAcceptedObjDesc and
friends) reads `old` from THAT store, not from RuntimeEntityRecord.Snapshot.
Refreshing only the active record left the target-side shadow flags correct
until the remote's next equip or unequip — ACE broadcasts an ObjDesc on every
one — at which point the appearance path rebuilt the registration from the
frozen spawn and dropped the bit permanently. The regression test demanded by
review is what surfaced that; it is verified discriminating (reverting gives
Actual: 8 instead of 33554440).
Five stores now hold this value, kept coherent from one source by two
ObjectUpdated subscribers plus the appearance-rebuild path. The two shadow-flag
writers are the same invalidation applied at the two edges that can invalidate
it, not competing authorities — review enumerated every drift path and closed
each. That coherence invariant is new as of this commit and is recorded as
register row AP-134, with AP-133 as the precedent for filing a row when the
danger is a future writer rather than current behaviour.
Also corrects TS-23's retirement narrative, which claimed every mover-flags call
site read the mover's "real" PK bits from 2026-07-30. The bits existed but their
source was frozen, so that only became true here; the site enumeration also
missed RuntimeSetPositionMoverPreparation, a seventh site that decodes the
snapshot directly.
Unblocks #298 (melee/missile admission needs the local player's own PKLite bit).
Follow-ups filed: #300 (Properties.Ints[134] vs bitfield mirror gap), #301 (same
defect class for radar blip colour and radar behaviour), #302 (a pre-existing
PortalProjection allocation-assertion flake, 1 in 6, found while verifying this
gate), #303 (LiveEntityPvpBitfieldSync is App-resident but Runtime-owned-state).
Gates: complete Release solution 10,895 passed / 4 skipped / 0 failed (baseline
10,887 including #299). Adversarial + retail-conformance review PASS after one
FAIL round. Every new test discrimination-verified by reverting the fix.
Connected acceptance NOT run — needs a live two-client PKLite session.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign P Slice P4 Opus review verdict: FIX-FIRST. RestrictionObjPrevalenceInspectionTests
(commit 3b5e0992) found 103,766 of 729,888 installed EnvCells (1,293 landblocks -
the whole housing estate) carry a baked RestrictionObj. The AP-71 gate's
unconditional fail-closed default (CanMoveInto unmodeled) would have locked
every apartment/cottage/villa interior for every player, including its own
owner - a live regression, not the "inert in dev content" the original
register row assumed.
Ports ACCWeenieObject::CanMoveInto (0x0058da40, pc:407982-408056) and
RestrictionDB::IsAllowedIn (0x005ae8f0, pc:444493-444516) verbatim into
ObjectInfo.CheckEntryRestrictions:
- owner_iid == 0 or == mover's own guid -> admit (open/owner)
- no RestrictionDB (retail _db == 0, i.e. never authored or not yet
received) -> admit
- present RestrictionDB -> IsAllowedIn: open-to-public flag, OR mover
shares the house's allegiance monarch, OR mover's own guid is a
guest-table member
- unresolved restriction object -> fails CLOSED, exactly retail's own
fallback when GetObjectA can't resolve it (pc:704-716)
Wire feed (Core.Net):
- CreateObject.cs: HouseOwner (WeenieHeaderFlag 0x02000000), HouseRestrictions
(0x04000000), and Monarch (0x40) PWD-tail fields were parsed-and-skipped;
now captured. Also fixes the HouseRestrictions PHashTable header
misconception: the wire is ONE packed u32 (low 24 bits = entry count),
not a separate count(u16)+numBuckets(u16) pair - verified against
Chorizite's RestrictionDB.generated.cs. The old skip's byte-count
happened to match for realistic guest-list sizes, but a future
numBuckets value >255 would have corrupted the parse; now correct
regardless.
- GameEvents.cs/GameEventWiring.cs: new House_UpdateRestrictions (0x0248)
parser + wiring - retail's live guest-list refresh, whole-unit replace.
No-ops if the house object hasn't arrived via CreateObject yet.
- ClientObject/WeenieData/ClientObjectTable: HouseOwnerId, MonarchId,
Restrictions (new HouseRestrictionRecord) fields + merge-preserving
Ingest + targeted UpdateHouseRestrictions.
Physics wiring:
- PhysicsEngine gains an Objects (ClientObjectTable?) property, mirroring
the existing DataCache pattern - acdream's GetObjectA equivalent, used
ONLY by the entry-restriction gate.
- RuntimeEntityObjectLifetime wires Physics.Engine.Objects = Objects in
all three constructors, right alongside the table's own construction -
the same canonical table every other subsystem borrows from, never a
second one. This is the production fix: without it the gate still fails
closed on every restricted cell (unresolvable object), so the wiring is
load-bearing, not cosmetic.
Register: AP-129 narrowed (not retired) to the genuine remaining residual -
House_UpdateRestrictions' Sequence byte isn't used for staleness/reordering
rejection (low-probability, self-correcting), and outdoor CLandCell
restriction (a separate DAT structure) remains unported and unaffected by
this fix.
Tests: 15 new/updated in Ap71EntryRestrictionGateTests.cs (resolved-unowned
admits, owner admits, present-list-excluded blocks, present-list-included
admits, open-to-public admits, shared-allegiance-monarch admits, unresolved
blocks via null and via an empty table, plus two new end-to-end
PhysicsEngine.Objects-wired scenarios); 2 new CreateObject parser tests +
2 new GameEventWiring tests for the wire feed.
AcDream.Core.Tests: 4049 passed, 2 skipped, 0 failed.
AcDream.Core.Net.Tests: 761 passed, 0 skipped, 0 failed.
Complete solution suite: 9,961 total, 9,956 passed, 5 skipped, 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Retain exact teardown receipts before terminal callbacks, preserve ordered re-entrant entity/object publication, publish committed facts across projection failures, and make direct disposal converge every canonical owner. Add a complete ownership ledger plus adversarial direct/graphical parity, callback, GUID reuse, reset, and resource-churn gates.
Co-authored-by: Codex <codex@openai.com>
Carry PublicWeenieDesc material type into the live object model so examination titles use the DAT-authored material prefix. Preserve retail AddItemInfo empty appends and embedded armor separator, restoring the deliberate blank rows between appraisal sections.
Co-authored-by: Codex <codex@openai.com>
Preserve PublicWeenieDesc hook identity from CreateObject through the item model so hook appraisals suppress sentinel capacities exactly. Use appraisal-only Value and Burden presence, retain AddItemInfo paragraph and authored font-color selection, and port retail lock, page, enchantment, and spell-block formatting.
Co-authored-by: Codex <codex@openai.com>
Preserve public shared-cooldown metadata, resolve the authoritative cooldown enchantment with retail expiry semantics, and project the exact ten DAT-authored radial steps through the shared retained item-slot architecture.
Co-authored-by: Codex <codex@openai.com>
Bind queued actions and pending inventory requests to exact live incarnations, separate optimistic placement from authoritative responses, and serialize retail-style inventory ownership across UI surfaces.
Co-authored-by: OpenAI Codex <codex@openai.com>
Add the ClientUISystem ground-object lifecycle, authoritative root and nested ViewContents projections, replacement and close semantics, and the DAT-authored gmExternalContainerUI strip for chests and corpses.
Route double-click loot and full or partial drag transfers through the shared retail item policy without optimistic external ownership. Remove the incorrect NoLongerViewingContents behavior from owned side packs and retire AP-106/#196.
Release build succeeds and all 5,875 tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Complete the retail cast-intent, target, component, enchantment, and busy-state paths; mount the DAT-authored spell bar, spellbook, component book, effects panels, and shared panel lifecycle; and add scoped input plus conformance coverage.
Co-Authored-By: Codex <noreply@openai.com>
Preserve PlayerDescription inventory/equipment ownership across authoritative manifest replacement, make weapon switching and combat/UI consumers read the same canonical object state, and carry the complete outbound player position frame across landblocks.
Route target-facing and mouse-look through the shared MovementManager and MotionInterpreter completion owner. Match retail input aggregation, toggle ordering, turn/sidestep remapping, per-axis hold keys, and synchronous movement publication without render-only heading state.
Initialize the live streaming origin from the first accepted canonical player Position, defer other projections until that origin exists, and retain logical entity identity through hydration.
Advance the project ledger from completed M2 to active M3, synchronize CLAUDE.md/AGENTS.md and durable memory, and record the next cast-lifecycle, spellbook/enchantment, and two-client portal gates.
Co-Authored-By: Codex <noreply@openai.com>
Parse the complete PhysicsDesc plus F754/F755 packets, correct every PhysicsState bit, and gate all nine retail update channels with generation-safe immutable snapshots. Preserve ForcePosition, teleport, placement, velocity, parent, pickup, delete, and same-generation CreateObject ordering from the named client.
Separate accepted logical lifecycle notifications from retained UI qualities, make GUID replacement and session reset clear every projection exactly once, and add packet, wraparound, malformed-input, parent FIFO, canonical-position, reconnect, and GUID-reuse conformance coverage.
Co-Authored-By: Codex <noreply@openai.com>
Project PlayerDescription equipment through the same contained-by-wielder ownership and ordered contents index as live WieldObject updates. Preserve equip masks and priorities so retail GetObjectAtLocation selects Missile for an already-equipped crossbow instead of sending a server-rejected Melee request.
Co-Authored-By: Codex <codex@openai.com>
Clear retail AutoWield on the matching authoritative WieldObject instead of waiting for unrelated rollback bookkeeping to drain. This prevents a completed switch from consuming the next weapon activation locally, including crossbows.
Co-Authored-By: Codex <codex@openai.com>
Keep the retail inventory transaction busy until authoritative WieldObject confirms the requested weapon. This prevents rapid weapon changes from overlapping on ACE and rejecting otherwise valid items such as spears.
Co-Authored-By: Codex <codex@openai.com>
Preserve retail AmmoType from CreateObject and port BlocksUseOfShield so bow, caster, and two-handed switches remove incompatible shields, while mismatched missile ammo is also returned to the pack. Each blocker remains server-confirmed before AutoWield re-enters.
Co-Authored-By: Codex <codex@openai.com>
Sequence primary weapon replacement through the server-confirmed AutoWield transaction: return the occupied weapon to the player pack, wait for its move event, then wield the requested item. Route authoritative CombatMode property updates so peace stays peace and war adopts the new weapon stance without client-synthesized animation.
Co-Authored-By: Codex <codex@openai.com>
Select the default combat mode from ordered equipped objects so bows request missile stance. Parse CreateObject parent metadata and ParentEvent, then render held objects as separate children composed from setup holding locations and placement frames each animation tick.
Replace the toolbar's PWD-bit approximation with retail ObjectIsAttackable composed with the exact player and pet short-circuits. Carry second-header PetOwner through CreateObject, session, and ClientObject state so self, pet, and Free-PK cases match retail while friendly NPCs and attackable non-creatures remain name-only.
Co-Authored-By: Codex <codex@openai.com>
Keep the horizontal thumb at its raw pointer position so both endpoints are reachable, honor the stack entry's authored right alignment, and preserve PublicWeenieDesc plural names from CreateObject through the object table. Port retail's singular s/es fallback when no plural was sent.
Co-Authored-By: Codex <codex@openai.com>
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02
UI architecture review mandated before commit:
- ItemInteractionController: single owner of double-click use/equip/
container-open, targeted-use mode (health kits), drag-out drop;
toolbar shortcut drags don't drop the real item. ItemEquipRules for
multi-slot (coat) coverage via equip masks.
- Cursor phase: CursorFeedbackController (semantic priority chain:
drag > resize > window-move > target-mode > text) + RetailCursorCatalog
(enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState
0x00564630) resolved through the portal EnumIDMap chain by
RetailCursorResolver; RetailCursorManager applies dat cursor art to the
OS cursor. Register row AP-72 covers the OS standard-cursor fallback.
- Character window goes live: CharacterSheetProvider owns sheet assembly,
XP-curve/raise-cost math and the raise flow — extracted out of
GameWindow per Code Structure Rule 1 instead of committing the ~430-line
feature body there. Optimistic XP/credit debits go through eventful
store APIs (new ClientObjectTable.UpdateInt64Property +
LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw
property-dictionary writes; register row AP-73 covers the still-missing
raise ledger (#163).
- RetailWindowFrame: the shared nine-slice window mount recipe; the
character window uses it, remaining windows migrate via #164.
- Status-bar buttons toggle inventory/character windows; retail row-major
backpack ordering; WorldSession.SendUseWithTarget + raise/train sends.
GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the
sheet/raise logic is unit-tested in CharacterSheetProviderTests instead
of trapped in the god object. Build green; full suite 3,286 tests pass.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Code-review minor: prevents a future WielderId-only 'is this wielded?' check
from silently missing an optimistically-wielded item (WielderId==0 until the
server confirm; ContainerId==wielder is the live signal).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code-quality review (needs-changes) on Task 3: WieldItemOptimistic wrote
item.WielderId directly, but RollbackMove (via MoveItem) never cleared it
→ a wield-rollback left a pack item with a stale WielderId=player.
Root-cause fix (vs the reviewer's snapshot-WielderId suggestion): acdream's
existing WieldObject 0x0023 confirm models a wielded item as ContainerId=
wielder + equip=mask and does NOT touch WielderId. So the optimistic path
must match — drop the WielderId write entirely. Optimistic state now equals
the confirmed state, rollback fully restores through MoveItem alone, and the
stale-state class is structurally eliminated. The paperdoll's
(WielderId==p || ContainerId==p) filter still matches optimistic wields via
ContainerId (login-equipped items match via WielderId from their CreateObject).
Also: + the wield+move outstanding-count combo test (spec §8), MoveItem doc
note that it doesn't manage WielderId, and the test pins WielderId==0 post-
optimistic-wield to document the model. Core 74/74 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add WieldItemOptimistic (instant optimistic wield — sets ContainerId=WielderId=player,
CurrentlyEquippedLocation=equipMask, snapshots pre-wield position) and extend the
_pendingMoves tuple to carry the pre-move EquipMask so RollbackMove restores EQUIPPED
state faithfully on server rejection. Shared RecordPending helper replaces the inline
snapshot block in MoveItemOptimistic.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual gate: moving an item within a bag reshuffled every item ("the order is
not set"). Root cause: insert-before set ONLY the dragged item's ContainerSlot
to N, colliding with the item already at N; the sort-by-slot tie then reordered
the whole grid on every repaint. Fix: MoveItemOptimistic now does a proper
index-based INSERT (shift the others, renumber 0..N-1 gapless) like retail's
ItemList_InsertItem, and HandleDropRelease uses the target's GRID INDEX
(SlotIndex) as the placement rather than its raw ContainerSlot. Regression test
pins the shifted, gapless order. Full suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
I2 (real bug): Clear() (teleport/logoff) and Remove() (item destroyed) now drop
the item's _pendingMoves entry — a stale snapshot on a recycled guid could
otherwise mis-rollback a different future item.
I1 (race): track an OUTSTANDING count per item so an early ConfirmMove (0x0022)
for the first of several in-flight moves of the SAME item can't clear the
snapshot while a later move is unconfirmed — a later reject can still roll back
to the original instead of stranding the item at the rejected position.
Both with regression tests; full suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Broaden naming to the data side of every server object (retail weenie_object_table
shape). Pure rename; no behavior change.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:36:16 +02:00
Renamed from src/AcDream.Core/Items/ItemRepository.cs (Browse further)