Commit graph

2672 commits

Author SHA1 Message Date
Erik
1560c0513f docs(perf): plan Slice B EnvCell dedup gate 2026-07-24 13:16:33 +02:00
Erik
4285f1dbb1 fix(diag): attach EventPipe observers after client startup
Starting dotnet-counters in the process-creation race can suspend the CLR before the graphical host creates its window. Wait for the guaranteed in-world boundary, then attach counters and contention tracing during the route's warm-up interval.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-24 13:09:24 +02:00
Erik
2c874b0977 fix(diag): bind stationary samples to route checkpoints
Free-running sleeps could label a sample as the old scene exactly when automation began the next teleport. Give every route stop an explicit post-input liveness dwell and post-checkpoint hold, then capture process and frame facts only after its named canonical barrier.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-24 12:54:57 +02:00
Erik
e797e7482a fix(diag): gate connected soak on guaranteed login boundary
The first-player-position line is emitted only when initial streaming must recenter. Treating it as a required login event made a valid same-landblock login time out while route automation was already running. Gate on in-world and the route's authoritative materialization barriers instead.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-24 12:49:59 +02:00
Erik
3ee8ec537a perf(diag): complete trustworthy Slice A capture tooling
Correct whole-frame GPU timestamps so they bracket only the accepted render transaction and associate delayed query results with the owning CPU frame. Add route-wide frame-history summaries, fixed-camera screenshot comparison, process counters, contention traces, a pinned Arwic workload, and credential-safe launch disclosure.

The reference hardware/display contract now keeps local and RDP populations separate and defines the screenshot and re-baseline rules needed by later prepared-content gates.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-24 12:46:51 +02:00
Erik
bf7ec12f68 docs(handoff): correct worktree-cleanup status (three orphaned dirs remain file-locked)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 12:19:24 +02:00
Erik
7cb64ac2c7 docs(handoff): 2026-07-24 audit-review remediation handoff for the next agent
Condenses the adversarial review's binding findings (uncapped-capture
provenance, frame-thread vs process-wide allocation attribution split,
cache-undersizing reality, unattributed lock contention), the eight
landed commits (both render changes user-accepted via visual pass), the
ordered next-action list (baselines -> Slice A remainder -> Slice B;
M4 main line wins; F/G stays user-gated), deferred issues #236-#244,
and the worktree-agent base-skew gotcha.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 12:16:42 +02:00
Erik
7b456b49d6 perf(diag): per-frame history export + checkpoint LOH/cache counters + soak capped mode (2026-07-24 audit review)
An adversarial performance review found our own instruments cannot
measure the project's own performance gates:

- FrameProfiler aggregated CPU/GPU/alloc/stage samples into ~5-second
  windows and reset the ring buffers after each report, so route-wide
  p50/p95/p99 distributions across a whole soak could not be
  reconstructed after the fact. ACDREAM_FRAME_HISTORY=<path> now opts
  into a separate per-frame history (one record per frame, ~72
  bytes/record, accumulated in memory with zero frame-thread I/O) that
  a shutdown-only Dispose() writes as CSV. The aggregated [frame-prof]
  report format and its existing metrics are unchanged.

- The canonical checkpoint JSON tracked cache residency (entry/byte
  counts) but never LOH size/fragmentation, process-wide allocated
  bytes, or cache hit/miss/eviction traffic — a committed audit JSON
  showed 65% LOH fragmentation that no tracked instrument recorded,
  and "does a revisit portal hit or miss the caches" was unanswerable
  from an artifact alone. WorldLifecycleResourceSnapshot now carries
  loh_size_bytes/loh_fragmentation_bytes (GCMemoryInfo.GenerationInfo
  index 3), process_total_allocated_bytes (GC.GetTotalAllocatedBytes),
  and Interlocked hit/miss/eviction counters for the CPU mesh cache,
  decoded-texture cache, and the four bounded DAT-object caches
  (portal/cell/highRes/language, aggregated).

- run-connected-r6-soak.ps1 unconditionally forced
  ACDREAM_UNCAPPED_RENDER=1 with no capped mode, while its sibling
  lifecycle-gate script correctly gated it behind a switch. Added
  -Uncapped (default capped, matching the sibling script's pattern),
  fixed the stationary dwell (12s -> 26s, past the 25s
  LiveEntityLivenessController deadline the adjacent comment already
  cited), and now write an env-disclosure.json into the automation
  artifact directory before every launch listing every ACDREAM_* var
  the script sets plus -Uncapped, since the prior audit could only see
  ACDREAM_DUMP_MOVE_TRUTH and nothing else was ever recorded anywhere.

Cache counters are wired via the existing composition path
(ObjectMeshManager already owns the CPU mesh cache and the mesh
extractor directly; content.Dats is threaded into
WorldLifecycleResourceSnapshotSource the same way every other
composition consumer receives it). The DAT-object cache lives behind
IDatReaderWriter, a third-party interface from the DatReaderWriter
package that cannot be extended; RuntimeDatCollection (the one
production implementation) exposes the aggregate stats directly and a
pattern match reads them, degrading to zero for any test double —
no new static registry was introduced (GpuMemoryTracker remains the
one precedented process-wide static).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(cherry picked from commit 1da2c33c875b41fa383dd79694ee2765f0e21896)
2026-07-24 12:00:30 +02:00
Erik
bfc5e47365 docs(issues): file #236-#244 - deferred P2 findings from the 2026-07-24 audit review
Nine tactical entries for verified findings the review chose not to fix
inline: UiText per-frame re-wrap (#236), Transition per-resolve allocation
graph (#237, pooling gated on Slice I lifetime tests),
EquippedChildRenderController double-tick + ToArray snapshots (#238),
inbound per-packet allocation chain (#239, Slice H-c scope),
RetailAnimationLoader unbounded cache (#240), InteriorEntityPartition
landblock frustum cull reusing the diagnostics AABB results (#241),
publication third-dictionary + per-attempt re-sort (#242), _boundsCache
bound (#243), SequencerFactory unguarded Setup probe + [dat-miss]
under-lock logging (#244).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 11:52:31 +02:00
Erik
1e9031e7b7 fix(audio): bound decoded-wave and AL-buffer caches (2026-07-24 audit review)
Two audit-verified caches grew monotonically for process lifetime, which is
fatal for the 30-bot long-uptime headless-fleet goal:

- DatSoundCache._waves (Core) memoized every decoded PCM WaveData forever
  in a bare ConcurrentDictionary — no LRU, no byte budget.
- OpenAlAudioEngine._bufferByWaveId (App) retained a native OpenAL buffer
  copy of the same PCM per wave id until engine disposal — a second,
  independent unbounded cache.

DatSoundCache now bounds payload residency with a 32 MiB byte-budget LRU
(decoded PCM waves run ~100-500 KB each, so this holds a comfortable
working set). Missing/unsupported-format waves are memoized separately in
an unbounded-but-cheap negative-result set (bounded by the finite Wave dat
id space) so they can never compete with or get evicted alongside payload
entries. Concurrent first-touch decodes of the same wave id are deduped
via a shared Lazy<T> so racing callers don't pay for WaveDecoder.Decode
twice. AcDream.Core cannot reference AcDream.Content (code-structure rule
2), so the LRU is a local reimplementation mirroring
BoundedDatObjectCache/DecodedTextureCache's shape rather than a shared
dependency.

OpenAlAudioEngine._bufferByWaveId now bounds native buffer residency with
a 48 MiB byte-budget LRU (AlBufferBudgetTracker), evicting least-recently-
used buffers once oversized. alDeleteBuffers fails on a buffer still
attached to a source, so eviction queries live AL per-source state
(GetSourceInteger.Buffer) rather than tracking a second, easily-stale
copy — several call sites (Play3DWave, PlayUiWave) set a source's buffer
directly. The buffer EnsureBuffer just created is explicitly protected
from its own eviction pass, since the caller hasn't attached it to a
source yet at that point. Evicted waves simply replay through
DatSoundCache -> EnsureBuffer on next use, identical to a first play.

Verified before implementing: AudioHookSink is the only GetWave caller
(single per-frame render-thread path per AnimationHookRouter's own
threading doc), and PcmBytes is read only at DatSoundCache.Admit (byte
accounting) and EnsureBuffer's first-upload branch — confirmed dead after
AL upload on the steady-state replay path, so bounding either cache
independently is correctness-safe; a cold replay after both evict simply
falls back to a full re-decode + re-upload, identical to a first play.

AlBufferBudgetTracker's eviction/budget decision is extracted as pure
logic (no AL dependency) specifically so it's unit-testable: the existing
OpenAlResourceLifetimeTests fake exposes a null AL, which short-circuits
every native buffer call before it runs, so the engine's actual AL wiring
isn't testable headless.

Tests: 9 new DatSoundCacheTests (Core.Tests) covering eviction order, byte
accounting, negative-result memoization, oversize-single-entry handling,
and concurrent-access smoke tests; 10 new AlBufferBudgetTrackerTests
(App.Tests) covering the pure LRU/budget/protection logic. Full suite:
3214/2 skip (Core.Tests), 3471/3 skip (App.Tests) plus one pre-existing,
unrelated failure (LandblockBuildOriginTests.FarLoad_..., reproduces
identically with these changes stashed out — landblock streaming, not
audio).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(cherry picked from commit 76c880d35bcf30b50e3f7b4cb8635dc9ab9e3ec7)
2026-07-24 11:49:57 +02:00
Erik
60bc313917 perf(content): CellStruct clone guard, solid-color texture cache, drop double ToList (2026-07-24 audit review)
Three small verified MeshExtractor.cs fixes from an allocation audit:

- CellStruct clip-map clone guard: the CellStruct polygon-surface path
  cloned decoded texture data unconditionally before applying clip-map
  transparency, even though the comment above it says "if we got this
  from the cache, we need to clone it." The GfxObj path already had the
  correct pattern (clone only when textureDataIsCached). Wired the same
  textureDataIsCached flag through CellStruct's TryGet/GetOrCreate/
  RetainOrUse call sites and gated the clone on it, matching GfxObj
  exactly — freshly-decoded arrays (the common case) now skip a
  redundant clone + BlockCopy.

- Solid-color texture cache: isSolid surfaces (Base1Solid / NoPos-
  stippled polys) allocated a fresh 32x32 RGBA array (4 KiB) on every
  polygon, even for repeated colors. Added a MeshExtractor-scoped
  ConcurrentDictionary<uint, byte[]> keyed by packed ARGB, bounded by
  distinct colors observed (a few hundred at most) rather than call
  volume. Traced every downstream consumer of the solid-color array
  (clip-map clone-guard, translucency clone-guard, GL upload, pak
  serialization) — none currently mutate a solid-color array in place,
  since isSolid is mutually exclusive with the texture-decode branch
  those guards live in — but wired textureDataIsCached = true at both
  call sites anyway so the existing clone-before-mutate machinery
  protects the shared array if that ever changes.

- Dropped the redundant .ToList() on both _dats.ResolveId(...) calls:
  DatCollectionAdapter.ResolveId already returns a materialized List<T>
  typed as IEnumerable; the immediate .OrderByDescending().FirstOrDefault()
  enumerates once, so the extra copy was pure waste.

Added SolidColorTextureCacheTests (dat-gated, matching suite convention)
exercising the new cache directly via internal visibility.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(cherry picked from commit e9f9d7539966cc26343e45d653a751c5d1045810)
2026-07-24 11:49:46 +02:00
Erik
a4b1214e0f chore(render): delete dead ParticleBatcher chain (2026-07-24 audit review)
ParticleBatcher/ParticleEmitterRenderer/ActiveParticleEmitter (src/AcDream.App/Rendering/Wb/)
are an earlier WorldBuilder-derived particle-preview design with zero live call
sites: ParticleBatcher.Begin/AddParticle/Flush/End are only called from
ParticleEmitterRenderer.Render, which is only called from
ActiveParticleEmitter.Render, and `new ActiveParticleEmitter` has zero call
sites anywhere in the repo (verified by grep across src/tests/tools). The only
wiring was OpenGLGraphicsDevice.ParticleBatcher (property + null-init + Dispose)
and a single assignment in WbMeshAdapter.cs.

ParticleBatcher's constructor unconditionally allocated a ParticleInstance[65536]
managed array (~3.5 MiB) plus a matching GPU instance buffer, a shader, a VAO,
and 3 more GL buffers, none tracked by GpuMemoryTracker or ever drawn from.

ParticleEmitterRenderer's per-particle-type physics (Particle::Init vector-space
resolution, CalculatePosition integration) duplicates, without retail address
citations, what src/AcDream.Core/Vfx/ParticleSystem.cs already implements with
Particle::Init (0x0051c930) / Particle::Update (0x0051c290) citations and the
same ParticleType switch — the production path (ParticleSystem.cs +
AcDream.App/Rendering/ParticleRenderer.cs) supersedes it. No unique retail
knowledge is lost.

EmbeddedResourceReader.cs and the wb_particle.vert/frag shader sources are
deleted alongside it: EmbeddedResourceReader's own doc comment says it exists
solely so ParticleBatcher/ParticleEmitterRenderer can load WB-style shader
resource names, and GetEmbeddedResource had no other caller in the repo.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(cherry picked from commit 4afedafd085a5fadd1867418d3ec71610d9d15a7)
2026-07-24 11:49:46 +02:00
Erik
cf25330458 fix(net): survive transient socket errors in the receive loop (2026-07-24 audit review)
WorldSession.NetReceiveLoop wrapped its entire while loop in a single
try/catch, so ANY non-timeout SocketException permanently killed the
background receive thread: the catch block at the loop's end was empty
(misattributed the error to "socket closed during shutdown"), and the
finally called _inboundQueue.Writer.TryComplete(), which silently and
irrecoverably stopped all inbound processing for the rest of the
session — no log line, no recovery path, and LiveSessionHost.Reconnect
has zero production callers to notice.

The realistic trigger is a well-known Windows UdpClient quirk: an ICMP
"port unreachable" reply to an EARLIER Send (e.g. against a stale ACE
session that already tore down its socket) surfaces as a
WSAECONNRESET SocketException on this socket's NEXT, completely
unrelated Receive call. NetClient.Receive already swallows the
expected SocketError.TimedOut heartbeat case; anything else reaching
WorldSession was a real, transient, per-datagram error being treated
as session-fatal.

Three changes, root-cause not a band-aid:

- NetClient's constructor now disables SIO_UDP_CONNRESET reporting on
  Windows, so a delayed ICMP error can't poison receives at all.
- NetReceiveLoop now catches SocketException PER ITERATION, logs it,
  and continues polling instead of exiting. The existing clean-shutdown
  paths (cancellation, ObjectDisposedException during Dispose) are
  unchanged — only the non-timeout-socket-error case that used to kill
  the loop is now recoverable.
- NetClient.Receive no longer calls the ReceiveTimeout setter (a
  setsockopt syscall) on every single call — only when the requested
  timeout differs from the last-applied value, cached in a new field.
  This was an unrelated but adjacent finding (4x/sec syscall churn at
  the 250ms heartbeat cadence) in the same audit.

No change to outbound wire behavior, ack cadence, heartbeat interval,
or datagram ordering — this is purely receive-loop resilience.

Tests: NetClientTests gained a SIO_UDP_CONNRESET construction smoke
test and two ReceiveTimeout-caching tests. A new
WorldSessionNetReceiveLoopResilienceTests drives the actual private
NetReceiveLoop method (via the existing internal
IWorldSessionTransport seam + reflection) with a scripted transport
that throws a non-timeout SocketException on the first call, proving
the loop survives it and keeps enqueueing subsequent datagrams — fully
deterministic, no real sockets. Full solution suite green: 3204/3206
Core, 3462/3465 App, 552/552 Core.Net (skips pre-existing).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(cherry picked from commit c72ce028a927e15b8a54a86bbd0661a723dc84ca)
2026-07-24 11:49:40 +02:00
Erik
c2cb83d11f perf(render): gate EnvCellRenderer visibility-snapshot rebuilds on real input changes (2026-07-24 audit review)
PrepareRenderBatches rebuilt the full EnvCell visibility snapshot every
frame any indoor/building root was resolved: a Parallel.ForEach dispatch
over every GpuReady EnvCell landblock (with per-landblock locks), a fresh
outer dictionary plus one fresh inner dictionary per visible cell, a new
snapshot object, and a complete transparency rescan - all while standing
perfectly still. The NeedsPrepare flag existed since Phase A8 as the
intended rebuild gate but was never read by production code.

This wires the gate on the snapshot's actual inputs:
- landblock commits/removals (the existing NeedsPrepare flag),
- the visible-cell filter (content-compared; the caller reuses one
  scratch HashSet across frames),
- the trim window (center/radius),
- mesh render-data availability - new
  ObjectMeshManager.RenderDataAvailabilityVersion, bumped at publish,
  pending-release hide, release completion, and teardown, because the
  snapshot bakes per-cell transparency from TryGetRenderData and a
  late-arriving transparent shell must reclassify its cell,
- the camera: eye position under a 1 mm ABSOLUTE epsilon (swallows the
  documented ~36 um rest jitter, dirties on any real movement; the VP
  translation row scales with AC's ~5e4 world coordinates where a
  relative tolerance would mask sub-meter motion) plus rows 1-3 of
  view*projection (position-independent rotation x projection) under
  relative 1e-5.

Skipping is pool-safe: RenderCore re-anchors _poolIndex to the active
snapshot's PostPreparePoolIndex on every call, so consecutive Renders
without an intervening Prepare reuse scratch lists past the snapshot's
owned region exactly as within-frame passes already do. The empty-filter
branch is now also idempotent instead of allocating a fresh empty
snapshot per frame. Render still receives the current frame's
view-projection every frame (the U.4 stale-matrix rule) - only the
snapshot rebuild is gated.

Pixels must be identical; needs the standard user visual pass (dungeon +
town-near-buildings) before the change is considered accepted.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 11:49:40 +02:00
Erik
38e14c6a71 docs(perf): audit errata + plan governance/contract amendments (2026-07-24 review)
Adversarial review of the 2026-07-24 runtime audit + modern runtime plan
(43-agent verification at e627d9a4). Audit: append errata section 13 --
the capture ran with ACDREAM_UNCAPPED_RENDER=1 + ACDREAM_DUMP_MOVE_TRUTH=1
(not "normal capped presentation"; the 32 FPS ceiling was the RDP display
path); the 203.6 MiB single-frame figure is frame-thread-only and cannot
include worker-side MeshExtractor decode (it is main-thread publication/
retirement); GiB conversions, committed-peak, 65% LOH fragmentation,
exception-count provenance, GC-counter semantics, and cache-undersizing
corrections. Original sections left untouched per historical-record rules.

Plan: new section 0 governance interlocks (Slices F/G resume the deferred
2026-07-05 MP3/ECS decision -> explicit user gate; side-track session
discipline; freeze-exception scope for H-network/J; evidence-base
corrections; baseline prerequisite blocking Slice C). Slice amendments:
A (per-frame history, process-wide alloc, contention stacks, cache
counters, screenshot-diff pulled forward, reference config, exit criteria),
C (Portal-dat-wins precedence contract, dual-dat + ObjDesc fixtures, cache
identity rule, exception-semantics cleanup), D (unify/retune existing
eviction rather than rebuild; ResidencyManager concurrency contract),
E (gate rescoped to what E owns; release-later != run-later; audio in the
immediate detach set; reveal stall behavior with the AP-115 cue; retail
teardown anchors), F (referee-first digest, journal coalescing bound,
IRenderScene home project, identity enforcement), G (provisional 300 FPS
target; retail dynamics viewcone-cull contract), H (split H-a/H-b/H-c with
the AP-85 lights pin and receive-side allocation scope), I (verbatim-float
bake rule + differential BSP sweep; floats after B), J (teardown protocol,
multi-plan track), K (wire-timing parity per TS-33, hours-scale soak).
Section 11 gate corrections (percentile populations, anti-gaming
process-wide row, provisional budgets, scoped third-visit rule, soak +
jitter rows, scheduled harness); section 12 adjudication protocol;
section 14 order list now includes Slice I and the user decision gate.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-24 11:38:20 +02:00
Erik
e627d9a403 docs(perf): preserve runtime benchmark evidence
Record the sanitized six-minute CPU/GPU/memory audit, compact machine-readable metrics, checkpoint plateaus, attribution, reproduction method, and raw-artifact retention policy. Link the evidence from the consolidated architecture plan and roadmap without committing binary traces or session metadata.

Co-authored-by: Codex <codex@openai.com>
2026-07-24 10:09:03 +02:00
Erik
944ee55584 docs(architecture): consolidate modern runtime roadmap
Unify the unfinished Modern Pipeline work with Linux/headless goals around measured content, residency, streaming, render-scene, and runtime boundaries. Record twelve gated slices and preserve retail-shaped simulation plus the mandatory N.5 renderer.

Co-authored-by: Codex <codex@openai.com>
2026-07-24 10:03:25 +02:00
Erik
2c3da8e153 fix(ui): keep spell components in authored foreground
Install examination formula icons as the template root UIRegion image, matching retail ClearImage/SetImage behavior while retaining the authored missing-component overlay. Add the real DAT template fixture and conformance coverage.

Co-authored-by: Codex <codex@openai.com>
2026-07-24 08:08:29 +02:00
Erik
d4ce64f56b fix(ui): restore modern spell formula presentation
Resolve spell-examination component cells through their DAT icon DIDs, project scarab and prismatic-taper formulas when ACE disables component enforcement, and version authored window geometry so stale examination sizes reset once without losing user layout behavior.

Co-authored-by: Codex <codex@openai.com>
2026-07-24 07:08:47 +02:00
Erik
3e31b0ac70 fix(ui): select and examine favorite spells like retail 2026-07-24 06:47:54 +02:00
Erik
043ab10b3c fix(ui): select retained items on mouse down
Port UIElement_ListBox's press-time selection ordering through the shared retained item-list contract. Inventory, loot, paperdoll, and physical shortcuts now update canonical selection before release or drag promotion, while target-mode consumption suppresses drag and release-time activation.

Co-authored-by: Codex <codex@openai.com>
2026-07-24 06:17:31 +02:00
Erik
2dd5cb80d2 fix(ui): assess retained items on right click
Port UIElement_ItemList's physical-item right-click branch through the shared retained list. Select and appraise backpack, loot, paperdoll, and shortcut items through their canonical owners, while preventing RMB movement from lifting items or issuing appraisal requests.

Co-authored-by: Codex <codex@openai.com>
2026-07-24 05:55:51 +02:00
Erik
5ad32d5753 feat(input): assess world objects on right click
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>
2026-07-24 05:42:28 +02:00
Erik
6718ee45a0 fix(ui): preserve retail item titles and spacing
Carry PublicWeenieDesc material type into the live object model so examination titles use the DAT-authored material prefix. Preserve retail AddItemInfo empty appends and embedded armor separator, restoring the deliberate blank rows between appraisal sections.

Co-authored-by: Codex <codex@openai.com>
2026-07-24 05:21:01 +02:00
Erik
d78d09cfbc feat(ui): port retail item appraisal reports
Follow ItemExamineUI's EoR dispatch and wording for item assessment instead of the generic projection. Resolve material and creature names through installed DAT maps, cover specialized item branches and item-XP curves, and narrow AP-110 to the remaining live/localized preview seams.
2026-07-23 19:08:05 +02:00
Erik
2c00d53db2 fix(net): sign-extend retail capacity bytes
Mirror PublicWeenieDesc::UnPack MOVSX behavior so ACE's FF capacity sentinels remain -1 instead of becoming 255. This suppresses non-container capacity prose through the normal retail appraisal checks, with raw-wire and formatter regression coverage.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 18:25:17 +02:00
Erik
d3c5e06fdd fix(ui): match retail item appraisal semantics
Preserve PublicWeenieDesc hook identity from CreateObject through the item model so hook appraisals suppress sentinel capacities exactly. Use appraisal-only Value and Burden presence, retain AddItemInfo paragraph and authored font-color selection, and port retail lock, page, enchantment, and spell-block formatting.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 18:04:19 +02:00
Erik
bc47bc4917 feat(ui): complete retail item appraisal reports
Restore the authored examination geometry and top-origin item list, then port retail's ordered weapon, armor, magic, requirement, capacity, cooldown, use, and description branches into a dedicated formatter with DAT spell prose. Keep the remaining specialized display-name and preview gaps explicit in AP-110.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 17:03:26 +02:00
Erik
d96ea2de98 feat(ui): complete retail creature appraisal details
Port the separate creature rating list, layer the animated preview between authored row chrome and text, and follow selection while the examination floaty is visible. Preserve the remaining item-preview and font-state gaps in AP-110.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 14:04:19 +02:00
Erik
7eaa68a5f4 feat(ui): port retail creature appraisal presentation
Render assessed creatures through the shared private viewport with retail heading, bounding-box camera, and light. Build the exact authored nine-row stat list and resolve creature names from the retail EnumMapper while keeping remaining font/sequencer adaptations explicit.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 12:55:24 +02:00
Erik
f1a7912160 fix #234: port retail appraisal floaty and inscriptions 2026-07-23 12:12:57 +02:00
Erik
643cdfe66e feat(ui): port retail appraisal panel
Preserve retail's one-pending-appraisal busy lifetime, parse the complete gated response, and mount the authored examination layout in the shared main-panel host. Keep known 3D preview and inscription-write gaps explicit in AP-110.
2026-07-23 11:34:08 +02:00
Erik
6b1ae4fb76 feat(items): port retail shared cooldown overlays
Preserve public shared-cooldown metadata, resolve the authoritative cooldown enchantment with retail expiry semantics, and project the exact ten DAT-authored radial steps through the shared retained item-slot architecture.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 10:41:16 +02:00
Erik
19e8863f4e fix(items): dispatch carried use without world approach 2026-07-23 09:50:28 +02:00
Erik
f71f947475 fix(items): port retail useability and autowear rejection
Use the exact low USEABLE_NO-bit predicate so reset/zero-valued direct-use items such as Blackmoor's Favor reach the ordinary Use request. Port AutoWear's clothing-priority blocker lookup and exact named system notice through the shared activation owner.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 08:33:31 +02:00
Erik
60387668d0 feat(ui): drive toolbar use state from selection
Port the retail selected-object availability predicate into Core and project it through the shared interaction owner. The imported hand now follows canonical selection/object notices, keeps weapon and targeted-tool activation on the existing wield/use cursor paths, and ghosts empty or explicitly unusable selections per the connected UX requirement.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 08:07:47 +02:00
Erik
0134122c28 fix(ui): match retail spell bar controls
Place favorite-bar arrows by their authored sides, import rollover and pressed media through the shared scrollbar, and preserve manual offsets across passive refreshes. Carry the mixed-parent DAT anchor chain to a fixed 18-cell favorite viewport so overflow controls and the Cast button remain inside the retail-sized combat frame.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 07:49:09 +02:00
Erik
02c29e67c8 feat(ui): port favorite spell bar overflow
Import the retail arrow-only spell bar scrollbar from LayoutDesc, preserve authored end-button extents and HideDisabled behavior in the shared retained widget, and bind each favorite list to its sole horizontal pixel-scroll model. Match retail selection exposure for off-screen spells and pin the behavior with real-fixture conformance tests.

Document the six-slice world-interaction completion program as the active pre-M4 work order.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 06:35:53 +02:00
Erik
20e2998adb docs(architecture): close GameWindow regression handoff
Reconcile AGENTS.md and CLAUDE.md with the completed structural campaign, verified post-closeout interaction/radar/recall gates, and final Release counts. Record capped/RDP jump-pose cadence as deferred issue #235 without changing the retail object clock.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 06:12:47 +02:00
Erik
4f1c067a21 perf(physics): pool collision cell snapshots
Preserve the fixed per-cell collision walk across nested registry mutations while replacing the repeated List allocation with an explicitly owned pooled snapshot. Capture cardinality once, return storage on every exit, and pin live-list mutation behavior with a focused regression test.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 06:12:34 +02:00
Erik
f9736ece6c fix(runtime): restore interaction completion ownership
Preserve prepublication local motion completion, require the PartArray enter-world lifecycle port, and balance deferred Use busy ownership across dispatch and cancellation. Reconcile the completed GameWindow connected gates and add regression coverage.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 05:51:51 +02:00
Erik
5c955c36ec docs(architecture): record GameWindow automated closeout
Reconcile the architecture, roadmap, milestones, issue ledger, session instructions, and durable memory with the 1,622-line native shell, canonical soak evidence, connected framebuffer comparison, and sole remaining user visual gate.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 20:52:25 +02:00
Erik
69650b1946 docs(architecture): plan GameWindow campaign closeout
Pin the final host-boundary audit, three corrected-diff reviews, full Release and connected gates, exact Slice 7 framebuffer reconstruction, project reconciliation, and sole remaining user visual handoff.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 20:29:58 +02:00
Erik
6c5e0604c9 test(app): make canonical soak comparisons workload-aware
Pin every ACE teleloc to an explicit starting quaternion and distinguish stable-workload owner growth from legitimate authoritative population, visibility, and cache-retirement changes. Preserve the original process residency and frame-cost limits while making canonical deltas actionable.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 20:13:29 +02:00
Erik
bca4148739 test(app): add canonical connected soak snapshots
Make scripted lifecycle checkpoints acknowledged post-diagnostics render barriers, capture the exact frame outcome beside canonical resource ownership, and harden the nine-stop route with ordered same-location cache and lifetime gates without weakening process residency thresholds.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 20:01:06 +02:00
Erik
2862622ba2 docs(architecture): plan canonical soak snapshots
Define the deferred checkpoint acknowledgement, post-diagnostics frame phase, exact nine-stop artifact schema, canonical owner gates, and unchanged process-residency guard for Checkpoint K.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 19:46:40 +02:00
Erik
31e6e192b3 refactor(app): extract focused window lifetime
Move the exact retryable shutdown manifest, typed root snapshot, terminal reporting, and native-window-last release out of GameWindow. Keep session and GPU convergence as hard barriers while reporting persistent physical callback cleanup without stranding dependent owners.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 19:43:52 +02:00
Erik
5a55d08106 docs(architecture): plan focused window lifetime 2026-07-22 19:23:43 +02:00
Erik
530b4bd8f5 refactor(app): close ordered startup composition 2026-07-22 19:20:20 +02:00
Erik
54244d31f1 refactor(app): make session start terminal
Move live-session startup and its existing diagnostics into the typed Phase-9 owner. GameWindow.OnLoad now ends immediately after that phase, so no callback binding, publication, or allocation can occur after the session becomes active.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 19:06:00 +02:00