Applies the Opus review findings on CH1 (172c6f9a), the exact retail chat
color table. Two blockers plus should-fixes/nits, one commit:
BLOCKER 1 — LegacyChannelChatType.Resolve's channel-bit table was wrong.
Binary Ninja renders retail's `neg esi; sbb esi, esi` idiom (a branchless
select between Channel 0x08 and Channel_Send 0x09) as the trivial pseudo-C
`esi - esi` (always 0), hiding the real values. Corrected by decoding the
raw bytes at the PDB-paired binary: HEAR sbb site VA 0x00570F0A (mask -6 ->
0x08), SEND sbb site VA 0x00570D4F (mask -5 -> 0x09). The generic
admin/audit/sentinel catch-all is Channel/Channel_Send, NOT Abuse (0x0E) —
Abuse is retail's ONLY 0x0E producer (bit 0x0001). The unnamed
FellowBroadcast bit (0x4000000) is hear=Channel(0x08)/send=Fellowship(0x13),
not a flat 0x13. ACE's PDB-sourced Channel enum corroborates. Introduces
`RetailLogTextType`, the 34-value named enum for the wire LogTextType space
(values only, no color — Core stays presentation-free).
BLOCKER 2 — three ChatLog.OnSystemMessage sinks (ChatVM.ShowSystemMessage,
LiveSessionRuntimeFactory's ShowSystemMessage delegate,
HeadlessGameplayOperations.DisplayMessage) were typing ALL
ClientCommandController output 0x1A (bright red), including informational
command output (@version, /loc, friends list, usage lines). Retail types
the great majority of that output 0x00 Default (green) and reserves 0x1A
for genuine refusals/errors. Reverted to 0x00 with a comment noting the
refusal-vs-info split lands with CH2's SpewBox producer rewiring. The five
App composition sites that pass 0x1A for actual refusal text
(InteractionRetainedUiComposition, SessionPlayerComposition) were already
correct and are untouched (aside from converting the literal to the new
enum).
Also: AP-176 divergence-register row for OnWeenieError/OnCombatLine's
single-type approximation of retail's per-code/per-message dispatch; a
carry-forward test for the out-of-range LogTextType color fallback in
ChatWindowController; decomp-confirmed anchors replacing ACE-inferred
citations in CombatChatTranslator and ChatLog.OnPlayerKilled; required
(non-optional) logTextType parameters on OnLocalSpeech/OnTellReceived/
OnCombatLine/OnSelfSent since no production caller relied on a default;
LegacyChannelChatType.Resolve's parameter renamed channelBit -> channelId
with a doc note on multi-bit ids; corrections to the color-table research
doc's §3.3 wire tables; and issue #359 for the pre-existing (not
CH1-introduced) 0x019E PlayerKilled participant-suppression gap retail has
and acdream lacks.
dotnet build clean; full Release suite 11,835 passed / 4 skipped / 0 failed
(11,839 total), up from the CH1 baseline of 11,833/4/0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Retail colors chat lines by the 34-value wire LogTextType (ACE's
ChatMessageType), NOT by acdream's synthetic 9-value ChatKind. The old
ChatWindowController.RetailChatColor(ChatKind) collapsed distinct retail
colors onto one bucket per ChatKind — e.g. every Channel line rendered
colorLightBlue (Magic's slot) when retail's actual palette spans five
different colors across the Turbine rooms and legacy allegiance family.
Ports ChatInterface::BuildChatColorLookupTable @0x004F31C0 verbatim
(RetailChatColorTable, all 34 RGBA floats read from the PDB-paired
binary's .data section) and threads a new ChatEntry.LogTextType field
through every ingestion site to the correct retail wire value:
HearSpeech/Tell pass the wire chatType through verbatim; Emote/SoulEmote
hard-code 0x0C; the Tell self-echo hard-codes 0x04; legacy ChatChannel
broadcasts derive their type from the channel bit via the new
LegacyChannelChatType helper (ported from the decompiled
Handle_Communication__ChannelBroadcast dispatch, hear vs. own-send);
TurbineChat rooms map through TurbineChatDisplayNames.LogTextType;
CombatChatTranslator's hit/miss/evade lines map to ACE's CombatSelf/
CombatEnemy per Player_Combat.cs; kill/death lines use retail's
decompiled 0x00 Default (not a combat color). ChatWindowController's
transcript now folds LogTextType through RetailChatColorTable with
retail's exact "out-of-range keeps the previous line's color" carry
rule; ChatPanel's combat highlighting sources the same table.
Corrects HearSpeech.cs's doc-comment ChatType legend (4 of 6 entries
were wrong). Adds register row AP-175 for the pre-existing (unchanged)
Popup-renders-in-chat divergence and updates AP-39's stale per-ChatKind
description. Narrows ISSUES #139 — its chat-colors half is done.
Retail renders no chat timestamp prefix path exists in acdream today,
so the "timestamp is always colorGrey 0x0C" rule has nothing to attach
to; noted here per the research doc rather than left silent.
Research: docs/research/2026-08-09-chat-retail-color-table.md
Full Release suite: 11,833 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Retail EoR has no music system: the linked winmm MIDI player has zero
callers, 'music' appears zero times in the 65 MB decomp, SoundType has no
music member, InitPrefs registers no music key, and the install ships no
music files. So PlayMusic/StopMusic/MusicVolume and the AudioSettings
Music knob are deleted rather than left as an API modelling dead code —
the string-keyed signature was the tell, since every other entry point is
DID-keyed. Old settings.json files carrying a 'music' key still load; the
reader ignores unknown keys and the next save drops it.
The Ambient slider is now surfaced, because slice A5 gave it something to
drive, and its default returns to retail's 1.0 from an invented 0.8 —
InitPrefs defaults every sound preference to unity. The panel rule is
unchanged: no slider that does nothing.
r05-audio-sound.md gets a SUPERSEDED banner naming its five wrong
sections (falloff, pan, voice pool, selection, music, ambient) so a
future reader reaches the lane notes instead of the Ghidra-era reads that
this campaign spent its first two slices undoing.
TS-9 re-scoped from 'any MP3 cue' to the measured blast radius: exactly 1
MP3 among 786 shipped waves, a ~2 s mono clip. Its original framing
assumed a music system that does not exist. The ADPCM count remains
unmeasured and is named as the open question.
Deferred deliberately: #321's sound-cache decode-dedup race. It is a
pre-existing concurrency flake rather than audio-parity behaviour, and
shipping a speculative fix to a race I have not reproduced is exactly the
shortcut this project's no-workarounds rule exists to prevent.
Campaign A is code-complete; the plan carries the closeout.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
acdream never implemented @pklite. It is a CLIENT command in retail, not a
server one — ACE has no pklite text-command handler — so typing it forwarded as
inert chat text that the server ignored.
Retail: ClientCommunicationSystem::DoPKLite @0x0057A490 rejects with
WeenieError 0x507 when ACCWeenieObject::IsPlayerKiller @0x0058C910 is true
(that returns true when EITHER the PK bit 0x20 OR the PKLite bit 0x2000000 is
set), prints "Please see @help pklite for more..." and sends nothing if given
any argument text, and otherwise calls CM_Character::Event_EnterPKLite
@0x006A13F0 — a bare 12-byte parameterless game action, opcode 0x28F, the same
shape as Event_LoginCompleteNotification beside it. Verb string at 0x007E16B0,
help text at 0x007DF0C8, failure string at 0x007D31E8; one verb, no alias.
HasPlayerFlag is a tri-state (null = the local PublicWeenieDesc has not
arrived). The existing arena gates compare `== false` because they reject on a
known-FALSE flag; retail's DoPKLite gates the other way, rejecting on
known-TRUE. So this case compares `== true` on either bit: an indeterminate
description sends rather than blocks, which matches retail trusting the server
instead of inventing a client-side suppression rule.
Landed as its own commit because it is retail-faithful on its own merits, but
the motivation is C4 route 2: ACE advances SequenceType.ObjectForcePosition in
exactly two places, and the only reachable one is Player.HandleActionEnterPkLite's
entry-collision bump (allow_pkl_bump, default on). Every admin teleport advances
ObjectTeleport instead, so @teleto-style displacement exercises route 3, not
route 2. Without this command route 2 has no connected acceptance gate at all.
Gates: complete Release solution 10,867 passed / 4 skipped / 0 failed
(9966b531 baseline 10,858/4/0; +9 = the 9 tests added). Coverage includes both
known-true rejections, the known-false success case, the tri-state unknown
case, the 12-byte wire envelope, and @pklite resolving as ClientHandled rather
than falling through to the server-text path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Port SmartBox's release-completed sr_Examine gesture through the configurable SelectRight binding. Cancel camera drags at the shared retail three-pixel threshold, then reuse the canonical picker, selection pulse, and appraisal request path without inventing another wire or UI owner.
Co-authored-by: Codex <codex@openai.com>
Move camera pointer, framebuffer resize, and retained/devtools input edges behind focused reversible owners. Preserve input priority while making shutdown deactivate callbacks before live-session retirement and retry physical detach without stranding transport teardown.
Drive turn, movement, jump, and combat through the production InputDispatcher so connected Release testing works without an interactive Windows desktop. Track held automation actions through normal completion and every shutdown path.
Add a seven-destination ACE route with post-liveness memory, allocation, update, fatal-log, outbound-movement, and graceful-close gates. Record dynamic ACE population changes as context instead of a false lifetime oracle, and document the accepted rebaseline.
Co-authored-by: OpenAI Codex <codex@openai.com>
Replace the projected Setup-sphere rectangle and independent physics-wall ray with retail's render-coupled picker: only visible server-object parts participate, each exact drawing sphere broad-phases the camera-eye ray, and first-in-DAT-order visual polygon hits globally outrank sphere fallbacks.
Replace the devtools-only procedural triangles with the retained gameplay VividTargetIndicator using retail client-enum surfaces 1..4, radar-blip colorization, Setup selection-sphere framing, and the exact eight-pixel viewport clamp.
Release build succeeds with zero warnings and all 5,886 tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Honor the requested non-dev-UI behavior by making the 2x DAT-authored particle cutoff the application default while keeping Retail as the exact opt-down setting. Update migration tests and the divergence/roadmap documentation accordingly.
Release build succeeds and all 5,857 tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Resolve DAT-authored particle ranges from the hardware GfxObj, apply retail distance and completed-cell visibility gates, and preserve the exact finite/infinite off-view update semantics. This removes dense-world simulation work without shortening terrain, entity, fog, or streaming distance.
Publish doorway-clipped outdoor cells through a focused frame controller, retain effect cell identity for outdoor statics, reject hidden emitters before particle-slot scans, and offer an explicit opt-in Extended particle range.
Release build succeeds and all 5,857 tests pass with five intentional skips. Retail-conformance, architecture, and adversarial review cycles are clean; connected Aerlinthe visual/performance gate pending.
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>
Translate suicide response 0x004A as retail's successful self-kill notice. Port /framerate onto the authored SmartBox FPS element with live two-decimal FPS and DEG values, keep diagnostic window chrome independent, and synchronize command-driven settings without discarding panel drafts.
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>
Mount authored gmCombatUI, share one press/hold/release request state machine across DAT buttons and keybindings, and recover the exact 1.0s/0.8s power timing from matching retail x86. The same timer fixes jump charge, while ready-stance, response queueing, auto-repeat, layout binding, migration, and conformance coverage keep behavior architectural rather than panel-local.
Co-Authored-By: Codex <codex@openai.com>
Port global toolbar use/select/create actions, migrate the collapsed Ctrl-number bindings, and route them through a focused retained-UI controller. Preserve shortcut aliases as aliases across inventory and paperdoll drops with retail's neutral/accept/reject drag states, preventing physical item moves such as unwielding an equipped helmet.
Co-Authored-By: Codex <codex@openai.com>
Route ACE server commands through the existing chat path, bind the retail paperdoll hit mask instead of its obscured viewport, and prefer authoritative private health vitals. Record the user-confirmed live gate and pin the production DAT widget type in tests.
Retail treats / and @ interchangeably for commands, but two client-side
layers broke the / spelling for server commands:
- ChatCommandRouter refused ANY unknown /verb with a local "Unknown
command" guess — so /tele, /ci, /acehelp never reached ACE even
though ACE supports them. The guard is gone; the server is now the
single authority on what's a valid command (ACE replies "Unknown
command: x" itself).
- ChatInputParser passed unknown /verbs through as literal speech.
ACE's GameActionTalk only intercepts the @ form on the wire (the /
acceptance in CommandManager is the server CONSOLE path), so the
parser now rewrites unknown /xyz -> @xyz.
Both command pass-throughs (@ and rewritten /) now also force the Say
channel: GameActionTalk (0x0015) is the only wire action ACE parses
commands on — previously a command typed with a chat channel active
would broadcast as channel speech.
Phase J Tier 4 ("/-text must never broadcast as speech") still holds:
letter-verbed input goes out as an @command (never speech), and
command-shaped-but-verbless input ("/", "//shrug") is refused locally
by a narrow router guard.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
In chat write mode the keyboard belongs to the input — typing "swd" must not
walk the character — but AUTORUN must keep going (the user can chat while
running).
- InputDispatcher.IsActionHeld now returns false while WantCaptureKeyboard is
set (a focused chat input), the polling-path twin of the existing gate on
Fired actions. This SUPERSEDES the old per-frame OnUpdate early-return, which
also killed autorun. Gating here instead lets the movement block keep running,
so autorun — a separate latched bool ORed into Forward at the call site, not a
polled key — survives. Test updated to encode the new contract.
- GameWindow: the movement suppress-guard reverts to ImGui-devtools-only (the
retail write mode no longer early-returns); wires DefaultTextInput = the chat
input (Tab/Enter activation) and Input.Keyboard for clipboard. Drops the
one-shot UI-scale diagnostic.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Both the ImGui devtools ChatPanel and the upcoming retail chat window
now route through ChatCommandRouter.Submit so command handling lives in
one place. The ChatPanel inline block (TryHandleClientCommand / EqAny /
BuildHelpText) is deleted; ChatCommandRouter carries the same logic
verbatim. ChatPanel.Render becomes a 2-line delegate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds the [indoor-bsp] probe + ProbeIndoorBspEnabled toggle for the
Indoor walking Phase 1 BSP-cluster investigation. Mirrors the existing
[resolve] / [cell-transit] / [indoor-*] pattern: one log line per
BSPQuery.FindCollisions call from FindEnvCollisions' cell branch,
capturing cell id, sphere local-pos, result TransitionState, and the
hit poly's normal + side-type via the LastBspHitPoly side-channel
(already wired for ProbeBuildingEnabled, now also fires for the indoor
flag).
Toggle via ACDREAM_PROBE_INDOOR_BSP=1 env var or DebugPanel checkbox.
Zero-cost when off.
Predecessor for the three fix commits that will close ISSUES.md
#84/#85/#86 after the capture session.
Spec: docs/superpowers/specs/2026-05-19-indoor-walking-phase1-bsp-cluster-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-walking-phase1-bsp-cluster.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Visual test of the B.4b handler revealed the dispatcher never fired
SelectDblLeft. OnMouseDown was only looking up Press and Hold
activations — DoubleClick bindings in KeyBindings.cs were effectively
dead code.
Adds 500ms-threshold double-click detection: tracks last-mouse-down
button + Environment.TickCount64 timestamp; a same-button press within
the threshold additionally fires ActivationType.DoubleClick for the
matching binding (Press still fires normally for the second click).
Clears the pair-state after firing so a triple-click doesn't produce
a second DoubleClick.
Tests cover same-button within threshold, beyond threshold (no fire),
different-button (no fire), and triple-click (fresh pair required).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Add QualityPreset enum + QualitySettings readonly record struct with
From(preset) table and WithEnvOverrides() env-var override layer.
Four presets (Low/Medium/High/Ultra) drive NearRadius, FarRadius,
MsaaSamples, AnisotropicLevel, AlphaToCoverage, MaxCompletionsPerFrame.
Env vars (ACDREAM_NEAR_RADIUS, ACDREAM_FAR_RADIUS, ACDREAM_MSAA_SAMPLES,
ACDREAM_ANISOTROPIC, ACDREAM_A2C, ACDREAM_MAX_COMPLETIONS_PER_FRAME)
override individual preset fields for dev spot-testing.
DisplaySettings gains a Quality: QualityPreset field (default High);
SettingsStore persists/loads it under display."quality" as an enum
name string with Enum.TryParse fallback. 12 new QualityPresetTests
cover the preset table (radii, msaa, aniso, a2c, completions) and all
six env-var override paths. 415 UI.Abstractions tests passing.
Wiring into GameWindow / WbDrawDispatcher / TerrainAtlas follows in
commit 2 of this task.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two should-fix items from the pre-merge code review pass:
1. Persisted settings now apply on startup unconditionally
(previously gated on ACDREAM_DEVTOOLS=1).
2. Music + Ambient volume sliders are hidden because the
underlying engine paths don't exist yet (R5 MIDI playback).
== 1. Settings load + apply outside DevToolsEnabled gate ==
Previous structure put SettingsStore construction, LoadDisplay /
LoadAudio / etc, and ApplyDisplayWindowState inside the
`if (DevToolsEnabled)` block. A user running with the env var unset
silently got WindowOptions defaults (1280x720 / VSync=false /
60° FOV) instead of their saved settings.json values — even though
the settings file existed and was valid.
Refactored: extracted LoadAndApplyPersistedSettings() that runs
unconditionally in OnLoad after _audioEngine is constructed but
before the DevToolsEnabled block. Persisted values cached as
_persistedDisplay / _persistedAudio / _persistedGameplay /
_persistedChat / _persistedCharacter fields. The Settings PANEL
construction (devtools-gated, naturally — no UI without ImGui) now
reads those fields when wiring SettingsVM.
The Settings UI gating is correct (panel needs ImGui devtools);
the persisted-runtime-state gating was the bug.
== 2. Music + Ambient sliders hidden ==
OpenAlAudioEngine has Music/MusicVolume/Ambient/AmbientVolume
properties but they're never read — PlayMusic is a stub for R5 MIDI
playback that hasn't shipped, StartAmbient reserves a handle but
doesn't start a source. Dragging those sliders moved a number that
nothing observed.
Hid the Music + Ambient sliders from RenderAudioTab; left the
AudioSettings record fields intact so settings.json round-trips
the values across phases — when R5 lands and the sliders return,
saved values will already be in place. Updated the panel's footer
note to call out the limitation. Updated
Audio_tab_when_active_renders_implemented_volume_sliders to assert
Master + SFX are present AND Music + Ambient are absent.
dotnet build green; dotnet test 1,309 / 1,309 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The InvisibleButton drag-trap inside BeginChild only catches clicks
inside that specific child. Chat had widgets OUTSIDE the inner
##chattail child (the Copy-mode Checkbox + a Separator at top, the
footer Separator + InputTextSubmit at bottom) — empty space around
those widgets fell through directly to the parent window's
window-drag init.
Fix: wrap the entire chat panel body in a single outer ##chatbody
BeginChild before drawing any content. The renderer's drag-trap
fires inside this outer child too, absorbing every empty-space
click in the chat panel body. The inner ##chattail child is now
nested inside it, which doesn't change its scroll-tail semantics
but does mean it gets its own drag-trap as a bonus.
Test fixed: Render_BeginChild_ReservesNegativeFooterFromFrameHeight
was using Single(BeginChild) — there are now two BeginChild calls
(##chatbody outer + ##chattail inner). Switched to Single(... &&
Args[0] == "##chattail") so the test still pins the footer reserve
on the inner call where it lives.
dotnet build green; 1,309 / 1,309 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User reported wanting to mark text in-game and copy it out (item names,
coordinates, NPC dialogue, etc). ImGui doesn't natively let you select
across multiple TextColored widgets, but a read-only multi-line
InputText is fully click-drag selectable + Ctrl+C copyable. This
commit adds a "Copy mode" toggle to ChatPanel that swaps the chat
tail's render path between the colored-line view and a single
selectable text region.
New IPanelRenderer primitive:
void TextMultilineReadOnly(string id, string content, Vector2 size);
ImGui maps this to InputTextMultiline with the ReadOnly flag — same
selection + Ctrl+C UX a user expects from any text-input widget.
FakePanelRenderer records the call for tests. The future D.2b
custom retail-look backend implements its own equivalent (likely
the same widget pattern with retail font/skin).
ChatPanel rendering:
· A "Copy mode (select text to Ctrl+C)" Checkbox at the top of
the panel toggles _copyMode.
· Off (default) — current per-line render with colored combat
entries. Visually unchanged from before.
· On — the chat tail becomes a single TextMultilineReadOnly
widget holding every visible line joined with newlines. Loses
per-line color, gains arbitrary-span text selection.
· Footer (separator + input field) renders identically in both
modes so the user can still type while in copy mode.
Existing ChatPanelLayoutTests's footer-separator probe was using
IndexOf("Separator") — which now matches the new pre-tail separator
between the Checkbox and the chat tail. Switched to LastIndexOf
which still pins the footer separator (between EndChild and
InputTextSubmit). Behaviour and intent unchanged.
DisplaySettingsTests' With_expression test was still asserting the
old "1920x1080" Default.Resolution; updated to the new "1280x720"
that the previous wire-up commit introduced (the earlier commit
forgot this one).
dotnet build green (0 warnings); dotnet test 1,309 / 1,309 green
(243 Core.Net + 393 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.0 polish — the Display + Character tabs were persisting to disk
but didn't yet drive runtime behavior. This commit flips the live
switches.
DISPLAY ↔ GL window:
· FOV slider (degrees) → camera FovY (radians) on Orbit + Fly + Chase,
pushed every frame so dragging is visible immediately. Brainstorm
said FOV is a live-preview slider; this delivers it.
· VSync → _window.VSync, change-detected per-frame so flipping the
checkbox is instant. Applied at startup too so saved-VSync takes
effect before the first frame.
· Resolution → _window.Size on Save (TryParseResolution parses
"WIDTHxHEIGHT"). Live preview would be too jarring; resize is on
Save only.
· Fullscreen → _window.WindowState (Silk.NET borderless mode), also
on Save only.
· ShowFps → wraps the title-bar perf string. true → full perf line;
false → just "acdream" for a cleaner alt-tab. Default true matches
pre-L.0 behavior.
Defaults rebalanced — FieldOfView 75→60° (matches Orbit/Fly/Chase
FovY = π/3), VSync true→false (matches the previous WindowOptions),
ShowFps false→true (preserves the existing perf-in-title behavior).
Net effect: a user who never opens Display tab + later opens it +
Saves without touching anything sees ZERO visual change. Tests pinned
to the new defaults.
ApplyDisplayWindowState helper consolidates the window-side
mutations. Called from the SettingsVM construction site (apply
persisted at startup) and from the onSaveDisplay callback (apply
saved on demand). Malformed resolution strings are silently ignored
to avoid crashing mid-session if settings.json gets hand-edited.
CHARACTER ↔ active toon:
· _activeToonKey field replaces the hard-coded "default" — starts as
"default" (used for any pre-login Settings interaction), gets
swapped to the actual character.Name immediately after EnterWorld
in BeginLiveSessionAsync.
· onSaveCharacter callback closes over _activeToonKey by reference
(lambda captures `this`), so saves always write to the current
toon's slot without rebinding the lambda.
· After EnterWorld lands the chosen toon's name, the host loads
that toon's bag via SettingsStore.LoadCharacter and calls a new
SettingsVM.LoadCharacterContext to swap BOTH persisted snapshot
AND draft atomically — HasUnsavedChanges stays false on login so
the user doesn't see a "pending changes" indicator just because
they switched toons.
Per-toon storage already worked at the SettingsStore layer (commit
73749d1); this commit just plumbs the actual character name through
to the toonKey instead of always using "default".
2 new tests for LoadCharacterContext: atomic persisted+draft swap,
and pending edits getting wiped on swap (so pre-login bleed-through
can't write to the new toon's slot).
dotnet build green (0 warnings); dotnet test 1,309 / 1,309 green
(243 Core.Net + 393 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.0 (final) — last tab on the Settings shell. Per-toon
preferences keyed by toon name in settings.json under
character[<toonName>]. With this commit the L.0 build order
finishes and every approved tab is implemented.
CharacterSettings record (4 fields):
· DefaultChatChannel (string — Local / Allegiance / Fellowship / etc)
· AutoAttack (bool — continue swinging until target dies)
· ConfirmSalvage (bool — prompt before salvaging valuable items)
· ShowPickupMessages (bool — pickup lines in chat)
AvailableChannels static list exposes the 7 retail-routing targets
for the dropdown.
SettingsStore grows LoadCharacter(toonKey) / SaveCharacter(toonKey)
using JsonNode/JsonObject for the nested-toon write — the existing
SaveSection raw-text-preservation pattern handles top-level keys
but doesn't fit the nested per-toon mutation. The character map
preserves every other toon's settings on save, and other top-level
sections (display / audio / gameplay / chat) are preserved too.
SettingsVM grows the parallel character state machine. The host
owns the toonKey (currently hard-coded to "default" in GameWindow
because we don't have a current-character source plumbed yet) —
the VM just edits whatever bag the host loaded.
SettingsPanel.RenderCharacterTab replaces the L.0-shell placeholder
— a Combo for default chat channel + 3 Checkboxes for
AutoAttack / ConfirmSalvage / ShowPickupMessages. The
RenderPlaceholder helper is now removed (no callers); the old
"Placeholder_tabs_render_coming_soon_text_when_active" test is
replaced by an "all six tabs are implemented" guard test that
fails if any future commit adds a placeholder back.
GameWindow loads/saves character settings under toonKey "default"
with a TODO comment to swap in the real toon name once
CharacterList plumbing exposes a currentCharacter source.
18 new tests:
· CharacterSettings record (4) — defaults pinned, AvailableChannels
list shape, value equality, with-expressions
· SettingsStore character (6) — missing-file / toon-not-in-file →
defaults, round-trip, multi-toon preservation, preserves other
top-level sections, all five sections coexist
· SettingsVM character (5) — initial draft, SetCharacter marks
dirty, Save invokes callback, Cancel reverts, ResetAllToDefaults
covers
· SettingsPanel character tab (3 net, after removing the
placeholder test) — combo+checkboxes render only when active,
channel combo uses AvailableChannels, all six tabs are now
non-placeholder
Phase L.0 final tally:
· 5 commits on feature/settings-retail (shell + 5 tabs)
· 6 tabs: Keybinds (Phase K) + Display + Audio + Gameplay + Chat + Character
· 5 settings sections in settings.json (display/audio/gameplay/chat/character),
coexisting non-destructively + a sixth file (keybinds.json) on the side.
dotnet build green (0 warnings); dotnet test 1,307 / 1,307 green
(243 Core.Net + 391 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.0 (cont.) — fourth tab on the Settings shell. Mixes retail's
CharacterOptions2 chat-channel filter bits (Hear*Chat / TimeStamp /
FilterLanguage / AppearOffline) with a font-size slider that has no
retail bitfield equivalent.
ChatSettings record (9 fields):
· 5 channel filters: HearGeneralChat, HearTradeChat, HearLFGChat,
HearRoleplayChat, HearSocietyChat
· 3 display flags: ShowTimestamps, FilterProfanity, AppearOffline
· 1 visual: FontSize (10..20 pt)
Local-only this phase per the brainstorm — Hear*Chat flags affect
client-side display filtering only; the server still streams every
channel. Server-sync arrives later when the protocol round-trip is
in place.
SettingsStore grows LoadChat / SaveChat using the existing generic
SaveSection helper. All four non-keybind sections (display, audio,
gameplay, chat) now coexist non-destructively in settings.json.
SettingsVM grows the parallel chat state machine. HasUnsavedChanges,
Save, Cancel, ResetAllToDefaults all cover chat. Constructor signature
adds two more params; existing call sites updated.
SettingsPanel.RenderChatTab replaces the L.0-shell placeholder —
8 Checkbox calls grouped under "Channel filters" + "Display"
headers, plus a font-size SliderFloat. The "Coming soon" placeholder
test was retargeted from "Chat" to "Character" since Chat is no
longer a placeholder.
GameWindow wires SettingsStore.LoadChat / SaveChat + a TODO comment
for the future ChatPanel filter integration (read SettingsVM.ChatDraft
when filtering inbound chat lines).
13 new tests:
· ChatSettings record (3) — defaults pinned, value equality, with-
expressions
· SettingsStore chat (3) — missing-file → defaults, round-trip, all
four sections coexist
· SettingsVM chat (5) — initial draft, SetChat marks dirty, Save
invokes callback, Cancel reverts, ResetAllToDefaults covers
· SettingsPanel chat tab (2) — checkboxes + slider render only when
active
dotnet build green (0 warnings); dotnet test 1,289 / 1,289 green
(243 Core.Net + 373 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.0 (cont.) — third tab on the Settings shell, in the Easy-wins
build order. Subset of retail's CharacterOption + CharacterOptions2
bitfield flags ported as bools (see acclient.h:3404+ enum). Local-
only this phase per the brainstorm — server sync deferred to a
later phase that will marshal the draft into the retail
CharacterOption packet.
GameplaySettings record exposes 14 named flags grouped by usage:
· Combat: AutoTarget, AutoRepeatAttack, ToggleRun, AdvancedCombatUI,
VividTargetingIndicator
· Display: ShowTooltips, SideBySideVitals, CoordinatesOnRadar,
SpellDuration, ShowHelm, ShowCloak
· Interface: AllowGive, LockUI, UseMouseTurning
Retail names + bit values are documented in field-level comments so
the future server-sync phase has a 1:1 mapping. Defaults are
typical-user starting points (NOT bit-exact to retail's
0x50C4A54A / 0x948700 masks); class-level remarks call out that
defaults will be re-anchored to retail values once the wire-format
is the load-bearing source.
SettingsStore grows LoadGameplay / SaveGameplay using the existing
SaveSection generic helper (added in the audio commit). All three
non-keybind sections (display, audio, gameplay) now coexist in
settings.json with non-destructive cross-section saves — verified
by a new "all three sections coexist" round-trip test.
SettingsVM grows the parallel gameplay state machine
(gameplayPersisted / gameplayDraft / SetGameplay / onSaveGameplay).
HasUnsavedChanges, Save, Cancel, ResetAllToDefaults all cover
gameplay too. Constructor signature adds two more params; existing
call sites (App startup + tests) updated.
SettingsPanel.RenderGameplayTab replaces the L.0-shell placeholder —
14 Checkbox calls grouped under three Text+Separator headers, plus
a footer note explaining the local-only-this-phase scope. The
"Coming soon" placeholder test was retargeted from "Gameplay" to
"Chat" since Gameplay is no longer a placeholder.
GameWindow construction site loads gameplay on startup + writes via
the SettingsStore on Save. Server-sync packet wiring is left as a
TODO comment in the onSaveGameplay callback (next phase, after the
protocol round-trip is in place).
14 new tests:
· GameplaySettings record (3) — defaults pinned, value equality,
with-expressions
· SettingsStore gameplay (4) — missing-file → defaults, round-trip,
partial-file fallback, all-three-sections coexist
· SettingsVM gameplay (5) — initial draft, SetGameplay marks dirty,
Save invokes callback, Cancel reverts, ResetAllToDefaults covers
· SettingsPanel gameplay tab (2) — 8 spot-checked Checkboxes render
only when active
dotnet build green (0 warnings); dotnet test 1,276 / 1,276 green
(243 Core.Net + 360 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.0 (cont.) — second tab on the Settings shell, in the Easy-wins
build order. Audio is the live-preview poster child: dragging a slider
is audible immediately, Save persists, Cancel reverts and the engine
catches up on the next frame.
AudioSettings record: Master / Music / Sfx / Ambient (all 0..1 floats).
Defaults match the OpenAlAudioEngine constructor values exactly so a
user who never opens the tab gets identical behaviour to the
pre-Phase-L env-var-only world (Master=1.0, Music=0.7, Sfx=1.0,
Ambient=0.8).
SettingsStore grows LoadAudio / SaveAudio + a generic SaveSection
helper that consolidates the unknown-top-level-key preservation logic.
Display and Audio sections coexist in settings.json:
{ "version": 1, "display": { ... }, "audio": { ... } }
Saving one section preserves the other on disk; a future Gameplay /
Chat / Character section drops in the same way without touching
existing data.
SettingsVM gains a parallel audio state machine (audioPersisted /
audioDraft / SetAudio / onSaveAudio callback). HasUnsavedChanges
covers all three buckets now (keybinds + display + audio); Save /
Cancel / ResetAll are atomic across all of them.
GameWindow wiring is the live-preview mechanism — every render frame
pushes the VM's AudioDraft into _audioEngine.MasterVolume etc. Cheap
(four float assignments) and unconditional. SetListener still applies
MasterVolume each frame too via the existing Phase E.2 code path, so
listener gain stays in sync. Persisted audio is applied to the engine
ONCE at startup before the first frame so the user's saved values
take effect before any sound plays — startup-time apply happens during
the same SettingsVM construction site that does the LoadDisplay +
LoadAudio.
SettingsPanel.RenderAudioTab replaces the L.0-shell placeholder — four
SliderFloat calls clamped to [0, 1], plus a footer note explaining the
live-preview UX. The "Coming soon" placeholder test was retargeted
from "Audio" to "Gameplay" since Audio is no longer a placeholder.
16 new tests:
· AudioSettings record (3) — defaults pin engine constants, value
equality, with-expressions
· SettingsStore audio round-trip (5) — missing-file → defaults,
round-trip all fields, partial-file per-field fallback, save-audio-
preserves-display, save-display-preserves-audio
· SettingsVM audio state (5) — initial draft tracks persisted,
SetAudio marks dirty, Save invokes audio callback, Cancel reverts,
ResetAllToDefaults covers audio
· SettingsPanel audio tab (3) — four sliders render only when active,
no SliderFloat emitted on inactive tabs, slider range is [0, 1]
dotnet build green (0 warnings); dotnet test 1,262 / 1,262 green
(243 Core.Net + 346 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.0 (cont.) — first concrete tab on the new Settings shell, in
the Easy-wins build order agreed in the brainstorm
(Display → Audio → Gameplay → Chat → Character).
DisplaySettings (immutable record): Resolution / Fullscreen / VSync /
FieldOfView (30-120°) / Gamma (0.5-2.0) / ShowFps. Six common 16:9
resolutions in the dropdown. Defaults: 1920×1080, windowed, vsync on,
75° FOV, gamma 1.0, FPS off — matches the brainstorm UX agreement.
SettingsStore: JSON persistence at %LOCALAPPDATA%\acdream\settings.json
(coexists with keybinds.json — own load/save path stays put, no
migration needed). LoadDisplay falls back per-field when keys are
missing (partial-file tolerant) and falls back to defaults when the
file is corrupt or the JSON is unparseable. SaveDisplay round-trips
preserved — unknown top-level keys (e.g. an `audio` section written
by a future client) are kept on save so older builds don't silently
drop newer-tab data.
SettingsVM gains a parallel display-state machine: persistedDisplay +
draftDisplay, SetDisplay mutator, HasUnsavedChanges checks both
keybinds and display deltas, Save/Cancel/ResetAll cover both
atomically from the user's POV (one Save commits everything, one
Cancel reverts everything). Constructor signature extends with two
new params; existing keybinds-only callers updated.
SettingsPanel.RenderDisplayTab replaces the L.0-shell placeholder —
Combo for resolution, Checkboxes for fullscreen/vsync/show-fps,
SliderFloat for FOV + gamma. Live-preview note in the panel body
matches the agreed UX: FOV + gamma update visibly while the user
drags; resolution / fullscreen / vsync apply on Save (live preview
would be too jarring).
GameWindow wires SettingsStore into the existing SettingsVM construct
site — load on startup, save on each tab Save. Errors print to
console and don't crash the panel.
19 new tests:
· DisplaySettings record (4) — defaults pinned, value equality, with-
expressions, AvailableResolutions sorted ascending
· SettingsStore (6) — round trip, missing-file → defaults, corrupt-
file → defaults, partial-file → per-field fallback, unknown-key
preservation, DefaultPath shape
· SettingsVM display (6) — initial draft tracks persisted, SetDisplay
marks dirty, Save invokes display callback, Cancel reverts,
ResetAllToDefaults covers display, Save-then-Cancel is no-op
· SettingsPanel display tab (3) — widgets render only when active,
resolution combo uses AvailableResolutions, no Combo emitted on
inactive tabs
dotnet build green (0 warnings); dotnet test 1,246 / 1,246 green
(243 Core.Net + 330 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase L.0 — foundation for the complete retail-style Settings interface
agreed in the 2026-04-26 brainstorm. Splits Phase K's keybind-only F11
panel into a tabbed shell whose first tab wraps the existing keybinds
content unchanged; the other five tabs (Display / Audio / Gameplay /
Chat / Character) render "Coming soon" placeholders so the shape the
user approved is visible immediately and gets filled in over the L.x
sub-phases (Display first per Easy-wins build order).
Why a tab API extension: retail had distinct Options UIs
(gmGameplayOptionsUI / gmChatOptionsUI / gmCharacterSettingsUI per the
PDB at acclient_2013_pseudo_c.txt:170739+) and the existing
IPanelRenderer only exposed CollapsingHeader. ImGui maps
BeginTabBar / BeginTabItem / EndTabItem / EndTabBar 1:1, so the new
primitives stay backend-friendly — the future D.2b custom retail-look
backend implements them via the retail tab UIs without panel changes.
Save / Cancel / Reset-all stay above the tab bar so they remain global
across all tabs (Phase K's UX preserved). FakePanelRenderer grows
matching tab calls + an ActiveTabLabel knob so tests can target a
specific tab's content; default behavior treats the first tab item
seen as active so existing tests keep passing without changes.
5 new SettingsPanelTests assertions: tab bar opens once, six expected
tab labels emitted in order, Keybinds-tab section headers only render
when active, placeholders show "Coming soon" text on inactive-content
tabs, and Save/Cancel buttons render BEFORE the tab bar (regression
guard against accidentally moving them inside a tab item).
dotnet build green (0 warnings); dotnet test 1,227 / 1,227 green
(243 Core.Net + 311 UI.Abstractions + 673 Core).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Four issues from the K-fix2 launch (2026-04-26 user report):
1. Can't return from free-fly to player view.
CameraController.ToggleFly only swaps Fly↔Orbit, so a user who
flew out of player mode landed in orbit (Holtburg) on
toggle-back instead of the chase camera. Added
ToggleFlyOrChase() helper that prefers Fly→Chase /
Chase→Fly when _playerMode is true and a chase camera is
available; falls back to the original Fly↔Orbit toggle for
offline / pre-login flows. Wired into all three free-fly
entry points: keyboard shortcut (Ctrl+Shift+F), Camera menu
item, and DebugPanel button.
2. Shift while moving STOPS instead of dropping to walk.
Root cause: InputDispatcher.IsChordHeld required
_keyboard.CurrentModifiers to match chord.Modifiers EXACTLY.
So with W bound as (W, None), holding W and then pressing
Shift made CurrentModifiers=Shift mismatch chord (None) →
IsActionHeld(MovementForward) returned false → Forward flag
dropped → player stopped. Fixed by relaxing IsChordHeld:
when chord.Modifiers is None, Shift is allowed to coexist
(it's the retail walk-modifier). Other modifiers
(Ctrl, Alt, Win) still mismatch strictly so Ctrl+W stays a
distinct chord from W.
+2 tests pinning the new permissive-Shift / strict-Ctrl
semantics.
3. Backwards too slow when running.
forwardCmdSpeed for the WalkBackward branch was hardcoded
to 1.0; localY was hardcoded to -(WalkAnimSpeed * 0.65).
Neither honored input.Run. With Run=true (default),
backward now scales by runRate (~2.4×) so X = "run
backwards" matches the forward run pace × the 0.65
backward animation cycle ratio.
4. Strafe too slow when running.
localX for SideStepLeft / SideStepRight was hardcoded to
±SidestepAnimSpeed regardless of Run. Same fix: when Run
is held, scale by runRate so strafe at default speed
matches the run-forward pace.
Tests: 1220 → 1222 (the two new IsChordHeld tests).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase K final commit. Settings panel with click-to-rebind UX on top of
the K.1+K.2 input architecture, plus the roadmap / ISSUES / memory
updates that retire Phase K.
InputDispatcher gains BeginCapture / CancelCapture / IsCapturing /
SetBindings — modal capture suppresses normal action firing for the
next chord. Esc cancels (returns sentinel default chord); modifier-only
keys don't complete capture; non-modifier key down with current
modifier mask completes.
IPanelRenderer + ImGuiPanelRenderer + FakePanelRenderer gain
BeginMainMenuBar / EndMainMenuBar / BeginMenu / EndMenu / MenuItem
primitives.
SettingsVM owns a draft copy of KeyBindings with explicit Save /
Cancel / Reset semantics. Click-to-rebind enters dispatcher capture
mode; on chord captured, conflict-detect against draft (excluding the
action being rebound itself); surface a ConflictPrompt when the chord
collides; ResolveConflict(replace=true|false) commits or reverts.
ResetActionToDefault restores a single action to RetailDefaults();
ResetAllToDefaults rebuilds the entire draft. Save invokes the
onSave callback (which writes JSON + swaps the live dispatcher's
bindings).
SettingsPanel renders 8 retail-keymap-categorized CollapsingHeader
sections (Movement, Postures, Camera, Combat, UI panels, Chat,
Hotbar, Emotes). Per action: name + current binding(s) summary +
"Rebind"/"Reset" buttons. Conflict prompt at the top when pending.
Save / Cancel / "Reset all to retail defaults" at the top.
GameWindow registers SettingsPanel + wires F11 →
ToggleOptionsPanel → IsVisible toggle, plus a top-of-frame ImGui
MainMenuBar with View → Settings/Vitals/Chat/Debug entries (calls
ImGui directly — the abstraction methods exist for backend
portability but the host doesn't own a menu-bar surface).
Tests: +37 across InputDispatcherCaptureTests (7),
IPanelRendererMainMenuBarTests (9), SettingsVMTests (13),
SettingsPanelTests (8). Solution total 1220 green.
Roadmap (docs/plans/2026-04-11-roadmap.md) appends Phase K shipped
section after Phase J with K.1a–K.3 commit SHAs. ISSUES.md files
Phase L deferred work as #L.1–#L.8 (hotbar UI, spellbook favorites,
combat-mode dispatch, F-key panels, floating chat windows, UI layout
save/load, joystick bindings, plugin input subscription) and adds
#21–#25 to Recently closed. project_input_pipeline.md updated to
shipped state. CLAUDE.md gets an input-pipeline reference.
Closes Phase K.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Five changes:
1. PlayerModeAutoEntry — testable guard class that fires once after
EnterWorld + WorldSession.State.InWorld + player entity present +
PlayerController.State == InWorld. GameWindow arms the entry
after EnterWorld; per-frame Tick checks all four guards and
invokes the same fly-to-player transition the Tab handler runs.
User-initiated fly toggle (DebugPanel button) Cancel()s pending
entry. Skip in offline mode (no ACDREAM_LIVE) — Holtburg orbit
stays default for testing.
2. MouseLookState + KeyBindings.RetailDefaults() binds MMB Hold to
InputAction.CameraInstantMouseLook. GameWindow subscribes:
- Press: hide cursor, capture position, _mouseLookActive = true.
- Release: restore cursor, deactivate.
- WantCaptureMouse=true while held → suspend (release cursor).
- MouseMove while active: combined drive — chase camera yaw +
character heading move together (retail's signature mouse-look
behavior). Camera Y still pitches camera-only.
3. DebugPanel "Toggle Free-Fly Mode" button via DebugVM.ToggleFlyMode
action delegate — replaces the F-key as the primary discovery
path for free-fly. Gated on DevToolsEnabled.
4. ChatPanel.FocusInput() one-shot + IPanelRenderer.SetKeyboardFocusHere
primitive. GameWindow's ToggleChatEntry (Tab) subscriber calls
_chatPanel.FocusInput() so Tab moves focus to the chat input
field. Replaces the K.1c TODO stub.
5. WantCaptureMouse gating reinforcement on surviving mouse handlers
(no new code; verified intact from K.1b).
21 new tests (8 PlayerModeAutoEntry, 10 MouseLookState, 3 ChatPanel
focus). 1183 total green. 0 warnings, 0 errors.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Removes the parallel direct keyboard/mouse polling that K.1a left in
GameWindow alongside the new dispatcher. Now every input flows
through InputDispatcher; legacy IsKeyPressed/KeyDown/MouseDown/MouseUp/
Scroll handlers in GameWindow are deleted (~220-line refactor).
Bindings remain acdream-current (W/S/A/D/Z/X movement, Shift run,
F-key debug surface). K.1c flips them to retail.
Pieces:
- InputDispatcher.IsActionHeld(InputAction): per-frame held-state
query for movement (W/X/A/D/Z/X/Shift/Space) so PlayerMovement-
Controller can read action state without polling raw keys.
Internally walks all bindings for the action; chord match
requires modifier mask exactness.
- InputAction adds AcdreamRmbOrbitHold (Hold-activation, RMB held
drives chase-camera orbit) and AcdreamFlyDown (Ctrl held in fly
mode for descent).
- GameWindow OnInputAction subscriber replaces the entire KeyDown
switch + per-mouse-button handlers. Single dispatcher event drives:
- F1 AcdreamToggleDebugPanel
- F2 AcdreamToggleCollisionWires
- F3 AcdreamDumpNearby
- F7 AcdreamCycleTimeOfDay
- F8 AcdreamSensitivityDown
- F9 AcdreamSensitivityUp
- F10 AcdreamCycleWeather
- F AcdreamToggleFlyMode
- Tab AcdreamTogglePlayerMode (player/fly toggle - K.1c will
reassign this to ToggleChatEntry)
- Esc EscapeKey (cancel fly mode etc.)
- Mouse wheel ScrollUp/ScrollDown (camera zoom)
- RMB held (Hold) drives orbit; LMB drag still drives orbit
camera; mouse position handled by surviving MouseMove handler
which is gated on ImGui WantCaptureMouse.
- MovementInput per-frame: reads from _inputDispatcher.IsActionHeld.
MouseDeltaX hardcoded to 0f (mouse never drives character yaw).
_playerMouseDeltaX field stays defined for chase-camera RMB-orbit
but is never consumed by movement.
- WantCaptureMouse explicit gate at the top of every surviving mouse
handler in GameWindow (defense in depth - dispatcher already gates
via IMouseSource.WantCaptureMouse).
Movement-input boundary preserved: PlayerMovementController.Update
still takes the same MovementInput struct. Existing
PlayerMovementControllerTests continue green - no regression in
motion-command byte production.
Two deviations:
1. Scroll lost magnitude going through the dispatcher (fixed-step
zoom). Acceptable - discrete wheel-tick matches retail feel
anyway.
2. Movement chords are duplicated with both ModifierMask.None and
ModifierMask.Shift (covering "shift held to run while walking
forward" etc.) so the dispatcher's modifier-strict matching
preserves the modifier-blind feel of the old IsKeyPressed
polling. Will be reshaped cleanly in K.1c when retail's
walk-modifier semantics flip (default = run, shift held = walk).
15 new tests:
- InputDispatcherIsActionHeldTests: 7 cases covering chord-held +
release + modifier-mismatch + multi-binding-for-action.
- InputDispatcherTests: 3 scroll-action cases.
- DispatcherToMovementIntegrationTests (Core.Tests): 5 cases
proving FakeKeyboardSource.Press(W) -> dispatcher.IsActionHeld ->
MovementInput.Forward -> PlayerMovementController produces the
expected motion-command bytes. Includes the regression-prevention
test that mouse-X delta value (zero vs nonzero) doesn't affect
the motion bytes.
Solution total: 1133 green (243 Core.Net + 225 UI + 665 Core),
0 warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Introduces the abstraction without changing user-visible behavior.
Existing keyboard/mouse handlers in GameWindow continue working
unchanged. The new InputDispatcher runs alongside, fires
InputAction events, and a diagnostic Console.WriteLine subscriber
proves the path is observable. K.1b cuts the existing handlers
over; K.1c flips bindings to retail.
New types in src/AcDream.UI.Abstractions/Input/:
- InputAction enum (~110 actions, doc-grouped by retail keymap
category: MovementCommands, ItemSelectionCommands, UICommands,
QuickslotCommands, Chat, Combat, Emotes, Camera, Scroll, Mouse
selection, plus Acdream-specific debug actions for the existing
F-key behaviors)
- KeyChord record struct (Silk.NET.Input.Key + ModifierMask + Device)
- ModifierMask [Flags] enum matching retail keymap bit values
(Shift=0x01, Ctrl=0x02, Alt=0x04, Win=0x08)
- ActivationType enum (Press, Release, Hold, DoubleClick, Analog)
- Binding record (chord -> action -> activation)
- InputScope enum with stack semantics (Always at bottom, Game on
top during normal play; Chat / EditField / Dialog / MeleeCombat /
MissileCombat / MagicCombat / Camera push as transient overlays)
- KeyBindings collection class with Find / ForAction / Add / Remove.
AcdreamCurrentDefaults() factory matches today's hardcoded binds
(W/S/A/D/Z/X movement, Shift run, F-key debug surface) so K.1a
doesn't change behavior. RetailDefaults() is K.1c's job; for now
it returns the same map.
- IKeyboardSource / IMouseSource - test-fakeable interfaces wrapping
Silk.NET. Both surface WantCaptureMouse / WantCaptureKeyboard
flags so the dispatcher can gate per ImGui state.
- InputDispatcher: multicast event Fired<InputAction, ActivationType>;
scope stack with PushScope/PopScope/ActiveScope; per-frame Tick()
fires Hold-type bindings for currently-held chords; mouse buttons
encoded as KeyChord with Device=1.
New adapters in src/AcDream.App/Input/:
- SilkKeyboardSource - Silk.NET IKeyboard wrapper, tracks held state
- SilkMouseSource - Silk.NET IMouse wrapper, proxies ImGui WantCapture
flags for both keyboard and mouse
GameWindow.cs:
- Constructs adapters + dispatcher in OnLoad
- Subscribes to dispatcher.Fired with diagnostic Console.WriteLine
("[input] {action} {activation}") so the path is observable in
launch.log without touching any actual game state
- Calls _inputDispatcher.Tick() per frame in OnUpdate
- Existing IsKeyPressed and event handlers unchanged
Memory crib at memory/project_input_pipeline.md describes the five
layers (Silk events -> Source interfaces -> Dispatcher -> Action
events -> Subscribers) with file paths + scope semantics + the K.1c
retail-defaults plan. Indexed in MEMORY.md.
Two deviations from plan, both documented:
1. InputDispatcher placed in UI.Abstractions/Input/ rather than
App/Input/ - it has no Silk dependencies (uses only the test-
fakeable interfaces) and the test fakes live in
UI.Abstractions.Tests. Mirrors LiveCommandBus precedent. Silk
adapters + GameWindow wiring stay in App.
2. WantCaptureKeyboard moved to IMouseSource alongside WantCaptureMouse
(the dispatcher needs both at the same point).
34 new tests covering KeyChord equality, ModifierMask flags,
KeyBindings lookup, dispatcher chord matching with modifier
mismatch rejection, Hold-type Press/Release transitions, Tick()
firing held bindings, scope stack push/pop with mismatched-pop
throwing, WantCapture* gating.
Solution total: 1118 green (243 Core.Net + 215 UI + 660 Core),
0 warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User reported typing /ls (a command-style request, not chat) gets
echoed by the server as "You say, \"/ls\"". Slash-prefix is a
COMMAND surface, never a chat surface. Filed after the same flow
that produced @help and the welcome-message work.
Behavior change at the ChatPanel submit layer:
- Any /-prefixed input whose verb isn't in our alias tables now
renders a local "[System] Unknown command: /foo. Type /help for
the list." line and is NEVER published to the bus. No SendChatCmd,
no Talk packet. The server never sees /foo.
- Known /-verbs (/say /tell /reply /retell /general /allegiance
/patron /vassals /monarch /covassals /fellowship /lookingforgroup
/trade /roleplay /society /olthoi /help /clear /framerate /loc
and friends) still flow through ChatInputParser.Parse → SendChatCmd
exactly as before.
- @-prefix unchanged: ACE's CommandManager handles unknown @ verbs
server-side and replies via SystemChat ("Unknown command: foo")
per ACE GameActionTalk.cs:21. Our @ -> / normalization for known
verbs (Phase J Tier 1) and the @-passthrough fallthrough for
unknown verbs both still apply.
ChatInputParser now exposes:
- IsKnownVerb(string verb): query against the union of every alias
table. Used by ChatPanel to discriminate "unknown verb" from
"known verb with bad args".
- GetVerbToken(string command): public alias of the existing
ExtractVerb so callers can pull the first whitespace token without
reproducing the helper.
Parse itself is unchanged — its existing fall-through (Say with
literal text) still applies for unknown /-verbs called directly via
the parser, but ChatPanel intercepts before reaching that path so
the fall-through never fires through the live submit pipeline. Tests
that directly call Parse continue to pass; the new ChatPanel-level
tests pin the unknown-command rejection.
19 new tests:
- ChatInputParserTests: 10 IsKnownVerb Theory cases + 4 GetVerbToken
Theory cases.
- ChatPanelInputTests: 5 Theory cases for Submit_UnknownSlashCommand
covering /foo, /ls, /mp <path>, /genio, and bare /.
Solution total: 1086 green (243 Core.Net + 183 UI + 660 Core),
0 warnings.
Acceptance: type /ls, /mp /path, /anything-not-known — see local
"[System] Unknown command: /xxx. Type /help for the list of
supported commands." Nothing reaches the wire.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>