Root cause of the still-purple-haze symptom AND the ACE-side
"Network Timeout" drop after ~60s. acdream was never sending
acknowledgement packets back to the server, so the server's
reliability layer saw a one-way stream and eventually dropped the
session. During the 60s window the player rendered to other clients
as the stationary purple loading haze (AC's "this client is in
portal-space transition" indicator).
Pattern ported from
references/holtburger/crates/holtburger-session/src/session/
{send.rs::send_ack, receive.rs::finalize_ordered_server_packet}.
The proper holtburger pattern is per-packet acks, NOT a periodic
heartbeat: every received server packet with sequence > 0 and no
ACK_SEQUENCE flag of its own gets a bare control packet sent back
with:
PacketHeader {
Flags = ACK_SEQUENCE (0x4000),
Sequence = current_client_sequence (= last issued, no increment),
Id = session client id,
}
Body = u32 little-endian server sequence being acked
Acks are cleartext control packets (no EncryptedChecksum) and
re-use the most recently issued client sequence rather than
consuming a new one — they aren't part of the reliable stream the
server tracks for retransmits.
Wired into ProcessDatagram so both Tick (post-InWorld) and PumpOnce
(during Connect/EnterWorld) trigger acks on every received non-ack
server packet.
Also (per user request) upgrades the CLAUDE.md description of the
holtburger reference repo from "Rust AC client crate" to "almost-
complete Rust TUI AC client — the most authoritative reference for
client-side behavior in the project, look here FIRST for anything
WorldSession or message-builder related." This was the third time
in two days I would have saved hours by checking holtburger first
instead of guessing at the protocol from ACE alone.
220 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Three additions / changes to CLAUDE.md after a brainstorming session
that produced a new strategic roadmap and Foundation phase spec:
1. "How to operate" rewritten to be more explicit that the agent is
the lead engineer and should stop only for visual verification.
Everything else — picking phases, jumping across commit boundaries,
shipping whole multi-step phases in one session, spawning subagents,
adding and stripping diagnostic logging — is the agent's call. The
closing line is "if you catch yourself about to ask 'should I
continue?', the answer is always yes."
2. New "Subagent policy" section. Default is Sonnet for all execution
work — implementers, researchers, spec-followers. Opus is reserved
for load-bearing quality review at phase boundaries. This codifies
what the memory files already said (feedback_subagent_models.md)
but is binding in CLAUDE.md so it applies to every new session
including ones that haven't read memory yet.
3. New "Roadmap discipline" section. Points at
docs/plans/2026-04-11-roadmap.md as the single source of truth and
docs/superpowers/specs/*.md as the per-phase detailed specs. Five
rules: re-read before starting new work, brainstorm when reality
diverges, update the shipped table when a phase lands, don't invent
phase numbers mid-session, name the phase in every commit message.
Directly addresses the "Phase 11 / Phase 9.3 mid-sentence" process
smell the agent hit in this session.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Implements the other half of ObjDesc: SubPalettes (palette-range
overlays) that repaint palette-indexed textures with per-entity color
schemes. Ported algorithm from ACViewer Render/TextureCache.IndexToColor
after the user pointed out I was prematurely implementing from scratch
instead of checking all the reference repos.
The Nullified Statue of a Drudge sends (setup=0x020007DD with a drudge
GfxObj animPart replacing part 1, plus 2 texChanges targeted at part 1,
plus 1 subpalette id=0x04001351 offset=0 length=0). The TextureChanges
swap fine detail surfaces; the SubPalette with length=0 ("entire palette"
per Chorizite docs) remaps the drudge's flesh-tone palette to stone.
Without this commit, the statue looked like a normal flesh drudge
because palette-indexed textures decoded with the base flesh palette.
Added:
- Core/World/PaletteOverride.cs: per-entity record carrying
BasePaletteId + a list of (SubPaletteId, Offset, Length) range
overlays. Documents the "offset/length are wire-scaled by 8"
convention and the "length=0 means whole palette" sentinel.
- WorldEntity.PaletteOverride nullable field. Per-entity (same across
all parts), in contrast to MeshRef.SurfaceOverrides which is per-part.
- TextureCache.GetOrUploadWithPaletteOverride: new entry point that
composes the effective palette at decode time. Composite cache key
is (surfaceId, origTexOverride, paletteHash) so entities with
equivalent palette setups share the GL texture.
- ComposePalette: ports ACViewer's IndexToColor overlay loop:
for each subpalette sp:
startIdx = sp.Offset * 8 // multiply back from wire
count = sp.Length == 0 ? 2048 : sp.Length * 8 // sentinel
for j in [0, count):
composed[j + startIdx] = subPal.Colors[j + startIdx]
Critical detail: copies from the SAME offset in the sub palette, not
from [0]. Both base and sub are treated as full palettes sharing an
index space.
- StaticMeshRenderer.Draw: three-way switch on (entity.PaletteOverride,
meshRef.SurfaceOverrides) picks the right TextureCache path:
- Both → palette override (it handles origTex override internally)
- Only tex override → GetOrUploadWithOrigTextureOverride
- Neither → plain GetOrUpload
- GameWindow.OnLiveEntitySpawned: builds PaletteOverride from
spawn.BasePaletteId + spawn.SubPalettes when the server sent any.
Reference note: the user asked "but I mean THIS MUST BE IN WORLDBUILDER"
which was the right push. WorldBuilder is actually a dat VIEWER and its
ClothingTableBrowserViewModel is a 10-line stub — it doesn't apply
palette overlays because it doesn't need to. The actual algorithm lives
in ACViewer (a MonoGame character viewer), which I should have checked
earlier. CLAUDE.md updated with a standing rule: always cross-reference
all four of references/ACE, ACViewer, WorldBuilder, Chorizite.ACProtocol,
plus holtburger. A single reference can be misleading; the intersection
is usually the truth.
Tests: 77 core + 83 net = 160, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
CLAUDE.md captures the project goal (modern C# AC client with
first-class plugin support) and sets Claude's operating mode to
"lead developer" — drive phases continuously and only pause for
decisions that genuinely need the user's input. Reduces check-in
overhead on the long tail of phase work.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>