Commit graph

25 commits

Author SHA1 Message Date
Erik
0c353185c3 feat(D.2b): WieldItemOptimistic + equip-aware rollback snapshot (Core)
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>
2026-06-22 22:03:47 +02:00
Erik
6d65177357 style(D.2b): EquipMask polish — align FingerWearRight, note bit 31 (code review)
Code-quality review minors on Task 2: fix the missing space in the
FingerWearRight= alignment and document why bit 31 (0x80000000, present
only in the header's CLOTHING_LOC composite) has no named member.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:01:07 +02:00
Erik
1810c71f5c fix(D.2b): correct EquipMask to canonical retail INVENTORY_LOC + numeric-pin test
The old enum invented two phantom bits (HandArmor=0x2000, FootArmor=0x10000) and
used non-retail names (Necklace, LeftBracelet, RightBracelet, LeftRing, RightRing,
AetheriaRed/Yellow/Blue), shifting every slot above 0x1000 out of alignment with
retail INVENTORY_LOC (acclient.h:3193) and ACE EquipMask.

Replace the enum body with verbatim retail values. Add EquipMaskTests to
numeric-pin every member so future renumbering breaks at compile/test time.

Existing consumers (ClientObjectTable, InventoryController, GameEventWiringTests,
ClientObjectTableTests) only reference EquipMask.MeleeWeapon and EquipMask.None --
both present at their correct retail values -- so no call sites needed updating.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 21:56:06 +02:00
Erik
82ab0e045a fix(D.2b): gapless insert on optimistic move — stop the inventory reshuffle
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>
2026-06-22 20:29:22 +02:00
Erik
975f89c870 fix(D.2b): harden optimistic-move pending map (Opus review I1+I2)
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>
2026-06-22 20:12:54 +02:00
Erik
f7f9ae052e feat(D.2b): ClientObjectTable optimistic move + confirm/rollback for inventory drag
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 19:49:25 +02:00
Erik
48bf752cf1 feat(D.2b): ClientObjectTable.ReplaceContents — authoritative full-replace for ViewContents
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:27:13 +02:00
Erik
3f190811be feat(core): D.2b-B B-Wire — ClientObjectTable.UpdateStackSize
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:48:54 +02:00
Erik
b56087b498 feat(core): D.2b-B B-Wire — ClientObjectTable.UpsertProperties (create-if-absent)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:48:04 +02:00
Erik
1ccf07b705 fix(ui): D.2b-B — address phase-boundary review (burden % saturation + equipped filter)
Opus phase-boundary review findings:
- I1 (faithfulness): LoadToPercent now computes from the CLAMPED fill
  (floor(LoadToFill(load)*300)), so the burden % SATURATES at 300% like retail
  (decomp 176544-176576 clamps arg2 to [0,1] BEFORE the *300). The old
  floor(load*100) over-read to 400% at 4x capacity. Golden test corrected.
- I2 (partition): exclude equipped items (CurrentlyEquippedLocation != None) from
  the contents grid + selector — a mid-session self-wield routes them through
  MoveItem(item, WielderGuid=player) into GetContents(player); retail's gm3DItemsUI
  shows pack contents only. New conformance test.
- N1: drop dead 'using System.Collections.Generic' (left after the 383e8b7 cleanup).
- N3: AP-48 risk wording (drift can be low OR high vs server EncumbranceVal).

Build green; BurdenMath 17, InventoryController/UiMeter 10 tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 09:28:29 +02:00
Erik
fb050aed4d feat(core): D.2b-B — ClientObjectTable.SumCarriedBurden (carried-Burden fallback)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:55:35 +02:00
Erik
5875ac857d feat(core): D.2b-B — port EncumbranceSystem capacity/load + SetLoadLevel fill/percent
EncumbranceCapacity (decomp 0x004fcc00), Load (0x004fcc40), SetLoadLevel
fill=load/3 clamped + percent=floor(load*100) (0x004a6ea0). Golden tests.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:54:16 +02:00
Erik
ff3592ec25 refactor(core): D.5.3/B.2 — move ShortcutStore to Core.Items (decouple Load from the wire type)
Matches the ClientObjectTable model-placement convention; Load now takes (slot,objGuid) pairs so
the store has no Core.Net dependency. + self-drop wire-count assert + comment fix.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 15:50:33 +02:00
Erik
50cee50df1 refactor(D.5.4): delete EnrichItem (superseded by Ingest merge-upsert)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:42:58 +02:00
Erik
2e3f209707 feat(D.5.4): live container membership index (object_inventory_table)
Reindex on Ingest/MoveItem/Remove; GetContents(containerId) ordered by slot.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:19:09 +02:00
Erik
d9c427cd6c feat(D.5.4): ClientObjectTable.Ingest merge-upsert + RecordMembership
Field-level merge (retail SetWeenieDesc): create-if-absent else patch present
fields, preserve PropertyBundle. Effects unconditional (D.5.2 contract).
RecordMembership = PD manifest. Locks the Coldeve no-prior-stub fix + out-of-order.
Renames _items→_objects throughout; Reindex stub wired (Task 6 fills it).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:08:57 +02:00
Erik
b83f17a927 feat(D.5.4): add item fields to ClientObject + WeenieData ingest DTO
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:57:12 +02:00
Erik
b506f53633 refactor(D.5.4): rename ItemRepository->ClientObjectTable, ItemInstance->ClientObject
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
Erik
5a2af61508 refactor(D.5.2): hoist UiEffectsPropertyId to fields + use it in tests (review polish)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:26:28 +02:00
Erik
77f64d7925 feat(D.5.2): ItemInstance.Effects + ItemRepository.UpdateIntProperty
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:23:20 +02:00
Erik
8a42066192 feat(D.5.1): parse item IconOverlay/IconUnderlay from CreateObject -> faithful icon overlay layer
The CreateObject optional-tail walker previously stopped at UseRadius (~20 fields
before IconOverlay). This left ItemInstance.IconOverlayId/IconUnderlayId always 0,
so IconComposer's underlay/overlay layers were never drawn on toolbar icons.

Exact field order verified against ACE WorldObject_Networking.cs:87-219 (the
serializer is the authority; acdream connects to a local ACE server):
  UseRadius → TargetType(u32) → UiEffects(u32) → CombatUse(sbyte) →
  Structure(u16) → MaxStructure(u16) → StackSize(u16) → MaxStackSize(u16) →
  Container(u32) → Wielder(u32) → ValidLocations(u32) →
  CurrentlyWieldedLocation(u32) → Priority(u32) → RadarBlipColor(u8) →
  RadarBehavior(u8) → PScript(u16) → Workmanship(f32) → Burden(u16) →
  Spell(u16) → HouseOwner(u32) → HouseRestrictions(variable RestrictionDB) →
  HookItemTypes(u32) → Monarch(u32) → HookType(u16) →
  IconOverlay(PackedDwordKnownType) ← CAPTURE →
  IconUnderlay from weenieFlags2 bit 0x01 ← CAPTURE

RestrictionDB handled correctly: Version(u32) + OpenStatus(u32) + MonarchId(u32)
+ count(u16) + numBuckets(u16) + count×8 bytes entries. Length-aware skip, not a
fixed constant.

weenieFlags2 is now CAPTURED (not skipped) when IncludesSecondHeader
(objDescFlags bit 0x04000000) is set, so the IconUnderlay bit can be tested.

The entire extended walk is inside try/catch: truncated packets degrade to
IconOverlayId=0 / IconUnderlayId=0 (no overlay drawn), never corrupting.

Threading: CreateObject.Parsed → WorldSession.EntitySpawn → GameWindow
OnLiveEntitySpawned → Items.EnrichItem — both ids thread through all three
seams. EnrichItem extended with optional iconOverlayId + iconUnderlayId params
(defaulted 0, backward-compatible).

No change to IconComposer or ToolbarController (they already consume the ids).

Tests: 4 new CreateObject tests (IconOverlay only, overlay+underlay, no-overlay
regression, intermediate-fields cursor arithmetic). Full suite: 0 failures,
2636 passed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 14:34:47 +02:00
Erik
998a0bd408 docs(D.5.1): clarify EnrichItem fires-on-found (review nit) 2026-06-16 21:52:15 +02:00
Erik
f8da98b67f feat(D.5.1): ItemRepository.EnrichItem (icon/name/type from CreateObject)
Adds EnrichItem(objectId, iconId, name, type) — enriches an existing
stub created from PlayerDescription with the fuller data carried by its
CreateObject message. Returns false when the item isn't tracked yet
(phase 1: enrich-existing only). Raises ItemPropertiesUpdated on success
so bound widgets (the toolbar) re-render.

Two xUnit tests: enrich-existing updates IconId/Name/raises event (true),
unknown-id returns false.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 21:48:44 +02:00
Erik
2561f5599f feat(items): Phase F.2 ItemRepository + AppraiseRequest round-trip
Implements the item-state mirror + appraise round-trip infrastructure
on top of Phase F.1's GameEvent dispatcher.

Core layer (AcDream.Core/Items):
- ItemRepository: ConcurrentDictionary-backed live item state keyed by
  server ObjectId. Events: ItemAdded, ItemMoved, ItemRemoved,
  ItemPropertiesUpdated. MoveItem handles container / slot / equip
  location updates atomically and fires ItemMoved with old+new container
  ids. UpdateProperties merges a PropertyBundle patch (for appraise
  results) without clobbering existing untouched keys.

Wire layer (AcDream.Core.Net/Messages):
- AppraiseRequest (0x00C8 C→S, inside 0xF7B1 GameAction envelope):
  Build(sequence, targetGuid) → 16-byte body ready for SendGameAction.
- GameEvents.ParseIdentifyResponseHeader for 0x00C9 S→C — extracts
  (guid, appraiseFlags, success). Full PropertyBundle deserialization
  (the 10-flag bitfield-indexed tables) is a future pass; header alone
  is enough to route into the repository + surface "appraise complete"
  to UI.
- GameEvents.ParseWieldObject (0x0023) — server-driven equip.
- GameEvents.ParsePutObjInContainer (0x0022) — server-driven inventory
  move (item, container, placement).

Tests (11 new):
- ItemRepository: add/update fires correct event, move updates fields,
  missing-id returns false, remove, properties merge, clear.
- Wire: AppraiseRequest byte-exact encoding, IdentifyResponse header
  round-trip, WieldObject round-trip, PutObjInContainer round-trip.

Build green, 532 tests pass (up from 521).

Phase F.2 unblocks the Paperdoll + Inventory UI panels and the
"appraise on right-click" UX. Next pieces: PropertyBundle full
deserializer (AppraiseInfo 10-flag bitfield), outbound move/drop/
pickup actions.

Ref: r06 §1 (ItemType), §2 (EquipMask), §5 (appraise wire), §7 (pack
depth rules).
Ref: ACE GameEventIdentifyObjectResponse.cs for AppraiseInfo format.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 16:55:36 +02:00
Erik
3f913f1999 docs+feat: 13 retail-AC deep-dives (R1-R13) + C# port scaffolds + roadmap E-H
78,000 words of grounded, citation-backed research across 13 major AC
subsystems, produced by 13 parallel Opus-4.7 high-effort agents. Plus
compact C# port scaffolds for the top-5 systems and a phase-E-through-H
roadmap update sequencing the work.

Research (docs/research/deepdives/):
- 00-master-synthesis.md          (navigation hub + dependency graph)
- r01-spell-system.md        5.4K words (fizzle sigmoid, 8 tabs, 0x004A wire)
- r02-combat-system.md       5.9K words (damage formula, crit, body table)
- r03-motion-animation.md    8.2K words (450+ commands, 27 hook types)
- r04-vfx-particles.md       5.8K words (13 ParticleType, PhysicsScript)
- r05-audio-sound.md         5.6K words (DirectSound 8, CPU falloff)
- r06-items-inventory.md     7.4K words (ItemType flags, EquipMask 31 slots)
- r07-character-creation.md  6.3K words (CharGen dat, 13 heritages)
- r08-network-protocol-atlas 9.7K words (63+149+94 opcodes mapped)
- r09-dungeon-portal-space.md 6.3K words (EnvCell, PlayerTeleport flow)
- r10-quest-dialogs.md       7.1K words (emote-script VM, 122 actions)
- r11-allegiance.md          5.4K words (tree + XP passup + 5 channels)
- r12-weather-daynight.md    4.5K words (deterministic client-side)
- r13-dynamic-lighting.md    4.9K words (8-light cap, hard Range cutoff)

Every claim cites a FUN_ address, ACE file path, DatReaderWriter type,
or holtburger/ACViewer reference. The master synthesis ties them into a
dependency graph and phase sequence.

Key architectural finding: of 94 GameEvents in the 0xF7B0 envelope,
ZERO are handled today — that's the largest network-protocol gap and
blocks F.2 (items) + F.5 (panels) + H.1 (chat).

C# scaffolds (src/AcDream.Core/):
- Items/ItemInstance.cs    — ItemType/EquipMask enums, ItemInstance,
                             Container, PropertyBundle, BurdenMath
- Spells/SpellModel.cs      — SpellDatEntry, SpellComponentEntry,
                             SpellCastStateMachine, ActiveBuff,
                             SpellMath (fizzle sigmoid + mana cost)
- Combat/CombatModel.cs     — CombatMode/AttackType/DamageType/BodyPart,
                             DamageEvent record, CombatMath (hit-chance
                             sigmoids, power/accuracy mods, damage formula),
                             ArmorBuild
- Audio/AudioModel.cs       — SoundId enum, SoundEntry, WaveData,
                             IAudioEngine / ISoundCache contracts,
                             AudioFalloff (inverse-square)
- Vfx/VfxModel.cs           — 13 ParticleType integrators, EmitterDesc,
                             PhysicsScript + hooks, Particle struct,
                             ParticleEmitter, IParticleSystem contract

All Core-layer data models; platform-backed engines live in AcDream.App.
Compiles clean; 470 tests still pass.

Roadmap (docs/plans/2026-04-11-roadmap.md):
- Phase E — "Feel alive": motion-hooks + audio + VFX
- Phase F — Fight + cast + gear: GameEvent dispatch, inventory,
            combat, spell, core panels
- Phase G — World systems: sky/weather, dynamic lighting, dungeons
- Phase H — Social + progression: chat, allegiance, quests, char creation
- Phase J — Long-tail (renumbered from old Phase E)

Quick-lookup table updated with 10+ new rows mapping observations to
new phase letters.
2026-04-18 10:32:44 +02:00