After PlayerDescription is dispatched, the Inventory and Equipped lists
produced by the parser are now fed into ItemRepository via AddOrUpdate +
MoveItem so inventory/paperdoll panels see items after login.
Acceptance test PlayerDescription_RegistersInventoryEntries_InItemRepository
confirms ItemCount goes 0→2 for a synthetic PD with two inventory entries.
282 Net.Tests pass.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Found the underlying cause of the user's persistent
"jumps don't reach retail height" complaint. The wire's SkillEntry
`init` field is ONLY the InitLevel (training/specialized
chargen bonus, per ACE GameEventPlayerDescription.cs:317
"init_level, for training/specialized bonus from character
creation"). It does NOT include the AttributeFormula
contribution.
ACE's CreatureSkill.Current is computed as:
AttributeFormula(skill, attrs) + InitLevel + Ranks
+ augs + multipliers - vitae
Pre-fix13 we used `init + ranks` only — dropping the
AttributeFormula term, which is the DOMINANT component for
movement skills (50-100 points typical). For our character
that meant Jump skill 208 instead of the actual ~280-310,
giving a 3.11 m peak instead of the retail ~4 m peak. Hence
"feels like the upward acceleration is too slow and we don't
reach the same height".
Fix:
- GameWindow caches portal.dat's SkillTable (0x0E000004u) at
WireAll time. Each entry has a SkillFormula with attr1/
attr2/multipliers/divisor/additive constants
(formula: bonus = (attr1*M1 + attr2*M2)/Div + Additive).
- GameEventWiring.WireAll gains a
`resolveSkillFormulaBonus(skillId, attrCurrents)` callback.
GameWindow plugs in a resolver that looks up
SkillTable.Skills[skillId].Formula, applies the formula
using the player's current attribute values from PD.
- The PD handler builds attrId→current map (ranks+start) from
the parsed attributes before iterating skills, then passes
it to the resolver for Run (24) and Jump (22).
- Total skill = formulaBonus + InitLevel + Ranks. Matches ACE
Current minus augs/multipliers/vitae (close enough — those
add maybe ±10 % at most).
ACDREAM_DUMP_VITALS=1 logs add a per-skill line:
"vitals: PD-skill id=22 init=N ranks=N formulaBonus=N total=N"
so live testing can confirm the formula is applied.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Before this commit, PlayerWeenie used hardcoded ACDREAM_RUN_SKILL
(default 200) and ACDREAM_JUMP_SKILL (default 300) regardless of
the actual character skill. PlayerDescription's skill table HAS
been parsed since Phase H, but the values weren't plumbed into
PlayerMovementController, so a high-Jump character still got the
3-4m default arc instead of their real 5m+ arc, and a low-Jump
character got too much.
GameEventWiring.WireAll gains an optional `onSkillsUpdated`
callback. The PlayerDescription handler scans the parsed skill
table for SkillId 24 (Run) and SkillId 22 (Jump) — ACE Skill enum
ordinals from references/ACE/.../Enum/Skill.cs:11-37 — and fires
the callback with `init + ranks` for each (the holtburger-named
"init" field is the attribute-derived initial component, ranks
is XP-bought additions; closest sane approximation of ACE's
CreatureSkill.Current short of porting Aug + Multiplier + Vitae
chains).
GameWindow stores the most recent values in _lastSeenRunSkill /
_lastSeenJumpSkill and pushes them into the controller at two
points:
* Immediately if _playerController already exists (PD arriving
mid-session, e.g. after a relog).
* Inside EnterPlayerModeNow when constructing a fresh
controller (the auto-entry path: PD always arrives at login
before auto-entry fires, so this is the normal path).
Both sites also log "applied server skills run=X jump=Y" so live
testing can confirm the right values reached the formula.
Console output (ACDREAM_DUMP_VITALS=1) gains a "vitals: PD-skills
run=X jump=Y" line on every PlayerDescription with skill data.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three post-launch fixes from the 2026-04-25 live verify session.
1. WeenieError display bug. Many ACE WeenieError / WeenieErrorWithString
codes are *informational*, not error-level — the user saw cryptic
"WeenieError 0x051B: General" / "WeenieError 0x051D" at login, but
those decode as "You have entered the General channel." and
"Turbine Chat is enabled." per ACE WeenieError(WithString).cs
templates. New static helper Core/Chat/WeenieErrorMessages.cs maps
~30 high-frequency codes to retail-faithful templates with `_`
placeholder substitution. ChatLog.OnWeenieError now routes through
Format(); unknown codes still fall back to "WeenieError 0xNNNN[: param]"
so nothing is silently lost. New codes can be added in 30 seconds
when the user reports one.
2. Tell target eats trailing punctuation. Retail muscle memory is
"/t Name, message" — comma is the separator. Our split-on-whitespace
pulled "Name," (with comma) as the target, server returned 0x052B
"That person is not available now." because no such character.
ChatInputParser.TryParseTargeted now strips a trailing ,;:.!? from
the target token so "/t Caith, hi" and "/t Caith hi" both work.
Added 7 Theory cases covering each separator + the long-form alias.
3. TurbineChat routing diagnostics. The user's ACE login showed the
"TurbineChatIsEnabled" + "YouHaveEnteredThe_Channel" notifications
for General/Trade/LFG, confirming TurbineChat IS active server-side.
But outbound /g /trade /lfg might still fall back to legacy
ChatChannel (which the server then rejects). Added diagnostic
Console.WriteLines so the next launch shows:
- "chat: SetTurbineChatChannels parsed enabled=true general=0x... ..."
(when ACE sends the 0x0295 channel-id table)
- "chat: outbound TurbineChat General room=0x... cookie=0x... len=N"
(when SendChatCmd routes a Turbine kind through 0xF7DE)
- "chat: outbound legacy ChatChannel Fellowship id=0x... len=N"
(when SendChatCmd uses the legacy 0x0147 path)
- "chat: SendChatCmd kind=General dropped (turbine.Enabled=false no legacy id)"
(when neither path can dispatch — usually means ACE didn't send
0x0295 yet and the kind is Turbine-only)
Sets up Bug 3 (proper outbound TurbineChat for /g /trade /lfg) for
a follow-up commit once the next live trace shows the actual flow.
18 new tests:
- WeenieErrorMessagesTests: 11 covering known templates + fallback.
- ChatInputParserTests: +7 Theory cases for trailing-punctuation strip.
Solution total: 1007 green (114 UI + 650 Core + 243 Core.Net), 0 warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Full port of holtburger's TurbineChat sidecar wire path:
- TurbineChat.cs: 0xF7DE codec with three payload variants
(EventSendToRoom S->C, RequestSendToRoomById C->S, Response).
10-field outer header (size_first/blob_type/dispatch_type/
target_type/target_id/transport_type/transport_id/cookie/
size_second + payload).
- UTF-16LE turbine string codec with 1-or-2 byte variable-length
prefix (high bit on first byte signals 2-byte form). Mirrors
holtburger's read_turbine_string / write_turbine_string at
references/holtburger/.../messages/chat/turbine.rs:502-544.
- SetTurbineChatChannels.cs: 0x0295 GameEvent sub-opcode parser
(10 x u32 channel ids). Wired through GameEventDispatcher in
WorldSession ctor; routes to GameEventWiring + TurbineChatState.
- ChatChannelInfo.cs (Core): unified record union with Legacy
(channel id + name) and Turbine (room id + chat type +
dispatch type + name) variants, plus IsSelfEchoChannel
predicate (Tells = false, channels = true so optimistic echo
is suppressed where the server will echo).
- TurbineChatState.cs (Core): Enabled flag + 10 cached room ids
+ NextContextId() cookie counter starting at 1.
- WorldSession adds TurbineChatReceived + TurbineChannelsReceived
events; SendTurbineChatTo outbound builds RequestSendToRoomById
+ sends through SendGameAction. ProcessDatagram dispatches
0xF7DE at the top level.
- GameWindow constructs TurbineChatState, subscribes inbound
EventSendToRoom -> ChatLog.OnChannelBroadcast; extends I.3's
SendChatCmd handler to route Turbine kinds (General/Trade/Lfg/
Roleplay/Society/Olthoi) through TurbineChat first, fall back
to legacy ChatChannel send when state.Enabled == false.
Round-trip golden fixtures from holtburger source verified for
all three payload variants + UTF-16LE strings (short + long
prefix + non-ASCII Cafe + empty) + SetTurbineChatChannels.
26 new tests:
- TurbineChatTests, SetTurbineChatChannelsTests in Core.Net.Tests
- ChatChannelInfoTests, TurbineChatStateTests in Core.Tests
Solution total: 960 green (243 Core.Net + 625 Core + 92 UI).
ACE doesn't run a TurbineChat server, so codec is "ready when
needed" for retail-server-emulating setups. Legacy ChatChannel
fallback continues to work for current ACE-against-acdream play.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Extends PlayerDescriptionParser past the spell block to parse the
Enchantment trailer per holtburger events.rs:462-501 +
magic/types.rs:40. New EnchantmentEntry record carries the full
60-64 byte wire payload:
u16 spell_id, layer, spell_category, has_spell_set_id
u32 power_level
f64 start_time, duration
u32 caster_guid
f32 degrade_modifier, degrade_limit
f64 last_time_degraded
u32 stat_mod_type, stat_mod_key
f32 stat_mod_value
[u32 spell_set_id]?
+ EnchantmentBucket (Multiplicative / Additive / Cooldown / Vitae)
EnchantmentMask outer u32 selects which buckets follow; each bucket
(except Vitae) is u32 count + N records. Vitae is a singleton.
Parsed.Enchantments now exposed as IReadOnlyList<EnchantmentEntry>.
GameEventWiring routes each entry through Spellbook.OnEnchantmentAdded
with the full StatMod data + bucket. EnchantmentMath.GetMod consumes
StatMod records to produce real (Multiplier, Additive) per stat key:
Bucket 1 (Multiplicative): multiplier *= val
Bucket 2 (Additive): additive += val
Bucket 8 (Vitae): multiplier *= val (applied last)
Bucket 4 (Cooldown): skipped (not a vital mod)
ActiveEnchantmentRecord extended with optional StatModType /
StatModKey / StatModValue / Bucket fields. Existing 4-arg callers
stay compatible (defaults to null / 0). New OnEnchantmentAdded
overload accepts the full record from PlayerDescription path.
Tests: 7 new (834 -> 841):
- PlayerDescriptionParserTests (2): enchantment block schema with
multiplicative + additive buckets, Vitae singleton.
- EnchantmentMathTests (5): multiplicative buffs aggregate, additive
buffs sum, stat-key mismatch filters out, Vitae applied
multiplicatively, family-stacking picks higher spell-id.
Closes#7 (parser past spells, enchantment block parsed).
Closes#12 (StatMod flow architecture — data lights up #6's
aggregator). Files #13 (remaining trailer sections: options /
shortcuts / hotbars / desired_comps / spellbook_filters / options2 /
gameplay_options / inventory / equipped — needs the heuristic
gameplay_options walker per holtburger).
Note: ParseMagicUpdateEnchantment (live-update 0x02C2) NOT yet
extended — still uses 4-field summary. PlayerDescription is the
load-bearing path for #6; live updates can be folded in separately.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Files four new issues created by the 2026-04-25 PDB-discovery sprint:
#8 (DONE 2026-04-25) — pdb-extract tool, shipped 69d884a#9 (OPEN) — function-map address-correction sweep
(Phase E will close)
#10 (DONE 2026-04-25) — wire KillerNotification (0x01AD); orphan
parser at GameEvents.ParseKillerNotification
existed but was never registered. This commit
adds CombatState.OnKillerNotification +
KillLanded event, registers the dispatcher
handler, and adds a regression test.
#11 (OPEN) — spell metadata loader (spells.csv → SpellTable)
(Phase F will close)
Code change is minimal — three lines of dispatch + a 12-line
CombatState method with a typed event for future killfeed UI.
818 tests passing (+1 KillerNotification).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Visual-verified — Vitals window now shows three bars (HP/Stam/Mana)
with live values. Closes ISSUES.md #5; ~95% reading on Stam/Mana
traced to active buff multipliers, filed as #6.
Why the rewrite
The first attempt (commit d42bf57) routed PlayerDescription (0x0013)
through AppraiseInfoParser, trusting a misleading xmldoc claim.
Live diagnostics proved the format is wrong — ACE source
(GameEventPlayerDescription.WriteEventBody) hand-writes a body
distinct from IdentifyObjectResponse's AppraiseInfo: property
hashtables gated on DescriptionPropertyFlag, vector-flag-gated
attribute / skill / spell blocks, then a long options + inventory
trailer. Vitals only arrive via the attribute block at login.
Holtburger's events.rs:220-625 has the canonical client-side
unpacker; this commit ports the early-section walker through spells.
What landed
PlayerDescriptionParser.cs (new — 350 LOC):
Walks propertyFlags + weenieType, then property hashtables
(Int32/Int64/Bool/Double/String/Did/Iid) + Position table —
each gated on a property flag bit, header is `u16 count, u16
buckets`. Then vectorFlags + has_health + the attribute block
(primary attrs 1..6 = 12 B each, vitals 7..9 = 16 B with
`current`), then optional Skill + Spell tables. Stops cleanly
before the options/shortcuts/hotbars/inventory trailer (filed
as #7 — heuristic alignment search needed for gameplay_options).
PrivateUpdateVital.cs (new — 95 LOC):
Wire parsers for the GameMessage opcodes 0x02E7 (full snapshot)
and 0x02E9 (current-only delta), per holtburger UpdateVital +
UpdateVitalCurrent. WorldSession dispatches each to a session-
level event the GameWindow forwards into LocalPlayerState.
LocalPlayerState (full redesign):
VitalKind (Health/Stamina/Mana) + AttributeKind (six primary).
VitalSnapshot stores ranks/start/xp/current; AttributeSnapshot
stores ranks/start/xp with `Current = ranks+start` per
holtburger. GetMaxApprox computes the retail formula
vital.(ranks+start) + attribute_contribution
where the contribution is hardcoded from retail's
SecondaryAttributeTable: Endurance/2 for Health, Endurance for
Stamina, Self for Mana. Enchantment buffs not yet folded in
(filed as #6). VitalIdToKind now accepts both ID systems
(1..6 wire, 7..9 PD attribute block); AttributeIdToKind covers
primary attrs 1..6.
GameEventWiring:
PlayerDescription handler. Walks parsed.Attributes, routes
primary attrs (id 1..6) to OnAttributeUpdate and vitals
(id 7..9) to OnVitalUpdate. Player's full learned spellbook
also lands here. ACDREAM_DUMP_VITALS=1 traces every PD attribute
+ every PrivateUpdateVital(Current) opcode for diagnostics.
WorldSession:
Dispatch chain re-ordered — the diagnostic else-if for
ACDREAM_DUMP_OPCODES=1 was originally placed before
GameEventEnvelope.Opcode, which silently intercepted 0xF7B0 and
broke UpdateHealth dispatch when the env var was set. Moved to
the very end of the chain so it only fires for genuinely
unhandled opcodes. (Diagnostic-only regression; production
launches without the env var were unaffected.)
Test deltas
Added:
- PlayerDescriptionParserTests (6 — empty header, full attribute
block, partial flags, post-property-table walk, spell table)
- PrivateUpdateVitalTests (7 — fixture round-trip, vital ID
coverage, opcode rejection, truncation)
- LocalPlayerStateTests rewritten (20 — VitalIdToKind +
AttributeIdToKind theories, Endurance/Self formula coverage,
delta semantics, change events)
- GameEventWiringTests for PlayerDescription dispatch (2 —
end-to-end populate + spellbook feed)
Updated:
- VitalsVMTests rephrased onto the new OnVitalUpdate API.
Total: 765 → 817 tests passing.
Diagnostics
ACDREAM_DUMP_VITALS=1 — log every PD attribute extracted,
every 0x02E7/0x02E9 dispatch.
ACDREAM_DUMP_OPCODES=1 — log first occurrence of any unhandled
GameMessage opcode (now correctly placed at end of chain).
Visual verify
$env:ACDREAM_DEVTOOLS = "1"
dotnet run --project src\AcDream.App\AcDream.App.csproj -c Debug
Vitals window shows three bars; HP at 100%, Stam/Mana at ~95%
(the gap is buff enchantments — filed as #6 with the holtburger
multiplier+additive aggregator pattern as the reference for the
fix).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes ISSUES.md #5. The Vitals devtools window now draws three bars
(HP / Stamina / Mana) once the server sends the first PlayerDescription
(0x0013), instead of HP only. Built test-first per CLAUDE.md TDD rule —
16 new tests went red before the implementation went in.
New AcDream.Core.Player.LocalPlayerState (cache):
- {CurrentStamina, MaxStamina, CurrentMana, MaxMana} as uint? — null
until first received.
- StaminaPercent / ManaPercent: 0..1 fraction or null when either
field is missing or max is zero. Clamps to 1.0 if current > max
(server can briefly report this during buff transitions).
- OnPlayerDescription preserves any previously known good value when
an incoming field is null — partial profiles don't wipe state.
- Changed event for future subscribers.
GameEventWiring.WireAll:
- New optional 6th parameter: LocalPlayerState? localPlayer = null.
Existing 5-arg call sites still work; without the parameter the new
PlayerDescription handler still parses + feeds the spellbook but
skips the cache update.
- PlayerDescription (0x0013) shares AppraiseInfo wire format with
IdentifyObjectResponse (0x00C9) per AppraiseInfoParser docstring,
so the new handler reuses the existing parser and pulls
CreatureProfile.{Stamina, StaminaMax, Mana, ManaMax}.
- Player's full learned spellbook also lands here (previously only
item-scoped Identify responses fed the spellbook).
VitalsVM:
- Constructor adds optional LocalPlayerState? parameter (default null
keeps every existing caller compiling).
- StaminaPercent / ManaPercent now read through to LocalPlayerState
every access — no VM-side caching, so a server-side delta to the
cache surfaces next frame without any explicit refresh.
GameWindow:
- Public readonly LocalPlayer field alongside Combat / Chat / Items /
SpellBook so plugins + future panels can bind directly.
- WireAll call updated to pass LocalPlayer.
- VitalsVM construction passes LocalPlayer so the existing
VitalsPanel automatically picks up the two new bars.
Test counts:
- AcDream.Core.Tests: 550 → 561 (+11 LocalPlayerStateTests)
- AcDream.UI.Abstractions.Tests: 23 → 26 (+3 VitalsVM through-cache)
- AcDream.Core.Net.Tests: 192 → 194 (+2 PlayerDescription wiring)
- Total: 765 → 781
Build: 0 warnings, 0 errors.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
GameEventWiring now registers a handler for
GameEventType.IdentifyObjectResponse (0x00C9) that:
1. Runs AppraiseInfoParser.TryParse to extract the full property bundle.
2. If the item is in the repository, merges the bundle into its
Properties via ItemRepository.UpdateProperties (fires
ItemPropertiesUpdated).
3. Merges any SpellBook entries into Spellbook.OnSpellLearned (caster
weapons list their cast-on-use spells; PlayerDescription reuses the
same container for the player's learned set).
Effect: when the player clicks "Appraise" on an item, the tooltip
panel can read full property detail from ItemInstance.Properties
immediately after the server replies.
Build + 628 tests still green. No new test file needed — existing
AppraiseInfoParser tests cover the parse path; GameEventWiring round-
trip tests cover the dispatch path.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Central registration helper that wires every parsed GameEvent from the
Phase F.1 dispatcher into the appropriate Core state class:
- ChannelBroadcast / Tell / CommunicationTransientString / PopupString
→ ChatLog (H.1)
- UpdateHealth / Victim / Defender / Attacker / EvasionAttacker /
EvasionDefender / AttackDone → CombatState (E.4)
- MagicUpdateSpell / MagicRemoveSpell / MagicUpdateEnchantment /
MagicRemoveEnchantment / MagicDispelEnchantment /
MagicPurgeEnchantments → Spellbook (E.5)
- WieldObject / InventoryPutObjInContainer → ItemRepository (F.2)
This is the piece that makes the dispatcher go from "thing that routes
opcodes" to "thing that populates state the UI can redraw from". Before
this, every handler had to be wired at each call site; now one call
at startup (or per-reconnect) does the whole map.
Project graph: added AcDream.Core.Net → AcDream.Core ProjectReference
so the wiring can see both the dispatcher (Net) and the state classes
(Core). Net's own tests already pull in Core indirectly, so test scope
is unchanged.
Tests (6 new, in Core.Net.Tests): verify round-trip via the actual
dispatcher. Build envelope → dispatch → assert the correct Core state
change. Covers ChannelBroadcast, UpdateHealth, MagicUpdateSpell,
WieldObject, PopupString, MagicPurgeEnchantments.
Build green, 602 tests pass (up from 596).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>