Campaign N slice N3. Retail never acks per packet: SharedNet::EnqueuePak
@ 0x00543B10 is the binary's only AckSequence (0x4000) construction site,
gated at >= 2.0 s on ReceiverData::timeStamp_ (@ +0x10), armed at
connection birth by ReceiverData::Init @ 0x00548EF0, and arbitrated
NAK-xor-ack per sweep by ClientNet::ProcessConnection @ 0x00545450
(m_SeqIDsWeNAKed non-empty -> EnqueueNaks, else EnqueuePak;
SharedNet::EnqueueNaks @ 0x00543BD0 shares the SAME timestamp -
campaign landmine #7).
- New Transport/AckNakScheduler: owns the one shared timestamp; a
non-empty NAK set suppresses the ack (N4 emits RequestRetransmit in
that branch; in N3 it emits nothing - a documented transitional state,
safe for exactly one slice on loopback), else ONE cleartext exact-flags
AckSequence carrying the tracker's HighestIdReceived, header sequence
borrowed from HighestIdSent without incrementing, 4-byte LE body.
Flags are an EQUALITY, never an OR (landmine #5 - ACE's dedup
exemption NetworkSession.cs:342-343 and watermark-skip :474-476 both
require the exact value).
- ReliableTransport.Sweep pump order per FlowQueue::Empty @ 0x00548A20:
interval clock, NAK/ack arbitration, pending resends, prune. The sweep
already runs in Tick and both handshake pump loops (landmine #8), so
cumulative acks flow during the character-list/enter-world floods at
ACE's own ~2 s cadence.
- WorldSession: the Phase 4.9 per-packet reflex ack in ProcessDatagram
and SendAck are DELETED; the [net-tick] acks/s probe now reads
Stats.AcksSent; new internal TransportClockSource seam drives the
2.0 s gate on virtual time in the conformance suite.
- N1 Fable-review advisory retired (Time-stamp fold-in): fresh reliable
sends now stamp Header.Time = the current interval id, matching retail
FlowQueue::TransmitNewPackets @ 0x00547A60 (header build at
0x00547A84); resends already re-stamped. ACE never reads inbound
Header.Time, so the wire stays compatible.
Tests: 723 Core.Net (7 new) - gate cadence + watermark-at-emission,
flags-equality pin + model acceptance at the reused sequence without a
watermark advance, NAK suppression and resume after the gap clears, a
50-packet CreateObject flood collapsing to ONE ack, the quiet-session
keepalive property across a 120 s virtual horizon (the reflex ack's
keepalive role, replaced and proven against ACE's 60 s TimeoutDeadline),
the Time fold-in, and a full FakeAceTransport lifecycle with zero
CRC/state/duplicate drops. Full solution Release: 9,744 passed /
5 skipped / 0 failed. Connected world-lifecycle gate PASS (capped +
uncapped-reconnect, graceful exits, 0 failures); canonical nine-stop
route PASS (0 failures).
Campaign section 9 N3 row updated (complete; SHA recorded at N4
kickoff).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Campaign N Slice N2 (docs/plans/2026-07-29-network-transport-campaign.md
S2.2) - the second fatal #260 fix: the inbound keystream now aligns to
SEQUENCE order instead of arrival order. One lost S2C datagram no longer
desyncs the inbound cipher permanently - the missing id's pre-drawn key
parks in the NAK set, later packets keep decoding, and the retransmission
decodes with the parked key.
New src/AcDream.Core.Net/Transport/InboundSequenceTracker.cs - retail's
ReceiverData inbound half, ported rule for rule:
- Sanity window: drop when seq is wrap-safe newer than
highestIDReceived_ + 0x7FFF (SharedNet::SeqIDSanityCheck @ 0x00543A20;
the boundary itself is accepted).
- Duplicate/late arrival (encrypted, at/below the watermark): NAK-set
hit -> decrypt with the PARKED pre-drawn key; miss -> silent drop at
ZERO keystream cost (SharedNet::ProcessNewSeqNum @ 0x00544690, the
AVL::Remove branch) - the dup-word-burn and double-dispatch bugs close
together.
- Gap walk (SharedNet::ProcessNewestSeqNum @ 0x00541930): one inbound
ISAAC word per missing id, drawn IN SEQUENCE ORDER BEFORE the arriving
packet's own key (landmine #4), parked beside the id
(ReceiverData::AddNakked @ 0x00549240, idempotent; id 0 skipped per
retail's `if (esi_1 != 0)`). Cleartext walks to seq+1 - the borrowed
id itself gets NAKed, so the real encrypted packet at that id can
still decode later.
- Verify-failure re-park: a sequenced encrypted checksum failure parks
the consumed key back beside its id so the retransmission decodes
(SharedNet::ProcessPacket @ 0x00544790 tail, AddNakked(seq, &key)).
- Inbound RejectRetransmit -> silent NAK-set abandonment; parked keys
discarded, alignment holds because the words were already drawn
(SharedNet::HandleEmptyAck @ 0x005448F0).
- NAK set = SortedDictionary<uint,uint> seq -> parked key; ascending
raw-uint enumeration matches retail's AVL walk for N4's <=114-id NAK
emission (ReceiverData::GetNaks @ 0x005490C0).
PacketCodec split (campaign S4, retail's own factoring - the key is an
optional in/out of ReceiverData::Decrypt): TryParseBorrowed is the pure
parse + checksum-summand computation with NO keystream access anywhere;
VerifyChecksum(header, headerHash, payloadHash, uint? key) compares the
additive cleartext form (null) or headerHash + (key ^ payloadHash).
TryDecodeBorrowed(datagram, IsaacRandom?) - the consume-before-compare
site that WAS the bug - is deleted; the owned TryDecode stays
(test-only). RejectRetransmit ids are now exposed on both decoders
(borrowed RejectRetransmitBytes/Count like the Request pair; owned
RejectRetransmits list); the bytes were always inside the hashed span,
so parse-hash coverage is unchanged.
WorldSession: ProcessDatagram head is now parse -> sequence-0 split
(cleartext seq-0 = handshake/control, verified additively and processed
as before; encrypted seq-0 dropped before any keystream access, like
retail's ProcessPacket) -> tracker.Admit -> VerifyChecksum with the
admission key -> failure re-park -> unchanged flag handling, N1
transport consumption, reflex ack, and fragment loop. The
RejectRetransmit flag routes to the tracker beside the N1 NAK/ack
consumption. The handshake Connect loop moved to parse +
cleartext-verify (no tracker exists before ISAAC seeding; the
ConnectRequest is cleartext seq 0). ReliableTransport now takes both
Isaacs and exposes Inbound; the session's _inboundIsaac field is
deleted. No production caller constructed the N1 ctor outside
WorldSession, so no compatibility shape was kept.
TransportStats gains InboundDupsDropped, InboundSanityDrops,
ChecksumFailures, KeysParked (unconditional, like the N1 counters).
Watermark init = 1 is an ACE adaptation, register row AD-50 (watermark
INIT only, not a mechanism change; AD-49 stays reserved for the campaign
S5 blob-layer deferral): retail zero-inits ReceiverData, but ACE never
emits S2C sequence 1 - PacketSequence starts unprimed at uint.MaxValue,
the cleartext ConnectRequest takes NextValue 0, and the first ENCRYPTED
flush re-primes CurrentValue to 1 so the first encrypted sequenced
packet is 2 (ACE NetworkSession.cs:716-717 resolving to
UIntSequence(startingValue: 1), Sequence/UIntSequence.cs:9-13,30-41).
A zero-init watermark would gap-walk the permanent id-1 hole: one
spurious NAK, the first pre-drawn word mis-assigned to id 1, and the
keystream off by one from the first encrypted packet onward. holtburger
seeds the same value (crates/holtburger-session/src/session/api.rs:30,
last_server_seq: 1), mirroring ACE's own C2S-side
lastReceivedPacketSequence = 1 (NetworkSession.cs:57). The N0 model's
dance is pinned by the clean-lifecycle conformance test: min encrypted
S2C sequence == 2, zero NAKs, zero spurious drops.
Tests (+14; Core.Net 702 -> 716): the decisive gap test (10,11,13,14 -
13 and 14 decode with fresh words while 12's key parks with
KeysParked=1/NakCount=1, the late 12 decodes with the parked key, 15
takes the next fresh word - impossible pre-N2), zero-cost duplicate
drop (shadow ISAAC position unchanged), re-park -> byte-identical
retransmission decode, the cleartext borrowed-id rule, cleartext at the
watermark (no NAK/key/watermark change), sanity boundary +0x7FFF
accepted / +0x8000 dropped wrap-safe, skip-id-0 across the 32-bit wrap
with ascending NAK enumeration, RejectRetransmit abandonment with
alignment held, warm zero-alloc Admit; plus four real-WorldSession
conformance runs against the N0 ACE double: clean lifecycle (zero NAKs
at every stage), S2C loss of one packet of a Count=2 fragment set
(later packets STILL decode - the N2 win; late byte-identical
redelivery completes the split message intact), duplicate delivery
dropped BEFORE dispatch, and the seq-0 tracker bypass.
N3/N4 handoff notes are recorded in the campaign S9 N2 row: the interim
per-packet reflex ack acks the arriving sequence even while a gap is
parked (ACE prunes the lost id from its S2C cache before N4 could NAK
it - message recovery needs N3's retail NAK-xor-ack sweep), and ACE's
RejectRetransmit consumes a fresh CLEARTEXT sequence with no keystream
word, an ACE-vs-retail wrinkle N4's design must resolve.
Gates: dotnet build green; AcDream.Core.Net.Tests 716/716;
full-solution Release 9,732 passed / 5 skipped / 0 failed; connected
world-lifecycle gate vs local ACE RESULT=PASS (zero failures, one
pre-existing expected world-edge landblock-miss warning); canonical
nine-stop connected route RESULT=PASS.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Campaign N Slice N1 (docs/plans/2026-07-29-network-transport-campaign.md
S2.1) - the direct #260 fix: every sent reliable packet is now cached and
re-emitted, header-rebuilt, when ACE NAKs a client-sequence gap. One lost
C2S datagram no longer voids every subsequent action for the session's
lifetime.
New src/AcDream.Core.Net/Transport/:
- TransportClock: injectable monotonic source + retail's 0.5 s interval
counter (ClientFlowQueue::IncrementLocalInterval @ 0x00547F10, tail
`intervalID_ += elapsed`; the same function's ~3 s TimeSync/Echo cadence
stays deferred per TS-58).
- SequenceMath: wrap-safe IsNewer/Max (TimeStampUtils::lhs_newer
@ 0x00543890, reduced to the signed-difference form).
- SentPacketStore: FIFO of ArrayPool-rented wire buffers; Add asserts
optionalLength == 0 (NetPacket::RemoveDisposableOptionalHeaders
@ 0x00549510 pinned as a no-op under standalone-control); FlushOlderThan
pops strictly-older wrap-safe (SentPacketStore::AddSentPacket
@ 0x0054AB00, Flush @ 0x0054ACD0).
- OutboundFlowQueue: owns the outbound ISAAC, highestIDSent (starts 1,
pre-increment, wrap 0xFFFFFFFF->1, never 0), the fragment sequence, the
store, the wrap-safe sorted dedup pending-resend list
(FlowQueue::EnqueueAcks @ 0x005488E0), and the flushNum_ ack watermark.
Cache commit happens AFTER a successful send
(FlowQueue::TransmitNewPackets @ 0x00547A60, commit site 0x00547C85).
NAK ids[0] folds into the watermark as retail's implicit cumulative ack
(RecipientData::ProcessNaks @ 0x00547010). A resend rebuilds ONLY the
20-byte header: flags Retransmission|EncryptedChecksum (|BlobFragments
with fragments), Time = current interval id, Sequence/Id/Iteration/
DataSize verbatim, checksum = fresh header hash + stored sealed checksum
(FlowQueue::TransmitAcks @ 0x005485B0, DequeueAck @ 0x005472F0). The
original ISAAC key rides inside the sealed value - no new keystream word
is ever drawn (CryptoSystem::EncryptData @ 0x0065FF40 non-null-key
path; landmines #1/#2). Resend only on explicit NAK (landmine #3).
- ReliableTransport: composition + Sweep() (interval clock, resends,
prune). The AckNakScheduler joins in N3/N4; ack behavior is untouched
this slice.
- TransportStats: unconditional counters (ResendsSent,
NakRequestsReceived, UncachedNakIds, AcksConsumed) + CacheDepth.
PacketCodec.FinalizeInPlace gains an overload returning (isaacKeyUsed,
sealedChecksum) where sealedChecksum is the pre-header-hash value -
payloadHash cleartext, isaacKey ^ payloadHash encrypted (retail
NetPacket::checksum_). The old signature forwards; encode bytes are
unchanged. Decode is untouched.
WorldSession integration is minimal: the transport is constructed at
ISAAC-seeding time (first reliable packet keeps sequence 2 / fragment 1,
byte-identical to pre-N1); SendGameMessage delegates (probe fseq/pseq now
read the transport); SendAck's borrowed sequence reads HighestIdSent
(identical value, behavior EXACTLY as-is this slice); ProcessDatagram
consumes RequestRetransmit + AckSequence BEFORE the unchanged reflex ack;
the sweep runs at the end of Tick() after the budget break AND inside
both blocking handshake pump loops (Connect step 4, EnterWorld
ServerReady - landmine #8), gated on _transportNegotiated; Dispose
returns the rented cache buffers.
Bookkeeping: TS-57 filed in the divergence register (uncached NAK ids
dropped silently + counted instead of retail's RejectRetransmit - ACE
no-ops the reject and the standalone unsequenced form would trip ACE's
watermark hole); TS-27 narrowed to the inbound direction in the same
commit; the stale WorldSession class-doc gap list corrected.
N0 fold-ins from the re-review: AceSessionModel.ProcessFragment split
into ACE's two literal branches (existing-buffer checks Complete,
NetworkSession.cs:495-507; new-buffer constructs + adds + TryAdds WITHOUT
checking Complete, :509-518), and the zero-count-fragment test now pins
the parked dead buffer (PartialFragmentBufferCount 0 -> 1). e3958610
recorded in the campaign ledger's N0 row.
Tests: 15 new in Transport/OutboundReliableTransportTests.cs - store
FIFO/strict/wrap-safe flush with rent/return balance via a counting
pool, interval-clock start/advance/wrap, resend header shape (flags
exactly 3 or 7, Time = interval, verbatim fields, checksum identity,
bit-identical body), resend-consumes-no-ISAAC-word, uncached-NAK
counting, ids[0] watermark fold + strict prune, wrap-safe ack max,
conformance resend verifying under AceCryptoModel with the ORIGINAL
parked key (Headroom 256, zero orphans, ordering restored), an
end-to-end FakeAceTransport lossy run (10 game actions, C2S #5 dropped,
all 10 dispatched in order, exactly one resend, session alive), and
zero-alloc steady-state SendGameMessage.
Gates: dotnet build green; AcDream.Core.Net.Tests 702/702; full-solution
Release 9,723 passed / 5 skipped / 0 failed; connected world-lifecycle
gate vs local ACE RESULT=PASS (0 failures, both sessions exit 0; one
pre-existing expected world-edge landblock-miss warning).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Addresses the N0 review findings against commit 7e9134b4. Test-only: no
production code changes.
F1 (blocking) - model Session.CheckState (Session.cs:93-110). A three-value
AceSessionState (AuthLoginRequest -> AuthConnectResponse -> AuthConnected)
advances on SendConnectRequest (AuthenticationHandler.cs:127, :232) and on the
accepted ConnectResponse (NetworkManager.cs:77). CheckState runs as the first
statement of Receive after TryParse - ahead of the ConnectResponse route and
ahead of VerifyCRC - so a LoginRequest out of state, a replayed
ConnectResponse, or any of AckSequence|TimeSync|EchoRequest|Flow during
AuthLoginRequest is dropped at zero keystream cost (ACE's PacketHeader.HasFlag
is ANY-of, PacketHeader.cs:70). New StateDropCount counter.
F2 - implement SendBundle faithfully (NetworkSession.cs:808-919). One
NetworkBundle per GameMessageGroup (NetworkBundle.cs:6-63), swapped out and
sent in ascending group order; the InvalidQueue bundle carries the ack /
TimeSync / EchoResponse optional headers. As many same-bundle fragments as fit
the 464-byte body budget now travel in ONE packet - one sequence, one keystream
word - and a message whose remaining data fills a packet splits across packets
with Count>1 fragments (:846-854, :874-888) via a port of ACE's server-side
MessageFragment (MessageFragment.cs:10-103). The old "one packet per message"
shortcut and its incorrect rationale are gone.
F3 - model the two-phase termination. Terminate arms PendingTermination with
the 2 s window (Session.cs:281-298, SessionTerminationDetails.cs:12); inbound
and outbound keep running through it (Session.cs:124-133), then the pump
completes the session work and releases the network resources
(NetworkManager.cs:366-369 -> Session.cs:300-334 -> NetworkSession.cs:958-974).
IsTerminated now means "termination armed"; IsReleased is the point of no
return.
F4 - port ACE's MessageBuffer exactly (MessageBuffer.cs:7-54): a List, not an
index-addressed array. An assembled stream under 4 bytes returns null and is
dropped WITHOUT advancing the fragment gate (:49-50 + NetworkSession.cs:504-506
removing the buffer either way), and a later fragment claiming a larger
Count/Index for the same sequence completes the message instead of throwing.
F5 - the C2S parse path now characterizes ACE: fragment parsing uses ACE's
complete validation (16 <= Size <= 464, ClientPacketFragment.cs:12-24) with no
Count==0 / Index>=Count rejection and with ReadBytes' short-read tolerance,
instead of inheriting acdream's stricter production layout check. The one
remaining strictness we inherit - the 1024-id cap on retransmit lists - is
documented as unreachable (ACE reads into a 1024-byte buffer, so a C2S datagram
can carry at most 250 ids).
F6 - class doc now states that C2S CRC verification reuses acdream's own
PacketHeaderOptional hashing, so the double is NOT an independent oracle on
optional-header wire layout, and names the two known asymmetries (ACE has no
inbound ConnectRequest parse; ACE hashes-but-does-not-advance on
LoginRequest / WorldLoginRequest / ConnectResponse).
F7 - hardened three weak tests: the NAK rate limit is probed at 0.9 s and at
exactly 1.0 s (both closed) before 1.1 s opens it; the session timeout is
probed at exactly 60 s after fixing the model's `>` to ACE's `>=`
(Session.cs:140); the cache prune pins that an entry exactly 120 s old survives
(:258 is strictly greater).
F9 - campaign doc section 9 ledger: N0 row marked complete.
Nine new tests; 687 Core.Net tests green in Release.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign N slice N0 (docs/plans/2026-07-29-network-transport-campaign.md):
the referee that slices N1-N5 are graded against, test-project only, zero
production changes.
- VirtualClock: Stopwatch-shaped deterministic time source (fixed 100 ns
ticks) that N1 will inject behind the production TransportClock.
- AceCryptoModel: verbatim port of ACE CryptoSystem Search/ConsumeKey over
our IsaacRandom - 256-key window, parked-key set, Headroom/OrphanCount
diagnostics (CryptoSystem.cs:8-49 cited per method).
- AceSessionModel: transport-free ACE NetworkSession over raw datagrams,
every rule cited to NetworkSession.cs - CRC-before-everything silent
drop, cleartext-NAK early return (no timeout refresh, :283-308),
60 s timeout refresh (:329-331), exact-equality ack dedup exemption
(:342-347), desired+2 NAK trigger with 1 s limit (:351-363), >window
AbnormalSequenceReceived (:393-397), the :474-476 watermark hole,
ack-value cache prune (:663-673), fragment gate (:532-543), seq>=2
caching (:730), Retransmission-flag resends with the ORIGINAL IssacXor
(:675-686), RejectRetransmit, 2 s cleartext cumulative ack, 20 s
TimeSync, EchoResponse, 120 s cache prune (:251-262). ACE's raw
wrap-unsafe comparisons are modeled bug-for-bug, not fixed.
- LossyLink: deterministic drop/reorder/seeded-loss fault injector, pure
data structure.
- FakeAceTransport: IWorldSessionTransport binding a REAL WorldSession to
the model through the link, with the handshake scripted (ConnectRequest
reusing the negotiation fixture layout, CharacterList, ServerReady,
logoff confirmation) - genuine Connect/EnterWorld/Tick/Dispose with no
sockets.
- 19 new tests pin the double, including
CleartextNonAckAdvancesWatermark_TheAceHole (the self-induced wedge
behind scope rows TS-57/TS-58/AP-125), re-key = permanent orphan,
unrequested-resend window burn, the 115-id NAK cap boundary, and a
full no-socket session lifecycle with both ISAAC streams verified
aligned end-to-end.
Core.Net suite: 678 passed / 0 failed (659 existing + 19 new).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
RaiseAttribute, RaiseVital, and RaiseSkill each wrote a 64-bit xpSpent,
producing a 24-byte action where the server expects 20. ACE's
GameActionRaiseAttribute and its Vital and Skill siblings read
message.Payload.ReadUInt32(); holtburger's RaiseAttributeData declares
xp_spent: u32 and advances the offset by four. Both oracles agree, and the
four extra bytes were tail the server never reads.
These three are live-wired, from the character sheet through the command
router to SendRaiseAttribute, so this was shipping on every attribute, vital,
and skill raise. It has not caused a visible failure because ACE reads the low
dword and stops, and a single raise cost has never approached the dword
ceiling. That is luck about value ranges, not correctness about layout.
Worth noting the shape of the miss: the sibling builder BuildTrainSkill had
already been corrected to a 20-byte, 32-bit credits field, and its test is even
named U32CreditsNotU64. The same class of bug was found and fixed once in this
file and the other three cases were left behind.
The parameter stays ulong because the cost comes from 64-bit server XP tables
several layers up in the App and Runtime command chain; narrowing that end to
end is a separate change and is filed in the audit's open questions. Nothing is
lost at the wire: a cost that does not fit in a dword was never expressible
here.
The existing test asserted the 24-byte shape and is corrected, joined by a
theory that sweeps zero, one, a realistic cost, and uint.MaxValue across both
remaining builders.
Core.Net tests go 655 to 659.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
CommunicationTransientString (0x02EB) required a trailing u32 chat type after
the message. The server does not send one. Because the string is padded to a
four-byte boundary, the remaining length after reading it was always zero, the
guard tripped, and the parser returned null for every transient string the
server has ever sent. Not most. Every one.
Three oracles agree there is no such field. ACE's
GameEventCommunicationTransientString writes exactly one WriteString16L and
stops. Retail's ClientCommunicationSystem::Handle_Communication__TransientString
at 0x0057d460 takes a single PStringBase<char> argument. holtburger carries no
type field for the event either.
ParseTransient now returns the string. The wiring supplies chat type 0, which
is ACE's ChatMessageType.Broadcast and which ACE's own LogTextTypeEnumMapper
comment names "Default" — the honest stand-in for a message the server sends
untyped. What retail's transient strings should actually look like is a
rendering question and belongs with the chat colour work, not here.
The existing round-trip test was itself appending the phantom trailing dword,
which is exactly why the wrong guard looked correct for as long as it did. It
is corrected to the real payload and joined by a case sweeping string lengths
zero through four, so no future padding-residue assumption can hide here again.
Core.Net tests go 654 to 655.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The wire-stack audit checked the transport layer by hand and found it clean:
PacketHeader's seven fields match ACE's Pack order exactly, the optional-header
sections are parsed in ACE's order, and PacketHeaderFlags is a twenty-three of
twenty-three value match including the sparse gaps between 0x04 and 0x100 and
between 0x00800000 and 0x01000000.
Clean is worth freezing. These bits are not design choices; each one gates an
optional-header section, so a single wrong value shifts every following
section's offset and takes the packet checksum with it. The failure would not
look like a wrong flag, it would look like a corrupt connection. The enum is
small enough to pin exhaustively, so this transcribes ACE's declaration and
asserts both directions: every ACE flag exists here with ACE's value, and we
declare nothing ACE does not.
Core.Net tests go 630 to 654.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
HearSpeech decoded 0x02BB and 0x02BC with one layout. They do not share one.
ACE's GameMessageHearRangedSpeech writes senderID, range, chatMessageType
where GameMessageHearSpeech writes only senderID, chatMessageType, and
holtburger's HearRangedSpeechData declares the same range: f32 that
HearSpeechData lacks. Two oracles, no ambiguity.
The consequence was quiet rather than loud. The tail is twelve bytes, our
guard demanded eight, so nothing ever failed to parse. We read the guid
correctly, then read range's float bits as the chat type and discarded the
real one. A shout at range 60.0f arrived with a chat type of 0x42700000
instead of 0x0B. Nothing downstream consumes ChatType for local speech today,
which is why this survived, but the record is public and any future consumer
would have inherited garbage.
TryParse now branches its tail size on the opcode and Parsed gains Range,
which stays zero for local speech because there is no such field on that
wire. The existing ChatTests ranged case was itself built on the misreading,
constructing a local-shaped tail; it is corrected to the oracle layout and
now asserts both range and chat type rather than only the ranged flag.
New golden tests drive both opcodes through AceWireWriter in ACE's write
order, covering empty strings, string lengths one through four so every
residue of the four-byte padding rule is exercised, CP1252 accented names,
and a regression pin asserting the chat type is not the range float's bits.
A ranged body four bytes short is now rejected instead of silently decoded.
Core.Net tests go 617 to 630, all green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The golden-byte tests we had proved that a parser agreed with whoever typed
the hex literal. That is a weaker claim than it looks: if the author misread
the oracle, the test cements the misreading. This adds AceWireWriter, a
line-for-line mirror of ACE's Extensions.cs writers, so a fixture is produced
by the same algorithm the authoritative server uses. Each primitive cites the
ACE line it ports, including the string16L padding rule whose comment in ACE
reads "client expects string length to be a multiple of 4 including the 2
bytes for length".
On top of that harness, two inbound families get field-exact coverage they
had none of. VectorUpdate (0xF74E) is driven in GameMessageVectorUpdate.cs's
write order and pinned at ACE's declared 36-byte length, with cases for the
remote-jump +Z velocity, planar velocity plus yaw omega, rest, and
all-negative components so a sign or field-order slip cannot pass. The two
script-playback messages follow GameMessageScript.cs: PlayScriptId (0xF754)
as guid plus script DID, and PlayEffect (0xF755) as guid, type, and a free
intensity float. The NaN case documents the parser's deliberate choice to
retain non-finite intensities for the resolver to reject rather than coercing
them at parse time, which is behavior worth locking down.
Core.Net tests go 600 to 617, all green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Write normal game-message and ACK packet framing directly into bounded stack spans, hash fragments without materialization, and send the populated slice to the socket. Preserve exact wire bytes and ISAAC failure ordering with differential and zero-allocation tests.
Decode headers, optional fields, fragments, and single-fragment messages directly over pooled datagrams. Copy only fragment state that crosses a datagram lifetime, preserve synchronous dispatch and ACK ordering, and lock the path to the owned decoder with differential and zero-allocation tests.
Replace timeout-polled in-world UDP receives with one cancellable caller-buffered socket operation. Transfer only right-sized pooled datagrams through the FIFO, return every ownership edge deterministically, and send caller spans without a transport copy while preserving handshake pacing and ACK order.
WorldSession.NetReceiveLoop wrapped its entire while loop in a single
try/catch, so ANY non-timeout SocketException permanently killed the
background receive thread: the catch block at the loop's end was empty
(misattributed the error to "socket closed during shutdown"), and the
finally called _inboundQueue.Writer.TryComplete(), which silently and
irrecoverably stopped all inbound processing for the rest of the
session — no log line, no recovery path, and LiveSessionHost.Reconnect
has zero production callers to notice.
The realistic trigger is a well-known Windows UdpClient quirk: an ICMP
"port unreachable" reply to an EARLIER Send (e.g. against a stale ACE
session that already tore down its socket) surfaces as a
WSAECONNRESET SocketException on this socket's NEXT, completely
unrelated Receive call. NetClient.Receive already swallows the
expected SocketError.TimedOut heartbeat case; anything else reaching
WorldSession was a real, transient, per-datagram error being treated
as session-fatal.
Three changes, root-cause not a band-aid:
- NetClient's constructor now disables SIO_UDP_CONNRESET reporting on
Windows, so a delayed ICMP error can't poison receives at all.
- NetReceiveLoop now catches SocketException PER ITERATION, logs it,
and continues polling instead of exiting. The existing clean-shutdown
paths (cancellation, ObjectDisposedException during Dispose) are
unchanged — only the non-timeout-socket-error case that used to kill
the loop is now recoverable.
- NetClient.Receive no longer calls the ReceiveTimeout setter (a
setsockopt syscall) on every single call — only when the requested
timeout differs from the last-applied value, cached in a new field.
This was an unrelated but adjacent finding (4x/sec syscall churn at
the 250ms heartbeat cadence) in the same audit.
No change to outbound wire behavior, ack cadence, heartbeat interval,
or datagram ordering — this is purely receive-loop resilience.
Tests: NetClientTests gained a SIO_UDP_CONNRESET construction smoke
test and two ReceiveTimeout-caching tests. A new
WorldSessionNetReceiveLoopResilienceTests drives the actual private
NetReceiveLoop method (via the existing internal
IWorldSessionTransport seam + reflection) with a scripted transport
that throws a non-timeout SocketException on the first call, proving
the loop survives it and keeps enqueueing subsequent datagrams — fully
deterministic, no real sockets. Full solution suite green: 3204/3206
Core, 3462/3465 App, 552/552 Core.Net (skips pre-existing).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(cherry picked from commit c72ce028a927e15b8a54a86bbd0661a723dc84ca)
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>
Mirror PublicWeenieDesc::UnPack MOVSX behavior so ACE's FF capacity sentinels remain -1 instead of becoming 255. This suppresses non-container capacity prose through the normal retail appraisal checks, with raw-wire and formatter regression coverage.
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 retail's one-pending-appraisal busy lifetime, parse the complete gated response, and mount the authored examination layout in the shared main-panel host. Keep known 3D preview and inscription-write gaps explicit in AP-110.
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>
Extract reset, selection, entered-world, and route construction behind LiveSessionHost while preserving the sole LiveSessionController authority. Retain partial route and subscription cleanup for retry, and replace the embedded ACE-only shortcut with the exact named-retail unsigned skill formula.
Co-authored-by: Codex <codex@openai.com>
Send the active character id, drain until the authoritative server confirmation, then emit retail's zero-sequence connection disconnect with the negotiated receiver iteration. The connected gate now waits for ACE to remove the exact UDP session before reconnecting, eliminating fixed-delay races.
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>
Port the authored Link Status, Vitae, and Mini Game detail roots and register every indicator page with retail's one-active gmPanelUI owner. Helpful/Harmful and the new pages now replace Inventory, Character, or Magic at one canonical window position while preserving the DAT restore-previous flag.
Correct the retail ping wire to its payload-free request/response, publish measured RTT, and port Vitae recovery XP from the live modifier and player properties. Keep transport packet-loss averaging and mini-game gameplay explicitly tracked under AP-110.
Release build and all 5,814 tests pass with five intentional skips. Connected visual gate pending.
Co-authored-by: OpenAI Codex <codex@openai.com>
Promote all seven LayoutDesc 0x21000071 controls to retained buttons, drive link quality, effects, Vitae, and burden from live state, and route Character Information plus end-session confirmation through the shared UI owners. Keep network timing in WorldSession and pin retail thresholds, flash cadence, authored states, and action routing with focused conformance tests.
Release build and all 5,807 tests pass with five intentional skips. Connected visual gate pending.
Co-authored-by: OpenAI Codex <codex@openai.com>
Route accepted Hidden and UnHide transitions through retail's internal typed-script path so their DAT scripts queue while the owner is cell-less and resume at the destination. Consume ACE's successful teleport control statuses silently, matching retail HandleFailureEvent.
Co-authored-by: OpenAI Codex <codex@openai.com>
Resolve the authored spell shortcut row prototype so the spellbook presents the retail icon, name, separator, selected overlay, and scrollbar geometry. Port exact school and level filters, stable display ordering, selection exposure, and learned-spell drags into the open favorite bar.
Route deletion through the shared retail confirmation dialog and send CM_Magic::Event_RemoveSpell only after an affirmative answer, leaving the inbound server notice authoritative for list state.
Co-Authored-By: Codex <noreply@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>
Establish the executable-backed PhysicsDesc, sequence-gate, PhysicsScript, CreateBlocking, particle-anchor, projectile, and Hidden-state behavior before changing runtime code. Correct stale blocking/threshold claims and synchronize the project instructions with the current UI architecture and matching retail binary.
Add copyright-safe packet and DAT-container fixtures plus a failing installed-DAT conformance audit for projectile shapes, typed tables, recall motion, default scripts, and raw CreateBlocking inventory.
Co-Authored-By: Codex <noreply@openai.com>
Parse retail PrivateUpdatePropertyInt64 and route authoritative Total/Available Experience through both local-player projections so Attributes, the level meter, and Skills refresh together. Preserve the existing retail XP curve and right-align the Total XP value.
Close the user-confirmed item-give gate for #216 and record the named-retail/ACE/holtburger conformance evidence.
Co-Authored-By: Codex <noreply@openai.com>
Preserve SmartBox drag-release coordinates, route the picked 3-D target through the retail AttemptPlaceIn3D policy, and send authoritative GiveObject requests with the selected stack quantity. Honor PlayerDescription's player secure-trade option and document the remaining trade-system boundary.
Co-Authored-By: Codex <noreply@openai.com>
Replace the single mutable confirmation service with retail's property-backed DialogFactory model: fresh DAT roots, context ids, queue groups, priority preemption, callback/close-notice ordering, and context cancellation. Route /die, server confirmation aborts, and guarded item use through focused semantic owners.
Co-Authored-By: Codex <codex@openai.com>
Expand the typed client-command boundary across travel, character queries, local UI and layout controls, AFK and consent, emotes, friends, squelch and filters, and fill-components. Preserve retail packet layouts and queue ownership, import the confirmation dialog, and keep authoritative social state in Core.
Co-Authored-By: Codex <codex@openai.com>
Separate retail client actions, ACE server commands, and ordinary chat at the shared router. Port lifestone/lif/ls from the named retail registry through a typed App controller to game action 0x0063, keep unknown verbs on ACE Talk, and cover both UI backends plus exact outbound bytes.
Co-Authored-By: Codex <codex@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>
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.
Discover all seven panel launchers from their DAT panel-id attributes, route mounted panels through event-driven retained window state, and ghost unavailable panels. Port Use and Examine selection/target behavior with exact Appraise dispatch and retail cursor modes.
Co-Authored-By: Codex <codex@openai.com>
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>
Parse and route the complete 0x0264 guid/fraction/valid response, send exact 0x0263 item-mana queries, and reproduce retail meter visibility plus guid-zero cancellation for mana and health selection changes. Keep the behavior in Core state and the retained selected-object controller with wire/state/UI conformance coverage.
Co-Authored-By: Codex <codex@openai.com>
Route the selected stack quantity through retail GetObjectSplitSize semantics, send exact split-to-container and split-to-ground actions, and keep the original object in place until the server publishes the newly guided stack. Cover selection scoping, wire bytes, container placement, and world drops with conformance tests.
Co-Authored-By: Codex <codex@openai.com>