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798 commits

Author SHA1 Message Date
Erik
24569fd2a1 fix(R4-V5): moveto stall #2 - login SetPosition ran before the sink bind, orphaning one immortal pending_motions node
The c2dc1a88 wedge fix paired every StopCompletely A9 node with a
completable motion-table type-5 entry via DefaultSink?.StopCompletely()
- but EnterPlayerModeNow called the initial SetPosition (whose teleport
idle is StopCompletely, R3-W6) BEFORE the sequencer/DefaultSink bind
block, so the login A9 node dispatched against a NULL sink and stayed
an orphan. Head-pop-any semantics mean a queue with one orphan never
reaches empty again (later completions just relabel the backlog), so
MotionsPending stayed true at every UseTime and the MoveToManager's
retail wait-for-anims gate (BeginTurnToHeading) never opened: every
server MoveTo armed (movingTo=True, Initialized=True, tracker fed,
node plan built) and the body never moved.

Pinned live by the [autowalk-gate] probe: type=MoveToObject init=True
contact=True motionsPending=True pm=[0x41000003] nodes=[TurnToHeading,
MoveToPosition] curCmd=0 - identical every half-second, forever.

Fix: the sequencer/sink bind block in EnterPlayerModeNow moves ABOVE
the initial physics Resolve + SetPosition (no data dependency - the
block only needs playerEntity/_animatedEntities). Teleport-arrival
SetPositions were already safe (sink long bound). Test rigs
(PlayerMoveToCutoverTests.MakeRig, W6EdgeDrivenMovementTests) mirror
the fixed order, and a new LoginQueue_DrainsToEmpty_UnderProductionFeed
test pins the invariant the probe caught: after login, pending_motions
must reach EMPTY under the production completion feed.

The [autowalk-gate]/[autowalk-feed] diagnostics stay in for the live
verify pass (TEMPORARY-tagged; strip when #5 closes). Full suite
green: 3,958.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 14:35:44 +02:00
Erik
c2dc1a889c fix(R4-V5): moveto wedge - StopCompletely's missing animation dispatch orphaned pending_motions; + the P1 autonomous store family
Live bug (2026-07-03, user door test): a server MoveTo armed
(movingTo=True) but the local body never moved; the retail observer saw
ACE walk the server-side player to the door; the next local input
reasserted the stale position (rubber-band). Log evidence: the player's
pending_motions queue was non-empty on 92/94 MotionDone pops (remotes:
0/40) - MoveToManager's retail wait-for-anims gate
(BeginTurnToHeading's MotionsPending check) never opened.

ROOT CAUSE (found via a production-faithful repro test - the original
suite force-drained the queue, masking it): the R3 port MISIDENTIFIED
retail's StopCompletely_Internal body. It is NOT a physics velocity
zero - CPhysicsObj::StopCompletely_Internal (0x0050ead0) tailcalls
CPartArray::StopCompletelyInternal (0x00518890) which is
MotionTableManager::PerformMovement(type 5): an ANIMATION-side full
stop whose UNCONDITIONALLY-queued pending_animations entry is the
completable partner of the A9 pending_motions node
CMotionInterp::StopCompletely enqueues (raw @00527e90 between the
state writes and add_to_queue). Without the dispatch, every
StopCompletely (login/teleport SetPosition + every MoveToManager
PerformMovement head) left an orphan node with no completion - the
queue never drained at idle. (The R3 code comment claimed a register
row for the stand-in; none was ever added - porting the real mechanism
closes that violation without a row.)

Fix set (all retail-anchored):
- IInterpretedMotionSink gains StopCompletely() (default true = the
  null-sink posture); MotionTableDispatchSink routes it to the R2
  manager's already-ported type-5 op (StopObjectCompletely +
  Ready-sentinel entry) + TurnStopped for the ObservedOmega seam.
- MotionInterpreter.StopCompletely calls DefaultSink?.StopCompletely()
  at the exact retail slot (after the state writes, before
  add_to_queue); the immediate set_velocity(Zero) is kept as the
  documented physics-effect stand-in.
- PlayerMovementController ticks CheckForCompletedMotions after
  UseTime - retail's per-tick CPartArray::HandleMovement slot
  (0x00517d60 = MotionTableManager::UseTime = CheckForCompletedMotions
  tailcall, called every tick from UpdateObjectInternal @005159a4).
  NOTE: a first-cut per-tick apply_current_movement pump was tried and
  REVERTED - retail's apply callers are all event-driven (hold-key,
  HitGround/LeaveGround, ReportExhaustion), not per-tick; the remote
  block's per-tick apply is a pre-existing adaptation outside this
  fix's scope.
- The P1 autonomous-store family, completing the pin's port shape
  (the gate landed in V5; the STORE side was missing):
  (a) the unpack store (00509730: last_move_was_autonomous = wire
  byte) in the GameWindow player branch - local player only for now
  (remote interps have no WeenieObj, which A3 reads as IsThePlayer;
  storing a remote's autonomous byte would mis-route their per-tick
  apply onto the raw branch);
  (b) input edges store =1 at the controller edge block - retail's
  CPhysicsObj::DoMotion @00510030 / StopMotion @005100e0 /
  TakeControlFromServer @006b32f4 input-boundary stores;
  (c) section 2's per-frame velocity write now PRESERVES the flag
  (V5's first cut stamped it per frame, the wrong altitude - retail
  stores it at event boundaries only);
  (d) InstallSpeculativeTurnToTarget stores false (models the wire
  mt-6's unpack store; part of the AP-23 adaptation) so the
  event-driven applies (e.g. HitGround mid-moveto) route interpreted
  and cannot clobber the manager's dispatched motions with idle raw
  state.

Tests: new ServerMoveToPosition_ProductionCompletionFeed_WalksToArrival
drives the controller under the PRODUCTION completion feed
(sequencer.Advance -> MotionDoneTarget) instead of force-draining -
this is the test that reproduced the live wedge (queue stuck at the
two A9 Ready orphans) and now proves the drain. Existing cutover tests
mirror the wire-path autonomous store before PerformMovement. Full
suite green: 3,957.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 14:15:36 +02:00
Erik
b3decdfac6 feat(R4-V5): LOCAL PLAYER cutover - B.6 auto-walk DELETED; P1 autonomous gate ported; TS-36 bound (closes M1-local, M9, M10, M17; retires TS-36, AD-26; re-anchors AD-27, AP-23)
The local player now runs server MoveTos through the same verbatim
MoveToManager remotes got in V4. One commit, GameWindow + controller,
per the no-fan-out rule for coupled slices.

P1 gate (V0-pins.md P1, ported verbatim): CPhysics::SetObjectMovement
(0x00509690 @0050972e) drops any movement event whose wire autonomous
byte is set when the addressed object IsThePlayer - ACE's self-addressed
MoveToState reflection (MovementData.cs:162 IsAutonomous=1) never
reaches unpack_movement, which is what makes the retail unconditional
unpack-head interrupt safe. Gate placed AFTER the sequence gates
(retail order). The stale "ACE follows every mt=0x06 with an mt=0x00"
comment block dies with the code it excused (its causal story was
pre-#75; refuted in V0-pins P1).

Run-rate re-anchor (P1 contingency NOT needed - no AD row): the echo
tap ApplyServerRunRate is deleted outright. Both retail feeds already
exist: PlayerDescription skills via SetCharacterSkills (K-fix7) into
InqRunRate (preferred by apply_run_to_command/get_state_velocity), and
the mt-6/7 my_run_rate wire write (M13) now performed for the player by
the shared RouteServerMoveTo. The tap's InterpretedState.ForwardSpeed
overwrite was a pre-R3 mechanism that fought the ported machinery.

B.6 auto-walk deleted wholesale (~330 lines): fields, Begin/End/
DriveServerAutoWalk, IsServerAutoWalking, AutoWalkArrived, the
autoWalkConsumedMotion gates, the #69 turn-dir edge synthesizer, and
the relocated AutoWalkArrivalEpsilon/AutoWalkTurnRateFor constants
(AD-26 retired - the invented 5/30-degree bands are gone; arrival is
retail's distance predicate; turn-first is the TurnToHeading node).

TS-36 retired: Motion.InterruptCurrentMovement binds to
MoveTo.CancelMoveTo(ActionCancelled). Movement-key edges (ctor-default
params carry the 0x8000 CancelMoveTo bit), Shift (set_hold_run
interrupt:true), jump(), StopCompletely, and teleport all cancel a
running moveto through the retail chain - verified by controller-level
tests, not assumed.

MoveToComplete seam WIDENED to natural completion (Core): retail's
BeginNextNode empty-queue completion is inline CleanUp+StopCompletely
(raw @00529d47) and notifies nothing - the client-addition seam had to
fire there (both sticky and non-sticky exits) or AD-27's deferred
close-range Use/PickUp re-send never fires. Never fires on CancelMoveTo.
AD-27 re-anchored from the deleted AutoWalkArrived event.

InstallSpeculativeTurnToTarget rewired through the player's manager
(retail 9a/9b client-initiated shape): close-range -> TurnToObject,
far -> MoveToObject; AP-23 radius buckets + the #77 CanCharge
prediction survive as the params source (row re-anchored).

Per-tick: MoveTo.UseTime() at the old DriveServerAutoWalk slot
(provisional until R6, per the plan's placement decision); the P4
player-side TargetTracker twin (fields + pre-Update feed) mirrors the
remote adapter (AP-79 row widened). HitGround dual-call added on the
player landing edge AND the remote landing site - the latter closes a
V4 wiring-contract gap the adversarial review caught (retail 2d order:
minterp then moveto; without it a landing NPC's moveto never re-arms).

Also from the adversarial review: the mt-8 unresolvable-target degrade
now performs retail's params.desired_heading = wire_heading
substitution (decomp 2f case 8; invisible against ACE per P6, required
for the verbatim degrade); the V4 remote MoveToManager binding gets a
real curTime clock (the ctor stub advanced 1/30s per READ, skewing the
progress/fail-distance windows - note: the pending V4 NPC smoke ran on
the skewed clock); TS-33 row extended with the orientation-diff gap
(ApproxPositionEqual vs retail Frame::is_equal full-frame compare - a
stationary heading snap does not reach the wire; masked against ACE,
R7 outbound scope owns the fix).

MoveToMath gains HeadingFromYaw/YawFromHeading (the P5 scalar bridge
for yaw-authoritative bodies - the player's heading snap must write
Yaw, not the quaternion the controller re-derives every frame).

Tests: 3,956 green (+8). New: MoveToManagerCompletionSeamTests (arrival
fires once with None, no refire, cancel never fires, sticky handoff
order) + PlayerMoveToCutoverTests (EnterPlayerModeNow-shape rig: walks
to arrival with zero user input and zero MotionStateChanged frames -
the #75 invariant by construction; TurnToHeading rotates Yaw and snaps
exact; W-edge and jump cancel without firing complete). W6 edge suite
retargeted from the deleted echo tap to a direct apply pass (the
regression lives in ApplyInterpretedMovement, not the wire trigger).

Spec: docs/research/2026-07-03-r4-moveto/r4-port-plan.md section 3 V5.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 13:24:22 +02:00
Erik
7016b26ce7 feat(R4-V4): REMOTE cutover - per-remote MoveToManager; RemoteMoveToDriver + PlanMoveToStart DELETED (closes M1-remote, M4/M5/M6/M8-remote; retires AD-8, AD-9, AP-8, AP-9)
Every remote's server-directed movement now runs the verbatim retail
MoveToManager. EnsureRemoteMotionBindings constructs it per remote with
the full V2 seam set (position/heading/velocity providers, the P4
TargetTracker adapter via setTarget/clearTarget storing the tracked
guid on RemoteMotion) and binds InterruptCurrentMovement ->
CancelMoveTo(0x36) - the retail interrupt chain (TS-36 remote side).

UM routing is retail's unpack_movement dispatch (0x00524440): the
head-interrupt + unstick fire for EVERY movement type, then mt 6/7
build MovementParameters.FromWire(raw bitfield - now surfaced by the
parser) + a MovementStruct (mt 6 resolves the target guid against the
entity table, degrading to MoveToPosition at the wire origin per the
plan's 2f; my_run_rate written from MoveToRunRate per @300603) ->
MoveTo.PerformMovement; mt 8/9 likewise via FromWireTurnTo; ONLY mt 0
flows through the interpreted funnel (the PlanMoveToStart seed is
DELETED - retail never routes MoveTo types through the interpreted
state copy).

Per tick: the P4 tracker feeds HandleUpdateTarget(Ok/ExitWorld) from
the live entity table, then UseTime runs the manager's steering/
arrival/fail handlers, then apply_current_movement recomputes velocity
- the same shape ordinary locomotion uses. The legacy driver branches,
the stale-destination timer, and the ClampApproachVelocity band-aid
are gone; arrival now uses retail cylinder distance (watch melee-range
stop distance in the visual pass).

DELETED: RemoteMoveToDriver.cs + its tests (OriginToWorld relocated
verbatim to MoveToMath; the B.6 auto-walk's two surviving constants
inlined into PlayerMovementController, dying with it in V5);
ServerControlledLocomotion.PlanMoveToStart + tests (PlanFromVelocity
survives - new AP-80 row); the RemoteMotion MoveTo capture fields.
Registers: AD-8/AD-9/AP-8/AP-9 retired; AP-79 (TargetTracker adapter,
retire R5) + AP-80 added.

Full suite green: 3,948 passed. Live smoke launched - NPC
chase/wander behavior pending user verification (recorded in the
session handoff).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 12:18:05 +02:00
Erik
a144e87318 feat(R4-V3): wire completion - mt 8/9 parsing + full params exposure + the mt-0 sticky trailer (closes M7, M13, M14-wire-note)
UpdateMotion now parses TurnToObject (mt 8: guid, standalone wire
heading, 3-dword UnPackNet) and TurnToHeading (mt 9: 3-dword UnPackNet)
into a new TurnToPathData sibling record (the two wire forms genuinely
diverge - 7-dword move UnPackNet with Origin head vs 3-dword turn
UnPackNet with guid+heading head; every consumer switches on
MovementType first, so no polymorphic shape was invented). mt 6/7
exposure widened additively so ALL UnPackNet fields reach
MovementParameters.FromWire. The mt=0 motionFlags sticky-guid trailer
(bit 0x1) is parsed for cursor honesty and carried unconsumed until R5
- scoped to mt=0 ONLY per both ACE's writer (MovementInvalid.Write) and
the decomp's case-0 read, tighter than the plan sketched; the
StandingLongJump bit (0x2) doc-noted as the R5 unpack_movement item.
MoveToRunRate doc-pointered as the V4/V5 MyRunRate write.

11 new golden-byte tests hand-assembled from ACE's writers
(MovementData/TurnToObject/TurnToParameters/TurnToHeading/
MoveToParameters/MovementInvalid) incl. flag-permutation round-trips
and the trailer cursor-honesty case; the existing 12 mt 6/7 fixtures
pass unchanged. Full suite: 3,972 passed.

Implemented by a dedicated agent against the V0-pinned spec (P6 order
confirmed exactly); scope + suite independently verified.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 11:53:53 +02:00
Erik
addc8e97a8 feat(R4-V2): MoveToManager verbatim - all 33 members + conformance harness (closes M1/M3/M4/M5/M6/M10/M14-core)
The retail server-directed-movement brain (0x00529010-0x0052a987),
Core-only with every App dependency as a ctor/property seam for the
V4/V5 cutovers: node-plan builders for all four movement types
(TurnToObject's desired-heading clobber quirk VERBATIM; TurnToHeading's
immediate BeginNextNode - ACE's one-tick-late gap not copied),
PerformMovement (cancel 0x36 + unstick first), BeginNextNode with the
sticky handoff order (radius/height/tlid read BEFORE CleanUp),
BeginMoveForward (GetCommand walk/run cascade + stored-params
write-back + progress-clock seed), HandleMoveToPosition (chase arrival
dist <= distance_to_object per the adjudicated BN inversion; fail
distance -> 0x3D; progress >= 0.25 units/s over >= 1 s, incremental AND
overall; fail_progress_count write-only - retail has NO give-up
threshold and none was invented), HandleTurnToHeading (20/340 aux
deadband; the Ghidra-confirmed heading_diff mirror), HandleUpdateTarget
0x0052a7d0 (deferred-start: object moves wait for the first Ok
callback; retargets reset the progress clock without requeueing),
UseTime's initialized gate, InitializeLocalVariables per retail (flags
word + context_id zeroed, floats stale, FLT_MAX resets - not ACE's
transpositions).

TDD catch: default(Quaternion) is the ZERO quaternion, not identity -
a fresh manager's heading computations would silently read 90 degrees;
explicit IdentityPosition resets match the decomp's identity-Frame
semantics. Also pinned: retail's explicit double adjust_motion in
_DoMotion/_StopMotion; entry points never drain pending_actions (only
PerformMovement's cancel does) - re-issues must route through
PerformMovement, documented + tested.

101 new conformance tests incl. three end-to-end scripted drives
(chase turn->run->walk-demote->arrive; flee; frozen-heading
TurnToObject through retarget). Full suite: 3,961 passed.

Implemented by a dedicated agent against the V0-pinned spec; scope +
suite independently verified.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 11:43:50 +02:00
Erik
e0d2492cbb feat(R4-V1): command-selection family + state widening (closes M2-mechanics, M11, M12, M15)
MovementParameters gains the verbatim selection family:
GetCommand 0x0052aa00 (the walk-vs-run cascade INCLUDING the CanCharge
0x10 fast-path ACE dropped - retail's default can_charge=false + the
fast-path present, the A13+A15 canceling-pair trap avoided; inclusive
threshold edge per the raw), TowardsAndAway, GetDesiredHeading per the
live Ghidra decompile (fwd-towards 0 / fwd-away 180 / back-towards 180
/ back-away 0), FromWire/FromWireTurnTo (UnPackNet semantics, all 18 A4
masks round-tripped).

New MoveToMath: HeadingDiff per the live Ghidra decompile of 0x00528fb0
(the 360-diff NOT-TurnRight mirror + F_EPSILON 0.000199999995f - the
BN "arg unused" artifact corrected), HeadingGreater (the visible
TurnRight idiom), PositionHeading/Get/SetHeading reusing the codebase's
single yaw-heading convention (P5), CylinderDistance (PDB arg order;
planar-minus-radii shape documented as the interpretation - the raw's
x87 body is garbled; seam noted).

MovementType gains Invalid + retail 6/7/8/9; MovementStruct widened
(ObjectId/TopLevelId/Pos/Radius/Height/Params, additive); WeenieError
+= 0x0B/0x36/0x37/0x38/0x3D with retail-meaning doc comments.

148 new conformance tests. Full suite: 3,860 passed.

Implemented by a dedicated agent against the V0-pinned spec; scope +
suite independently verified.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 11:13:15 +02:00
Erik
30115d96aa fix(R3-W6b): entry-cache the apply pass's axis reads — the 'press W and stop instantly' regression
User live report (the R3 visual pass): pressing W stopped the local
player instantly (retail observers saw run + rubber-band back — our AP
never moved); S/strafe appeared to work. The edge tracer + a
harness-with-echo repro converged on the funnel:

ApplyInterpretedMovement live-read InterpretedState.ForwardCommand
AFTER the style dispatch. The style dispatch SUCCEEDS against the real
MotionTableDispatchSink (GetObjectSequence Branch 1 style==target →
success — verified in the raw @298636), which gates the
ModifyInterpretedState write → InterpretedMotionState::ApplyMotion's
style branch resets forward_command to Ready UNCONDITIONALLY (raw
0051ea6c — our port is verbatim). Retail SELF-HEALS: its compiled
apply pass reads the axis fields into registers BEFORE the style call,
so the fwd dispatch re-applies the pre-reset command and the field
recovers within the pass — proven by our own 183-case live-retail
observer trace (the fwd dispatch carries the wire's RunForward after
the style dispatch on the same UM). The BN pseudo-C's apparent
post-style field reads at 0x528687 are decompiler rendering of hoisted
registers — the same artifact class as the A1 polarity inversion.
Under the live-field read, every apply pass (the ~10Hz ACE UM echo via
ApplyServerRunRate included) dispatched Ready and left the field
permanently Ready; the controller's per-frame get_state_velocity then
zeroed the body. The 183-case suite could not catch it: its
RecordingSink's return value doesn't mirror the real sink's
style-success, so the resetting state-write never ran under test.

Fix: entry-cache fwd/sidestep/turn commands+speeds (and the my_run_rate
read) before the style dispatch — restoring the S2a funnel's original
semantics through the W5 merge.

3 new regression tests bind the REAL sink over a real sequencer
(the masked condition): a full apply pass self-heals forward; 2 seconds
of held-W with echo cadence covers meters not centimeters; Shift
walk↔run toggling survives mid-transition echoes. Full suite: 3,734
passed. Temp diagnostics removed.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 09:52:23 +02:00
Erik
fb7beb706b feat(R3-W6): LOCAL PLAYER UNIFICATION — edge-driven retail input; UpdatePlayerAnimation + the synthesis layer DELETED (closes J15)
The local player now drives the SAME pipeline remotes use. The
controller's per-frame RawMotionState rebuild (level-triggered D6.2) is
replaced by retail's CommandInterpreter altitude: key EDGES fire
DoMotion/StopMotion (0x00528d20/0x00528530) and the Shift edge fires
set_hold_run (0x00528b70, caller-0x006b33ca shape) — the interpreter's
own RawState mutates via ApplyMotion/RemoveMotion and every dispatch
routes the funnel + DefaultSink into the sequencer. GameWindow's
UpdatePlayerAnimation (169 lines) is DELETED with both
LocalAnimationCommand/LocalAnimationSpeed MovementResult fields and all
three synthesis sites (K-fix5 pacing, Walk→Run cycle selection, the
auto-walk overrides): run pacing now comes from apply_run_to_command's
my_run_rate promotion — the same source remotes use; airborne-Falling
falls out of contact_allows_move (the funnel's second dispatch).
Auto-walk's #69 turn-phase legs re-expressed as DoMotion(Turn*) edges;
teleport idle = StopCompletely (retail's full stop) + an edge-tracker
reset so held keys walk straight out of a portal.

Map discovery R1 fixed: ChargeJump() now fires at charge START (the
0x0056afac input-boundary site) — StandingLongJump had NEVER armed in
production despite the W3 port.

TWO root-cause fixes the cutover surfaced (each would have been
invisible under the old synthesis layer):
- CurrentHoldKey was a shadow FIELD synced only on the raw dispatch
  branch; set_hold_run writes RawState.CurrentHoldKey, so an edge-driven
  Shift toggle followed by DoMotion read a stale None and lost the run
  promotion. Now an alias of RawState.CurrentHoldKey (retail's
  adjust_motion reads raw_state.current_holdkey directly).
- The controller's grounded velocity + jump-launch writes used
  set_local_velocity's default autonomous:false, silently clearing
  LastMoveWasAutonomous and flipping the A3 dual dispatch to the
  interpreted branch for the local player. Both marked autonomous.

EXPECTED-DIFFS (map §6, for the R3 visual pass): #45's 1.248x sidestep
factor + ACDREAM_ANIM_SPEED_SCALE died with UpdatePlayerAnimation —
local sidestep pacing now matches how remotes have always played;
auto-walk-at-run plays walk-pace legs until R4; ApplyServerRunRate's
apply_current_movement goes live (Branch-2 fast re-speed absorbs the
echo — retail's own mid-run speed-change mechanism).

Wire: outbound values stay input-derived (the L.2b-verified byte
stream untouched; RawState-sourcing needs the map §2b cdb TODO and R7
owns outbound). MotionStateChanged = the old comparison minus the dead
localAnimCmd leg, OR any edge fired.

Full suite green: 3,731 passed. Live smoke: in-world, user-driven
input through the new path (walk/turn/strafe), 12k entities, zero
exceptions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 09:19:56 +02:00
Erik
df7b096d6f feat(R3-W5): DoMotion family verbatim + the ONE DoInterpretedMotion + per-op zero-tick flush (closes J3, J4, J9, J14)
The two parallel DoInterpretedMotion implementations MERGE into one
verbatim pair (0x00528360/@305639): contact gate, StandingLongJump
state-only branch, Dead → RemoveLinkAnimations, the jump_error_code
double-check WITH the DisableJumpDuringLink 0x20000 leg (W2's TODO(W5)
resolved — MovementParameters now flows), ModifyInterpretedState
gating, CurCell-null tail, AddToQueue with the real ContextId;
StopInterpretedMotion's post-stop Ready node + raw-mirror RemoveMotion.
Legacy overloads + ApplyMotionToInterpretedState DELETED. The funnel's
public surface unchanged (183-case suite compiles + passes as-is).

DoMotion 0x00528d20 verbatim: cancel_moveto interrupt; SetHoldKey(key,
cancelMoveToBit) BEFORE adjust_motion; params re-default for the
interpreted call; combat-stance gates on the ORIGINAL id (Crouch/Sit/
Sleep → 0x3f/0x40/0x41; & 0x2000000 → 0x42 outside NonCombat); action
depth cap ≥6 → 0x45; raw mirror ORIGINAL id. StopMotion 0x00528530
mirror shape. StopCompletely 0x00527e40 with the A9 snapshot quirk
(motion_allows_jump on the OLD forward command, stashed in the queued
node) + the J9 fix (sidestep/turn SPEEDS untouched — the 1.0 resets
were a divergence). PerformMovement flushes zero-tick completions after
every dispatched op via the new CheckForCompletedMotions seam
(0x0050fe30) — bound App-side per entity (remotes via
EnsureRemoteMotionBindings, player at the sequencer bind site).

PORT DISCOVERY (not in the W0 pins): retail's DoInterpretedMotion
RESULT gates both add_to_queue AND the state write — a void sink let
the style dispatch's apply-only failure clobber ForwardCommand before
the forward axis read it, regressing 74/183 live-trace cases.
IInterpretedMotionSink.ApplyMotion/StopMotion now return bool
(documented on the interface with the raw anchors); one funnel
assertion corrected with raw-line citations (airborne ForwardCommand
ends at Falling under the fully-wired verbatim algorithm).

62 new gate-table tests. Full suite: 3,729 passed.

Implemented by a dedicated agent against the W0-pinned spec; seam
bound + suite independently re-verified by the orchestrator.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 08:57:33 +02:00
Erik
e214acdf23 feat(R3-W4): ground transitions + lifecycle verbatim; K-fix18 DELETED (closes J8, J10, J11-shape, J12, J13, J18, J19)
Core (dedicated agent, independently reviewed): HitGround 0x00528ac0 /
LeaveGround 0x00528b00 verbatim (creature+gravity gates, the
RemoveLinkAnimations seam — K-fix18's retail mechanism — velocity via
GetLeaveGroundVelocity with the autonomous flag, jump-state resets,
apply_current_movement re-sync); enter_default_state 0x00528c80 per A8
(fresh states, InitializeMotionTables seam, sentinel APPENDED without
draining pending_motions — pinned, Initted=1, LeaveGround tail);
Initted gates; the A3 IsThePlayer dual dispatch in
apply_current_movement / ReportExhaustion / SetWeenieObject /
SetPhysicsObject (a remote player routes INTERPRETED — the
ACE-divergence pin); set_hold_run 0x00528b70 + SetHoldKey 0x00528bb0
(XOR guard, None-only-from-Run); adjust_motion creature guard wired
(TS-34 retired); PhysicsBody.LastMoveWasAutonomous +
set_local_velocity(autonomous). Port discovery: retail's
apply_raw_movement 0x005287e0 / apply_interpreted_movement 0x00528600
ARE the already-shipped D6.2a/funnel functions — the dual dispatch
composes them instead of duplicating.

App cutover (orchestrator): the skipTransitionLink flag + both K-fix18
call sites DELETED (AP-74 retired). MotionInterpreter.DefaultSink routes
apply_current_movement's interpreted branch through the REAL funnel
dispatch when a sink is bound — so a remote's LeaveGround engages
Falling via the contact-gated funnel, replacing the forced SetCycle
(J19); the per-remote MotionTableDispatchSink is now PERSISTENT
(EnsureRemoteMotionBindings: DefaultSink + RemoveLinkAnimations +
InitializeMotionTables seams, idempotent from both the UM and
VectorUpdate paths; wire velocity re-applied after LeaveGround so it
stays authoritative). Player: seams bound to the player sequencer; the
controller's grounded→airborne EDGE now fires LeaveGround (jump()
clears OnWalkable and the same frame's transition detection fires it —
retail's order; walk-off-a-ledge gets the momentum fallback + link
strip it never had); the manual jump-block LeaveGround deleted;
LastMoveWasAutonomous set at the controller chokepoint (W6 refines).

Trace S8 re-expressed as the retail mechanism (Falling dispatch +
RemoveAllLinkAnimations = same final state the flag produced). 43 new
lifecycle tests. Registers: TS-34 + AP-74 retired; TS-38, AP-77, AP-78
added. Full suite: 3,665 passed. Live smoke: in-world clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 23:01:31 +02:00
Erik
af4764443f feat(R3-W3): verbatim jump family — charge gates, jump_is_allowed chain, epsilon fixes; StandingLongJump misattribution retired (closes J5, J6, J7-interp-side, J16-epsilons)
JumpChargeIsAllowed 0x00527a50 (CanJump→0x49 before posture; Fallen +
Crouch..Sleeping→0x48), ChargeJump 0x005281c0 — now the ONLY place
standing_longjump arms (grounded Contact+OnWalkable + forward Ready +
no sidestep/turn, raw @305453-305466); the S2a-flagged side effect
inside contact_allows_move is DELETED (J6) with regression pins that
contact checks never touch the flag (the funnel's StandingLongJump
branch is local-player scope; the controller wires ChargeJump in W4/W6
— remotes never charge client-side, no interim regression).

jump_is_allowed 0x005282b0 full chain replaces the 15-line
approximation: IsFullyConstrained→0x47 (new PhysicsBody stub, TS-35)
BEFORE the pending-head peek (A2 ordering, pinned); head peek fires
whenever the queue is non-empty (no ACE Count>1 gate; nonzero
jump_error_code short-circuits the whole chain — test proves
JumpStaminaCost is never consulted); retail entry shape verbatim
(non-creature-weenie and gravity-off skip the ground gate; null
physics obj → 0x24 NOT 8 per A10); charge → MotionAllowsJump(fwd)
double-check → JumpStaminaCost gate (new IWeenieObject member,
always-affordable PlayerWeenie stub — TS-5 extended).

GetJumpVZ/GetLeaveGroundVelocity: epsilon corrected to retail's
0.000199999995f (was 0.001 — regression-pinned at extent 0.0005);
A5 shape (clamp 1.0, weenie-null 10.0f); A6 momentum fallback fires
only when ALL THREE components are sub-epsilon and overwrites all
three with global→local(m_velocityVector).

Jump 0x00528780: InterruptCurrentMovement no-op seam (TS-36, →R4
cancel_moveto), fires unconditionally; standing_longjump cleared ONLY
on failure (success keeps it — pinned). IWeenieObject.IsThePlayer()
(PlayerWeenie true) lands for W4's A3 dispatch.

51 new tests + 1 re-pin; superseded pre-W3 jump tests removed. Full
suite: 3,623 passed. Registers: TS-5 extended, TS-35/36/37 added.

Implemented by a dedicated agent against the W0-pinned spec; arming
gates + entry shape verified against the quoted raw text.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 22:37:07 +02:00
Erik
371679915e feat(R3-W2): pending_motions lifecycle + the MotionDone consumer — the R2 seam lands (closes J1, J17)
MotionInterpreter implements IMotionDoneSink: pending_motions
(LinkedList<MotionNode>, AD-34 wording) + add_to_queue 0x00527b80 +
motions_pending 0x00527fe0 + MotionDone 0x00527ec0 verbatim (action-class
head → UnstickFromObject no-op seam (→R5 StickyManager) + BOTH states'
action-FIFO pops; head popped UNCONDITIONALLY — A7: never match-by-id,
params unread in this build) + HandleExitWorld 0x00527f30 (the raw
decompile's null-physics-obj branch would infinite-loop if translated
literally — adjudicated as retail dead code, documented on the method) +
is_standing_still 0x00527fa0 + MotionAllowsJump 0x005279e0 with the
A1-pinned literal blocklist (28-case boundary table test: Fallen blocks,
Falling passes — ACE's transposition NOT copied).

Queue producers wired into the funnel per the decomp anchors
(re-verified from the raw text): DispatchInterpretedMotion's success
path computes jump_error_code via retail's double-check shape
(motion_allows_jump(motion), then forward_command when non-action;
the DisableJumpDuringLink params leg is TODO(W5) — no MovementParameters
threaded yet) + add_to_queue; apply_interpreted_movement's turn-stop
re-queues the Ready node (@305766-305785 — the plan's producer #2 and #3
are the SAME site; StopInterpretedMotion's internal add_to_queue @305657
is W5 scope). ContextId=0 with TODO(W5): retail's own compiled code
reads an UNINITIALIZED local for it at this call site.

GameWindow: MotionDoneTarget now binds the entity's REAL consumer —
player via PlayerMovementController.Motion (new internal property),
remotes via RemoteMotion.Motion — resolved AT FIRE TIME (a remote's
RemoteMotion can be created after its first anim tick; an eager capture
would drop completions forever). Despawn runs BOTH layers' exit-world
drains (manager then interp) per §4. AD-36 narrowed (consumed for
creature-class; doors/statics recorder-only until R5).

51 new conformance cases incl. the end-to-end chain test:
MotionTableManager.AnimationDone → sink → interp pending head pops in
step. 183-case observer-trace + funnel suites green unchanged (queue
side effects additive). Full suite: 3,582 passed.

Implemented by a dedicated agent (MotionInterpreter side) against the
W0-pinned spec; producer placements + MotionAllowsJump branch algebra
independently reviewed against the raw decomp; GameWindow wiring by the
orchestrator.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 22:24:56 +02:00
Erik
8664959152 feat(R3-W1): retail state completion — action FIFOs, MovementParameters, MotionNode, WeenieError renumber (closes J2, J16-codes)
InterpretedMotionState + the unified RawMotionState (LegacyRawMotionState
folded away) gain retail's action FIFO + ApplyMotion/RemoveMotion, ported
verbatim from the raw named decomp (0x0051e790/0x0051eb60 region, pc
293252-293703) including two genuine retail quirks pinned by tests and
independently re-verified against the raw text before commit:
- RawMotionState::ApplyMotion's RunForward (0x44000007) dead branch — a
  cycle-class apply of literal RunForward writes NOTHING (retail encodes
  run as WalkForward + HoldKey_Run on the raw state; same family as the
  D6 apply_run_to_command early-return).
- InterpretedMotionState::RemoveMotion's exact-match-only TurnRight/
  SideStepRight handling (left variants fall through to the style/
  forward branches).

MovementParameters verbatim (A4 pin): 18 named flags per the absolute
mask table, ctor = 0x1EE0F expansion + distance_to_object 0.6 /
fail_distance FLT_MAX / speed 1 / walk_run_threshhold 15 / hold_key
Invalid — with the two ACE-divergence traps ported RETAIL-side
(can_charge FALSE where ACE defaults true; threshold 15.0 not 1.0).
MotionNode {ContextId, Motion, JumpErrorCode} (acclient.h:53293) — the
pending_motions node W2 consumes.

WeenieError renumbered to retail's numeric semantics (A10 table):
NotGrounded=0x24, GeneralMovementFailure 0x24→0x47, new 0x3f/0x40/0x41
combat-stance rejects + 0x42 chat-emote + 0x45 action-depth; the
airborne jump/action returns corrected 0x48→0x24 per the A10 sweep
(incl. jump_is_allowed's null-physics-obj 0x24-not-8 divergence from
ACE). Codes are local-only — wire untouched.

Outbound packer proof: RawMotionStatePacker unmodified; all 6
golden-byte RawMotionStatePackTests pass unmodified. TS-24 register row
updated (capability landed; outbound wiring still open).

Implemented by a dedicated agent against the W0-pinned spec; quirks,
scope, and suite independently verified. Full suite green: 3,531
(374+425+713+2015+4 pre-existing skips).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 22:12:33 +02:00
Erik
d82f07d4e5 feat(R2-Q5): RemoteMotionSink DELETED — funnel dispatches straight into PerformMovement; AP-73 retired
The funnel's retail-ordered dispatches now go directly into the entity's
motion-table stack via Motion/MotionTableDispatchSink (Core):
ApplyMotion → PerformMovement(InterpretedCommand), StopMotion →
PerformMovement(StopInterpretedCommand). No axis collection, no
single-cycle priority pick, no Commit pass, no HasCycle probe, no
Run→Walk→Ready fallback chain — GetObjectSequence 0x00522860 +
is_allowed decide (closes H4, H5-callers, H11-callers, H15, H17-carry).
Run-while-turning now blends for real: the turn is a Branch-4 modifier
combined over the untouched run substate (AP-73 DELETED from the
register).

AnimationSequencer gains the public PerformMovement passthrough (lazy
initialize_state + locomotion velocity synthesis on success — AP-75;
remote body translation via PositionManager.ComputeOffset depends on
CurrentVelocity) and InitializeState(); HasCycle DELETED (the miss
hazard is structurally gone — GetObjectSequence checks the cycle before
any surgery; new conformance test pins sequence+state untouched on a
miss).

GameWindow: sink swap with the TurnApplied/TurnStopped ObservedOmega
callbacks (H17 carried verbatim — register AP-76, retire R6); spawn +
door sites run retail's enter-world order (initialize_state installs
the table default, the wire's initial motion dispatches unguarded — the
L.1c fallback chains deleted); despawn drains the pending queue via
HandleExitWorld (MotionDone success:false per entry, 0x0051bda0).

5 new MotionTableDispatchSink conformance tests (lazy init, Branch-4
turn blend + callback, Case-B stop unwind, Case-A stop re-drive,
miss no-op). Full suite green: 3,462 passed.

Live smoke vs ACE: in-world, NPC emote/Ready UMs dispatching through
the new path, [MOTIONDONE] completions firing across entities — first
live proof of the Q3→Q4→Q5 chain. Zero exceptions.

Registers: AP-73 deleted; AP-76 added.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 21:55:13 +02:00
Erik
3b9d9bb6be feat(R2-Q4): adapter cutover — SetCycle/PlayAction rehosted on PerformMovement; Fix B / fast-path / stop-anim fallback / G17 gate DELETED
AnimationSequencer becomes a thin shim over the verbatim R2 stack:
SetCycle dispatches the style change (Branch 1) then the motion (Branch
2/3/4) through MotionTableManager.PerformMovement; PlayAction is the
same dispatch (actions rebuild via Branch 3; modifiers are Branch 4
physics-only combine_motion — the AP-73 turn-blend mechanism now runs
for real). CurrentStyle/CurrentMotion/CurrentSpeedMod are read-only
mirrors of MotionState (post-adjust_motion, signed mod). Lazy
initialize_state on first drive (retail lazy-create analog) keeps
undriven sequencers do-nothing.

DELETED legacy inventions (net -648 lines): the adapter fast-path
(replaced by Branch-2 fast re-speed: change_cycle_speed +
subtract/combine_motion), Fix B + IsLocomotionCycleLowByte (replaced by
remove_redundant_links on the pending queue — the retail mechanism the
2026-05-03 cdb trace pointed at), the stop-anim low-byte fallback
(replaced by get_link's reversed-key double-hop — retail's actual
backward-walk settle plays the windup link REVERSED), GetLink/BuildNode/
EnqueueMotionData + the G17 HasVelocity/HasOmega gate (add_motion sets
unconditionally), MultiplyCyclicFramerate + the G13 composite,
PlayAction's insert-before-tail machinery, SCFAST/SCFULL diagnostics.
KEPT at the adapter (register rows): the boundary adjust_motion remap +
locomotion velocity/omega synthesis (AP-75, retire R3-W6/R6), K-fix18
skip-link as post-dispatch RemoveAllLinkAnimations (AP-74, retire
R3-W4 when LeaveGround fires it).

GameWindow queue-drain wiring (the §4 G6 seam): each drained AnimDone
hook → manager.AnimationDone(true) (retail AnimDoneHook::Execute
0x00526c20 → Hook_AnimDone 0x0050fda0 chain), UseTime once per tick
(0x00517d57/0x00517d67); IMotionDoneSink bound to an
ACDREAM_DUMP_MOTION recorder (AD-36 — R3 rebinds to
MotionInterpreter.MotionDone).

Conformance: the 11-scenario pre-cutover trace suite (a6235a36) replays
green with six EXPECTED-DIFF annotations (double-hop walk-run routing,
reversed settle links, Branch-4 physics-only modifiers, Branch-1
style-change links, post-adjust mirrors) — everything unannotated is
byte-identical. Legacy suites repaired by a dedicated agent (fixtures
gain the retail-mandatory StyleDefaults + class-bit-tagged ids;
reflection state-poking replaced with real dispatch; zero category-D
regressions — the suspected cursor bug was a fixture class-bit gap),
plus two vacuously-passing tests fixed. Register: stale IA-4 deleted
(R1-P1 ported the negative-factor swap).

Full suite green: 3,458 passed (374+425+713+1946).

Closes H6, H7, H8, H9, H10-adapter, H16-wiring (r2-port-plan.md §3 Q4).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 21:41:27 +02:00
Erik
a6235a36f5 test(R2-Q4a): pre-cutover adapter trace goldens
11 scripted scenarios (spawn idle, idle→walk link, walk→run cyclic-to-
cyclic, fast re-speed, backward-walk remap, stop-settle fallback, emote
action, K-fix18 skip-link, turn modifier, style change, link-drain
sentinel count) snapshotting the CSequence core's list state after every
SetCycle/PlayAction against the LEGACY adapter (fast-path + Fix B +
stop-anim fallback + G17 gate). These are the parity bar for the Q4
PerformMovement cutover — intentional post-cutover changes get
EXPECTED-DIFF annotations, everything else must stay byte-identical.

Notable pre-cutover behavior captured: the S6 link-before-link stacking
(old reversed link kept mid-drain while the settle link appends behind).

Adds the internal AnimationSequencer.Core test seam.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 21:12:15 +02:00
Erik
aa65990a1d feat(R2-Q3): verbatim MotionTableManager — the pending-animation queue (closes H3, H15-core)
Ports retail's MotionTableManager (0x0051bxxx; r2-motiontable-decomp.md
§11) above the Q2 CMotionTable: add_to_queue 0x0051bfe0 (append +
immediate collapse), remove_redundant_links 0x0051bf20 (TAIL-ANCHORED
single scan, NOT ACE's restructured loop — cycle-tail block mask
0xb0000000 = STYLE|MODIFIER|ACTION, style-tail 0x70000000 =
CYCLE|MODIFIER|ACTION; the decomp's prose gloss of those masks was
imprecise, the literal constants are ported), truncate_animation_list
0x0051bca0 (zero NumAnims IN PLACE from the tail through the matched
node's successor + CSequence.RemoveLinkAnimations), AnimationDone
0x0051bce0 (counter-driven countdown chain: one call can pop MULTIPLE
entries; action-class pops MotionState's action FIFO; drained-list
counter reset), CheckForCompletedMotions 0x0051be00 / UseTime (zero-tick
sweep, success hardcoded true), initialize_state 0x0051c030 (0x41000003
sentinel), HandleEnterWorld/HandleExitWorld drains (MotionDone
success:false; enter also strips link anims), PerformMovement 0x0051c0b0
(error codes 7 / 0x43 / 0; StopCompletely queues the Ready sentinel
UNCONDITIONALLY).

IMotionDoneSink is the R2 seam standing in for CPhysicsObj::MotionDone —
R3 binds MotionInterpreter.MotionDone (r2-port-plan.md §4 contract).

This queue + remove_redundant_links IS the retail mechanism our old
'Fix B' rapid-motion collapse approximated — Q4 deletes Fix B and routes
SetCycle/PlayAction through PerformMovement.

47 conformance tests: countdown-chain tables, truncate blocked/allowed
matrices for both masks, zero-tick vs counter sweep, world drains, the
walk-run-walk-run collapse trace, the 2026-05-03 walk-to-run golden
(both nodes queued, truncate not firing), PerformMovement error matrix.

Register: AD-34 extended (pending_animations managed LinkedList);
AD-35 added (NotHandled sentinel vs retail's dead-code pointer-leak
default case).

Implemented by a dedicated agent against the committed Q3 spec; diff
scope, mask semantics, truncation range, counter reset, and
PerformMovement paths independently verified against the decomp raw
text before commit. Build + full suite green (3,447 passed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 21:01:50 +02:00
Erik
98f58db913 feat(R2-Q2): verbatim CMotionTable — the GetObjectSequence dispatcher
CMotionTable (Core/Physics/Motion, 692 lines) wrapping the dat
MotionTable, per r2-motiontable-decomp.md + Q0 pins:

- GetObjectSequence (0x00522860): entry guards; modifier-class no-op
  fast path; Branch 1 style-change (exit link + style link +
  default_style double-hop + re_modify); Branch 2 cycle (UNCONDITIONAL
  default-style retry per label_522ae6, is_allowed gate, same-substate
  re-speed fast path = ChangeCycleSpeed + SubtractMotion(old) +
  CombineMotion(new), clear-modifiers bit0, direct-link vs !SameSign
  double-hop, A2 signedSpeed, outgoing-modifier re-registration,
  re_modify, outTicks per A3); Branch 3 action (direct link OR the
  4-layer out-and-back with the base cycle re-added at the OLD
  substate_mod; outTicks WITHOUT ACE's double-count, A4-#1); Branch 4
  modifier (PHYSICS-ONLY CombineMotion + AddModifier stop-then-re-add —
  the AP-73 retirement mechanism).
- get_link (A1 pin: either-negative -> swapped keys — the adapter's
  field-validated port re-homed), is_allowed (Bitfield & 2; A5
  CONFIRMED on DatReaderWriter 2.1.7), re_modify (deep-copy snapshot
  termination bound), StopSequenceMotion, SetDefaultState,
  DoObjectMotion/StopObjectMotion/StopObjectCompletely (A4-#4 return).
- Free functions: AddMotion (UNCONDITIONAL velocity/omega set — the
  G17 core), CombineMotion/SubtractMotion (physics-only),
  ChangeCycleSpeed (verbatim incl. the A4-#2 retail gap), SameSign.

44 conformance tests pinning H1/H4/H5/H7/H8/H10-H14 + all Q0 pins,
incl. the run-while-turning gated-cycle -> Branch-4 physics-only test
(retail's actual turn-blend mechanism) and missing-cycle ->
sequence-untouched (retires the HasCycle fallback rationale).

Implemented by a dedicated agent against the Q2 spec; diff + key
branches reviewed, suite re-verified (3934 green) before commit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 20:48:26 +02:00
Erik
2345da30e9 feat(R2-Q1): verbatim MotionState (gap H2)
Style/Substate/SubstateMod + the two independent MotionList chains with
retail's exact disciplines: modifier PUSH-FRONT stack
(add_modifier_no_check 0x00525ff0; add_modifier 0x00526340 refusing
duplicates AND the current base substate; remove_modifier by node;
clear_modifiers) and action TAIL-APPEND FIFO (add_action 0x005260a0;
remove_action_head 0x00526120 returning the popped motion, 0 when
empty; clear_actions). Deep-copy ctor clones both chains (Q0-pins
A4-#5: re_modify's snapshot is a termination bound, never shared).

11 discipline-table tests. Next: Q2 (CMotionTable + free functions —
the GetObjectSequence dispatcher).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 20:31:16 +02:00
Erik
a987cad182 feat(R1-P6): root-motion Frame seam + dead-API removal — R1 COMPLETE
- Advance(dt, Frame? rootMotionFrame) overload: retail's actual root-
  motion contract (CSequence::update(quantum, Frame*) 0x00525b80) —
  every crossed frame's pos_frame combines into the caller's Frame plus
  the sequence velocity/omega via apply_physics. This is the seam R6's
  retail per-tick order (CPartArray.Update -> adjust_offset ->
  Frame.combine) consumes.
- DELETED: ConsumeRootMotionDelta + the dead adapter accumulator fields
  (zero external callers; gap-map API-migration table).
- Root-motion test now asserts REAL accumulation through the wired
  Frame path (replaces the P5 inert-stub pin).
- Phase R plan: R1 stage marked SHIPPED with its commit trail.

Full suite green (3346). R1 done: P0 research/pins -> P1 node -> P2
container -> P3 physics -> P4 advance core -> P5 adapter cutover ->
P6 wiring. Next: R2 (GetObjectSequence + MotionTableManager; extraction
workflow already running).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 20:24:01 +02:00
Erik
9147344a6f feat(R1-P5): AnimationSequencer rehosted on the verbatim CSequence core
The adapter keeps its full public surface (every consumer compiles
unchanged) while the internals move to Motion.CSequence:

DELETED (legacy invented mechanisms, per the R1 gap map + Phase R
mandate): the AnimNode class + adapter queue/_currNode/_firstCyclic/
_framePosition, the ACE-fabricated FrameEpsilon boundary math, the
safety=64 advance cap, ClearCyclicTail surgery, the stale-head
_currNode relocation block, per-node IsLooping/Velocity/Omega, the
adapter-side AdvanceToNextAnimation/ApplyPosFrame/ExecuteHooks, the
per-node !IsLooping AnimationDone gate (now the core's list-structure
head != first_cyclic gate, G5).

REHOSTED: SetCycle rebuild = RemoveCyclicAnims (+ClearAnimations for
K-fix18) + retail add_motion appends (framerate-only AnimData scaling,
G10 loop membership: the LAST appended node is the cyclic tail) + Fix B
via RemoveAllLinkAnimations (the core's snap-forward IS Fix B's
behavior); Advance = core.Update(dt, null) with hooks flowing through
an IAnimHookQueue adapter into the existing ConsumePendingHooks drain;
fast path = core.MultiplyCyclicAnimationFramerate + the adapter-level
velocity rescale (R2's change_cycle_speed composite stand-in, G13).
Kept byte-identical: adjust_motion remap, GetLink + stop-anim fallback,
K-fix18, velocity synthesis, SlerpRetailClient, the #61 render-side
clamp, SCFAST/SCFULL diagnostics.

Tests: 2 updated with decomp citations — the reverse-start boundary now
pins retail's bare-int HighFrame+1 (0x00525c80, no epsilon, G1); the
root-motion accumulation test pins the inert-stub state pending P6's
Frame wiring (G7). All 44 sequencer tests + the 56 core tests + full
suite green (3346).

Implemented by a dedicated agent against the P5 spec; diff + tests
reviewed, suite re-verified before commit.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 20:20:58 +02:00
Erik
658b91d8aa feat(R1-P4): verbatim update_internal / update / advance_to_next_animation
The CSequence frame-advance core (gaps G3/G4/G5/G6/G8/G9/G19),
ACE-verified skeleton + retail constants + the P0-pinned leftover carry:

- update_internal (0x005255d0): frame_number += framerate*dt; overshoot
  clamps to the RAW high/low frame with leftover-time computation +
  animDone; the pose/physics/hook triple fires for EVERY crossed integer
  frame (ascending fwd / descending rev, strict > < boundaries, NO
  epsilon, NO safety cap); AnimDone is a LIST-STRUCTURE gate (head !=
  first_cyclic) queuing the global AnimDoneHook; iterative loop carries
  the leftover into the next node (P0 pin — a lag spike fast-forwards
  through multiple queued nodes in one tick).
- advance_to_next_animation (0x005252b0): four pose ops per transition
  (subtract1 outgoing @ current frame + residual physics; step — fwd
  wraps to first_cyclic, REVERSE wraps to the LIST TAIL, asymmetric by
  design; reseed from the incoming direction-aware boundary; combine
  incoming + physics). Pose ops run in BOTH directions — ACE's
  framerate-sign gates are ACE-isms, decomp is unconditional modulo the
  degenerate-framerate guard.
- update (0x00525b80): non-empty -> update_internal + apricot; empty +
  frame -> accumulated-physics free motion (G8).
- execute_hooks (0x00524830): direction filter (Both or match) QUEUING
  into the IAnimHookQueue host seam (stands in for CPhysicsObj.anim_hooks
  + the AnimDoneHook singleton; drain placement moves in R6). Null part
  frame guarded (documented safe divergence vs retail's latent deref).
- FrameOps.Combine/Subtract1: the AFrame pose composition (verified
  math from the pre-R1 port, now against DatReaderWriter Frame).

10 conformance tests: single-tick goldens, exact-integer boundary
sit (the old #61 flash class), cyclic wrap without AnimDone,
link->cycle fast-forward proving hook order (link hooks -> ANIMDONE ->
cycle hooks) AND the carry, reverse descending hooks with the OOB
high+1 start, reverse tail-wrap, zero-framerate physics-only,
empty-list free motion, pos-frame root motion into the caller Frame,
apricot trim via update. Full suite 3346 green.

R1 remaining: P5 (adapter cutover — AnimationSequencer rehosted on the
core, legacy epsilon/stale-head/safety-cap DELETED) + P6 (root-motion
wiring + API narrowing).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 20:05:04 +02:00
Erik
5138b8fb01 feat(R1-P3): verbatim apply_physics + Frame rotate/grotate
- CSequence.ApplyPhysics (0x00524ab0): copysign semantics — magnitude
  from the quantum arg, sign from the sign-source arg (call sites pass
  1/framerate + signed elapsed); origin += velocity*signed, then
  rotate(omega*signed).
- FrameOps.GRotate (0x005357a0): axis-angle quaternion (angle=|v|,
  half-angle sin/cos) PREMULTIPLIED onto the orientation — incremental
  rotation in WORLD space; |v|^2 < F_EPSILON^2 skipped.
- FrameOps.Rotate (0x004525b0): local rotation vector mapped through
  the frame's local->global rotation, then GRotate.

7 numeric conformance tests (copysign matrix, global-space composition,
local->global mapping equivalence, epsilon gate).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 19:53:32 +02:00
Erik
778744bf3e feat(R1-P2): verbatim CSequence container + list surgery
CSequence (Core/Physics/Motion): anim-node list with retail's exact
cursor semantics —
- append_animation (0x00525510): first_cyclic slides to the JUST-
  APPENDED node on EVERY call (the cyclic tail is always the last
  appended node); curr_anim seeds to head + get_starting_frame only
  when null; unresolvable anims discarded (G10);
- remove_cyclic_anims (0x00524e40): removed curr_anim snaps BACK to
  prev at get_ending_frame (or 0.0); first_cyclic = new tail;
- remove_link_animations/remove_all_link_animations (0x00524be0/
  0x00524ca0): removed curr_anim snaps FORWARD to first_cyclic at
  get_starting_frame (G11);
- apricot (0x00524b40, PDB-verified retail name): consumed-head trim
  bounded by curr_anim AND first_cyclic;
- clear (0x005255b0) resets placement fields too — raw body is
  authority over the gap map's G20 note;
- sequence-level velocity/omega with set/combine/subtract (G12);
- multiply_cyclic_animation_fr touches framerates ONLY (G13 —
  velocity rescale belongs to R2's change_cycle_speed composite);
- placement frame family + floored accessors (G14).

Register: AD-33 (double vs x87 long double frame_number, G15),
AD-34 (managed LinkedList vs intrusive DLList).

17 list-surgery state-table tests; 39 total R1 tests green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 19:50:19 +02:00
Erik
1371c2a14c feat(R1-P0/P1): CSequence research base + verbatim AnimSequenceNode
P0 — research + pins: full CSequence-family verbatim extraction (1756
lines, per-function raw pseudo-C + cleaned flow, decomp line anchors),
ACE cross-reference (9 ranked divergences; headline: retail frame_number
is x87 long double — ACE's float is the worst case, our double the best
available; ACE's frame-boundary epsilon is an ACE fabrication, NOT
retail), current-sequencer map, and the R1 gap map (20 gaps, 13 keeps,
P0-P6 port order). Pinned the one decomp ambiguity (leftover-time carry
after advance_to_next_animation — ACE reading adopted; cdb confirmation
protocol recorded, non-blocking).

P1 — AnimSequenceNode verbatim (gap G1/G2/G16/G18):
- direction-aware BARE-INT boundary pair (get_starting_frame 0x00525c80 /
  get_ending_frame 0x00525cb0): reverse starts at high+1, ends at low —
  NO epsilon;
- multiply_framerate (0x00525be0) swaps low/high on negative factor;
- set_animation_id (0x00525d60) retail clamp order (high<0 -> num-1;
  low>=num -> num-1; high>=num -> num-1; low>high -> high=low);
- ctors with retail defaults (30f/-1/-1; AnimData copy + clamp);
- get_pos_frame null out-of-range (retail; ACE returns identity),
  floor double overload; get_part_frame same discipline;
- NO per-node IsLooping/Velocity/Omega — loop membership is list
  structure, physics accumulators live on the sequence (G16).

22 conformance tests (clamp table, boundary mirror table, swap
round-trip, bounds/floor semantics).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 19:45:56 +02:00
Erik
7b0cbbda2c feat(L.2g-S2a): CMotionInterp inbound funnel in Core + live-retail conformance harness (DEV-1 core)
Port the inbound funnel verbatim into MotionInterpreter:
- MoveToInterpretedState (0x005289c0): raw-state style adopt, FLAT
  copy_movement_from overwrite, apply, then action replay under the
  15-bit server_action_stamp wraparound gate (local player skips its
  own autonomous echoes).
- ApplyInterpretedMovement (0x00528600): my_run_rate cache from
  RunForward speed, then retail dispatch order style -> forward-or-
  Falling -> sidestep(-stop) -> turn(-stop), turn early-return.
- DispatchInterpretedMotion (0x00528360): contact-gated sink dispatch
  (IInterpretedMotionSink = the GetObjectSequence backend the App
  implements); blocked non-action motions take the apply-only path —
  retail's real mechanism behind K-fix17's 'airborne remotes keep
  their cycle' empirical guard.
- contact_allows_move REWRITTEN VERBATIM from the real 0x00528240
  (pseudo-C 305471): Falling/0x40000011 + turns always allowed,
  non-creature weenies + no-gravity bypass, else Contact+OnWalkable.
  The previous body conflated jump_charge_is_allowed (0x00527a50)
  posture checks — the 2026-06-04 deep-dive divergence, now retired.
  Six tests that pinned the misattributed behavior corrected
  (grounded posture does NOT block motion; airborne accepts
  Falling/turns only).
- IWeenieObject.IsCreature (default true) for the gate's non-creature
  bypass.

Conformance harness (the user-requested 'prove it equals retail'
apparatus, layer 1): RetailObserverTraceConformanceTests parses the
LIVE cdb trace of a retail observer (Fixtures/l2g-observer-trace.log,
captured via tools/cdb/l2g-observer.cdb) into 183 golden cases —
each [MTIS] input state replayed through our funnel must produce
retail's exact [DIM] dispatch sequence. 183/183 conformant, including
the airborne jump case (replayed contact-free; pre-gate vs post-gate
accounting + HitGround second-pass truncation documented in-test).
13 synthetic funnel tests cover the branches the trace missed
(actions, stamps, longjump, sidestep).

GameWindow integration (S2b) follows; funnel not yet wired.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 18:50:09 +02:00
Erik
cb74e64343 feat(L.2g-S1): retail movement-event staleness gate (DEV-6)
Port retail's three-stamp inbound gate for 0xF74C UpdateMotion:

- MotionSequenceGate (Core/Physics): CPhysicsObj::is_newer (0x00451ad0)
  wraparound u16 compare, verbatim per ACE PhysicsObj.is_newer (the BN
  pseudo-C setcc returns are garbled; ACE + branch structure are the
  oracle). Gates: INSTANCE_TS at dispatch (stale incarnation drops
  before any stamp is touched), MOVEMENT_TS strictly-newer (stamped
  BEFORE the server-control check, per CPhysics::SetObjectMovement
  0x00509690), SERVER_CONTROLLED_MOVE_TS drop-when-stored-newer.
- Seed from CreateObject's PhysicsDesc timestamp block (index 1 =
  ObjectMovement now parsed; ACE WorldObject_Networking.cs:411-420
  order) — without seeding, entities whose movement sequence is past
  0x8000 at spawn would drop every UM against a zero stamp.
  Adopt-on-first / advance-only-after, so the #138 rehydrate replay of
  retained spawns cannot regress live stamps.
- UpdateMotion + EntitySpawn now carry instance/movement/serverControl
  sequences + isAutonomous (was parsed-past; isAutonomous feeds the
  S2 funnel's last_move_was_autonomous). Gate wired at the top of
  OnLiveMotionUpdated before any state mutation; [UM_STALE] diag under
  ACDREAM_DUMP_MOTION / ACDREAM_REMOTE_VEL_DIAG; gate dropped with the
  entity on DeleteObject.

Register: AD-32 added (adopt-newer-incarnation instead of retail's
QueueBlobForObject); TS-26 updated (UM side closed, UP side open).
Deviation map: docs/research/2026-07-02-inbound-motion-deviation-map.md.

19 new gate tests + parser coverage; full suite 3276 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 15:44:06 +02:00
Erik
0f099bb652 feat(D6.2a): port CMotionInterp motion normalization + unify local velocity/turn/jump
Ports retail's raw->interpreted motion normalization and routes the local
player's velocity through it, so backward/strafe come from the retail source
instead of hand-mirrored controller code (retires register TS-22 + UN-5).

MotionInterpreter (decomp-verbatim, Ghidra/ACE-cross-checked):
- adjust_motion (0x00528010): WalkBackward->WalkForward (x-0.649999976),
  TurnLeft->TurnRight (x-1), SideStepLeft->SideStepRight (x-1), sidestep scale
  0.5*(WalkAnimSpeed/SidestepAnimSpeed), RunForward early-return, per-channel
  holdkey fallback to CurrentHoldKey.
- apply_run_to_command (0x00527be0): WalkForward->RunForward when speed>0 +
  UNCONDITIONAL *runRate; TurnRight *1.5; SideStepRight *runRate clamp +/-3.0.
- apply_raw_movement (0x005287e0): copy raw->interpreted, adjust the 3 channels
  with per-channel hold keys.
- WalkAnimSpeed unified to the retail-exact 3.11999989f (was 3.12f).

PlayerMovementController: build ONE RawMotionState from MovementInput at
forward_speed=1.0 (apply_run_to_command applies the run rate — a pre-scaled
speed would double-scale), run apply_raw_movement, then take grounded + jump
velocity straight from get_state_velocity (now correct for all directions) and
drive the keyboard turn omega from the interpreted turn_speed (BaseTurnRate x
turn_speed = the same pi/2 formula the remote path uses; numerically identical
to the old TurnRateFor). Deleted the hand-mirrored backward(x-0.65) /
strafe(x+-1.25) formulas in both the grounded and jump blocks. Mouse turn and
the auto-walk path are untouched.

Retail-faithful behavior changes (confirm in smoke): strafe is now
1.25 * ~1.248 * runRate = ~1.56*runRate, clamped via SideStepSpeed<=3.0 so
|v.X|<=3.75 (was 1.25*runRate, no scale/clamp); backward is unchanged
(3.12*0.65*runRate); backward/strafe-left velocity now comes from the pipeline
instead of returning zero. Forward run pace unchanged (4.0*runRate).

Tests: MotionNormalizationTests (17, adjust_motion/apply_run_to_command) +
MotionVelocityPipelineTests (10, apply_raw_movement->get_state_velocity golden
velocities incl. the strafe clamp + turn speeds). Full suite green (3255).

Register: TS-22 + UN-5 deleted (retired); TS-34 added (adjust_motion creature
guard is a no-op — IWeenieObject has no IsCreature; correct for the only caller,
the player). Pseudocode: docs/research/2026-07-01-d6-motion-interp-pseudocode.md.

NEXT D6.2b: the echo-gated wire forward_speed=1.0 question (evidence suggests
ACE relays rather than recomputes; verified via the smoke echo).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 08:57:17 +02:00
Erik
78e163a41e feat(L.2b): outbound movement wire parity — RawMotionState default-difference, JumpPack, contact byte
Ports the three retail outbound-movement packers verbatim (decomp-derived
golden bytes, confirmed via the Ghidra bridge, cross-checked vs holtburger):

- D1 — RawMotionState::Pack (0x0051ed10): new AcDream.Core.Physics.RawMotionState
  data type (11 fields + actions, retail defaults) + RawMotionStatePacker that
  sets a flag bit only when the field DIFFERS from its default. MoveToState.Build
  now takes a RawMotionState instead of presence-based nullable params, so the
  over-sent forwardSpeed=1.0 / currentHoldKey=None / default per-axis holdkeys are
  no longer emitted. num_actions packs into bits 11-15 (not "bits 11-31").
- D3 — MoveToStatePack::Pack (0x005168f0) trailing byte =
  (standingLongjump ? 0x02 : 0) | (contact ? 0x01 : 0); explicit contact/
  standingLongjump params (standingLongjump=false honestly until the feature lands).
- D4 — JumpAction rewritten to retail JumpPack::Pack (0x00516d10): extent,
  velocity, full Position, four u16 timestamps, align. Removed the spurious
  objectGuid/spellId u32s; Position is now packed (it was absent). Body 56 bytes.
- Position::Pack (0x005a9640) / Frame::Pack (0x00535130) verified already-correct
  (cellId, origin xyz, quaternion wxyz); locked with a golden test, no change.

GameWindow callers adapted minimally: build the RawMotionState from the existing
MovementResult values (behavior preserved except the intended D1 omissions) and
pass cellId/position/rotation to the Jump send. Pre-existing MotionInterpreter
placeholder struct RawMotionState renamed LegacyRawMotionState (D6/Phase-2 scope,
pure rename) to free the name for the retail-faithful type.

D5 audit: confirmed a real divergence — retail SendMovementEvent (0x006b4680)
stamps only last_sent_position_time after an MTS while SendPositionEvent
(0x006b4770) stamps all three; acdream's NotePositionSent stamps all three on
both paths. Left unchanged (comments added at both call sites), recorded as
register TS-33, deferred to a dedicated cadence-port slice.

Tests: RawMotionStatePackTests / MoveToStateGoldenTests / JumpActionTests /
PositionPackTests + updated MoveToStateTests / AutonomousPositionTests. Full
suite green (Core.Net.Tests 372, full solution 3228 passed / 4 pre-existing skips).

Register: TS-24/TS-25 refreshed (packer now supports actions/style; runtime
emission still deferred), TS-33 added. Roadmap L.2b shipped note added.
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (2-6)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:30:01 +02:00
Erik
2c8620ea94 feat(L.1b): dual MotionCommand catalog — AceModern runtime + Retail2013 conformance
Splits MotionCommandResolver's single ACE-modern lookup into an
IMotionCommandCatalog seam with two implementations:

- AceModernCommandCatalog (runtime default): built cleanly from the
  DatReaderWriter MotionCommand enum (mirrors ACE + local DAT MotionTables)
  with a documented class-priority tiebreak. The old blind 0x016E-0x0197
  per-range override is DELETED — verified the ACE matrix (LifestoneRecall
  0x0153 to 0x10000153, MarketplaceRecall 0x0166, AllegianceHometownRecall
  0x0171, OffhandSlashHigh 0x0173) resolves correctly straight from the enum
  with no override. Stale shift-start comment corrected to SnowAngelState
  (0x43000115 to 0x43000118), not AllegianceHometownRecall.
- Retail2013CommandCatalog (conformance/reference): full verbatim extraction
  of command_ids[0x198] at 0x007c73e8 (acclient_2013_pseudo_c.txt:1017259-1017667),
  direct wire-low to full index lookup. 408 entries, anchors verified against
  source ([0x150]=0x10000150, [0x153]=0x09000153, [0x197]=0x10000197).

MotionCommandResolver.ReconstructFullCommand stays a static facade delegating
to an AceModern singleton — all ~10 runtime callers unchanged.

Removing the override exposed a pre-existing bug: CombatAnimationPlanner's
late-combat command block uses 2013 numbering, not ACE/DRW. Corrected the one
catalog test assertion pinned to the override's output (wire 0x0170 to
0x09000170 IssueSlashCommand, its true DRW identity) and filed the planner bug
as #159 rather than silently patching out-of-scope code.

Tests: +catalog matrices (ACE/2013), class-priority collisions, boundary
cases, real-DAT availability (gap-doc hit counts reproduced). Build + full
suite green (Core.Tests 1718, no regressions).

Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (1)
Research: docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:13:36 +02:00
Erik
ca94b479bf Merge claude/hopeful-maxwell-214a12 — D.2b UI Studio + faithful importer + Character window
UI Studio (preview panels through the production renderer), importer dat-fidelity (Fix A/B/C/4/5:
the importer carries dat font/justification/color; boundary look=importer / state=runtime), and the
Character window Attributes tab (reads as retail). 3062 tests green.
Handoff: docs/research/2026-06-26-mockup-stage-handoff.md.

# Conflicts:
#	docs/ISSUES.md
#	docs/architecture/retail-divergence-register.md
2026-06-26 12:33:51 +02:00
Erik
ad4ed51d6b feat(ui): importer Fix 5 — build meter text children; drop character XP injection hacks
LayoutImporter.BuildWidget gains a UiMeter-specific branch after the
ConsumesDatChildren gate: Type-3 slice containers (already consumed by
DatWidgetFactory.BuildMeter to extract sprite ids) are skipped, but all
other children (Type-12 UIElement_Text overlays) are built normally,
registered in byId, and attached as UiElement children of the meter.

This fixes the XP meter (0x10000236): its two Type-12 children
  0x10000237 "XP for next level:" label
  0x10000238 XP-to-next-level value
are now real UiText widgets in the tree, findable via FindElement.

CharacterStatController.Bind now uses FindElement + LinesProvider binding
instead of injecting runtime AddChild nodes. The two previously-injected
UiText overlays are removed; the controller binds Padding=0, ClickThrough,
RightAligned on the dat-origin widgets instead.

New constants XpNextLabelId + XpNextValueId replace the old comment block.

TAB GROUPS (SKIPPED — documented): UiText.ConsumesDatChildren flipping is
NOT safe globally (risks chat/vitals) and the page-visibility pass in
CharacterStatController depends on tab group Children.Count==0. Tab sprite
injection onto layout.Root stays and is explicitly commented as deliberate.

VITALS SAFE: health/stamina/mana meters have only Type-3 children → new
loop finds nothing → zero UiElement children added → byte-identical render.
VitalsController.BindMeter AddChild(number) pattern unchanged.

Tests: 3 new LayoutImporterTests (slice-only, Fix-5 text children,
vitals regression guard) + 3 CharacterStatControllerTests (label bound,
value bound, missing children no-throw). 715 tests pass.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 11:35:19 +02:00
Erik
a0d33956f6 feat(ui): importer Fix C — per-element dat FontDid resolver (studio path); character level uses its retail font
DatWidgetFactory.Create now accepts an optional fontResolve: Func<uint,UiDatFont?>
parameter. When supplied and the element has a non-zero FontDid, the element
receives its own dat font instead of the shared global datFont fallback.
Null = original single-font behavior (the live GameWindow path passes null —
provably unchanged). LayoutImporter.Build/BuildFromInfos/Import all thread
the optional resolver down to the factory.

RenderStack gains a lazy font cache (ConcurrentDictionary, pre-seeded with
VitalsDatFont + LargeDatFont) and a ResolveDatFont(uint) method. StudioWindow
wires stack.ResolveDatFont into LayoutSource so every studio import gets
per-element fonts. GameWindow import calls left passing null (follow-up todo).

CharacterStatController font-hack cleanup (diagnosed via one-shot console dump
then removed):
- Name (0x10000231): dat FontDid = 18px font — remove datFont override (null)
- Heritage/PkStatus: dat FontDid = 14px fonts — remove override
- LevelCaption: dat FontDid = 16px — remove override (same font, no visual change)
- Level (0x1000023B): dat FontDid = 36px (the big retail gold font) — was forced
  to rowDatFont/LargeDatFont (18px); now drops to null so the dat 36px font drives
- TotalXpLabel/TotalXp: dat FontDid = 16px — remove override
- FooterTitle (0x1000024E): dat FontDid = 20px — remove datFont override
- KEEP: synthesized elements (XP meter overlays, 9 attribute rows, tab sprites)
  still use datFont directly since they have no dat origin

All Label/LabelTwoLine/LabelLeft/LabelProvider helpers updated: null = keep
build-time dat font; non-null = controller explicit override (backward-compat).

8 new tests in DatWidgetFactoryFontResolveTests:
- null resolver → DatFont == global datFont
- FontDid=0 → resolver not called
- resolver returns null → fallback to global datFont
- resolver called with element's FontDid
- controller DatFont override wins after build
- LayoutImporter.Build threads fontResolve to factory
- meter element fires resolver for non-zero FontDid
- BuildFromInfos without fontResolve param = original behavior

Build + all 710 App tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 10:30:13 +02:00
Erik
6e0be4bd34 feat(ui): importer carries dat FontColor (0x1B) onto text widgets; character colors from dat where present
LayoutImporter.ReadState now reads Properties 0x1B (ColorBaseProperty, ARGB bytes) and stores the normalized Vector4 in ElementInfo.FontColor (nullable). ElementReader.Merge propagates it with the same non-null-derived-wins rule as FontDid and HJustify. DatWidgetFactory.BuildText seeds UiText.DefaultColor from FontColor when present.

Diagnosis for LayoutDesc 0x2100002E: ALL 12 header and footer text elements carry NO dat color. Every color is runtime set by CharacterStatController. Comments added at each callsite. No hardcoded colors deleted.

Tests added: 3 ElementReader FontColor Merge + 3 DatWidgetFactory DefaultColor. 702 passed, 0 failed. Screenshots: character window, vitals, toolbar all unchanged.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 10:15:55 +02:00
Erik
41430420b3 feat(ui): importer carries dat justification (0x14/0x15) onto text widgets; drop character footer-title height hack
LayoutImporter.ReadState now reads Properties[0x14] (HorizontalJustification,
EnumBaseProperty: 0=Left, 1=Center, 3/5=Right) and Properties[0x15]
(VerticalJustification: 2=Top, 4=Bottom; else Center) into two new ElementInfo
fields HJustify/VJustify. Merge propagates them with the same non-default-wins
rule used for FontDid.

DatWidgetFactory.BuildText applies the resolved justify at build time:
HJustify=Center sets Centered=true, HJustify=Right sets RightAligned=true,
VJustify=Top/Bottom sets VerticalJustify. Controllers that FindElement and set
those properties afterward continue to override - backward-compat preserved.

UiText gains VerticalJustify (Top/Center/Bottom, default Center). The Centered
and RightAligned single-line paths call UiText.VOffset() for the Y coordinate,
so VJustify.Top renders text at y=Padding rather than the fixed (H-lh)/2 center.

CharacterStatController: footer title (0x1000024E, H=55 dat box) previously
used Height=18 + Anchors=None to prevent center-vertical overlap with line-1/2.
Diagnostic confirmed dat says HJustify=Center, VJustify=Center. The hack is
replaced with one minimal explicit override: VerticalJustify=Top on the
already-Centered element. Text now renders at top of the 55px box natively.
Centered=false and RightAligned=false hand-sets removed where dat supplies them.

Dat justify values (studio diagnostic, 2026-06-26):
  0x1000024E footer title: HJustify=Center, VJustify=Center
  0x10000235/0x10000243/0x10000245 value fields: HJustify=Right
  header name/heritage/pk/level: HJustify=Center

+13 tests: ElementReader Merge propagation; DatWidgetFactory BuildText
justify application + controller-override backward-compat; UiText VOffset.
696 passed, 0 failed.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 10:05:36 +02:00
Erik
dfb4c81133 fix(studio): Character window — selected-row highlight uses retail bar sprite
Replaces the translucent-gold BackgroundColor tint with sprite 0x06001397
(Button state 6 — the retail dark horizontal bars) for the selected-row
background. When spriteResolve is provided to Bind(), clicking a row now
applies BackgroundSprite=0x06001397 + SpriteResolve on that row and clears
it on all others. Falls back to HighlightBg tint when no resolver is passed
(tests, or contexts without GL).

UiPanel.BackgroundSprite / SpriteResolve added so any panel can host a
sprite background in place of the solid BackgroundColor rect. HandleRowClick
updated to accept spriteResolve and apply the sprite or tint branch
depending on availability. Two new tests verify the sprite / deselect paths.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 02:26:46 +02:00
Erik
405b0d5077 fix(studio): Character window polish — name white, XP captions, selected-title white, Infinity! cost
- Name label color changed from gold to white (retail "Horan" is white; 2026-06-26 ref)
- Level caption now provides 2 lines ("Character" / "Level") so neither truncates in the 65px element
- "Total Experience (XP):" caption (TotalXpLabelId 0x10000234) now visible; fixed Padding=0 on
  LabelLeft so the dat-font line is not clipped by the bottom-pin scroll math in small-height elements
- "XP for next level:" caption + value injected as UiText children ON the UiMeter (0x10000236);
  the meter's ConsumesDatChildren=true only gates the importer — AddChild at runtime works fine;
  framework draws children after OnDraw so the text overlays the red bar faithfully
- Selected footer title (State B) renders WHITE per retail spec; State A title stays body/parchment
- Maxed attribute (raise cost = 0) shows "Infinity!" in Experience To Raise line per retail spec
- 5 new tests; 1 existing LevelCaption test updated to expect 2 lines; 681/683 pass (full suite green)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-26 02:16:11 +02:00
Erik
5aa65dbd43 fix(D.2b): Character window — tab bar sprites on root + footer State-A all 3 lines
BUG 1 (tab bar): Tab group elements (0x10000228/229/538) are UiText with
ConsumesDatChildren=true so their 3 button children are consumed at import.
Fix: inject 3 sprite UiTexts per tab as CHILDREN OF LAYOUT ROOT at absolute
tab rects, ZOrder=8/9 so they draw over dat-imported UiTexts (ZOrder=1-3).
Original tab groups hidden. Active tab (Attributes) gold; inactive parchment.

BUG 2 (footer): Three root causes, all fixed.
  (a) _byId stores LAST registered copy per id: stateA (0x10000240) was
      the Titles-page copy, hidden by the page-visibility pass. Fixed by
      walking root.Children to find the Attributes page (contains NameId)
      then FindInSubtree for stateA within that subtree.
  (b) Attributes-page stateB/stateC siblings (stacked at y=545) were still
      Visible=True, drawing over stateA line-1/line-2. Fixed with
      HideAllById walking the Attributes page subtree for ids 241/247.
  (c) Footer label elements (H=17-18px, Padding=4f) were routed through
      UiTexts scroll path: bottom-pinned baseY ended above the top clip
      boundary, silently blanking all text. Fixed: LabelProvider sets
      Padding=0f for directly-bound footer single-line labels.

UiDatElement.ElementId exposes _info.Id for subtree id-based walks.
676 tests pass, vitals panel unaffected (regression screenshot clean).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 22:59:44 +02:00
Erik
99291595bb feat(D.2b): Character window — value captions + tab bar sprites + footer legibility
Gap 1 — Header captions:
- 0x1000023A ("Character Level") above the level value: bound via LabelLeft().
- 0x10000234 ("Total Experience (XP):") left of total XP: bound via LabelLeft().
- 0x10000237/0x10000238 (XP-to-level label + value) are children of the UiMeter
  (0x10000236, ConsumesDatChildren=true) and cannot be bound — documented in
  code comments; XP meter fill still bound via Fill=XpFraction.

Gap 2 — Tab bar sprites:
- Tab group elements 0x10000228/229/538 are Type-12 UIElement_Text in the dat
  (ConsumesDatChildren=true), so the three button children (left-cap, center,
  right-cap) are consumed at import and absent from the widget tree. Old
  SetTabState/SetButtonStateRecursive found no UiButton children to set.
- Fix: AddTabSprites() injects three UiText sprite-children per group using
  the known RenderSurface ids confirmed from the retail UI layout dump:
  Open (active)   0x06005D92/0x06005D94/0x06005D96
  Closed (inactive) 0x06005D93/0x06005D95/0x06005D97
  Source: dump nodes 0x10000439/0x100000E9/0x10000215 in layout 0x2100002E,
  state_id 11=Closed, 12=Open per gmTabUI::SetActive(bool).

Gap 3 — Footer legibility:
- The shared footer child ids (0x1000024E etc.) appear in THREE footer-state
  groups (A/B/C). ImportedLayout._byId stores the LAST duplicate = narrower
  State B/C copies (145px labels). Fix: hide State B/C groups (footerB/footerC
  Visible=false), walk State A container (0x10000240) positionally to bind the
  wider State A labels (195px). FooterLine1Label now reads "Skill Credits
  Available:" and FooterLine2Label reads "Unassigned Experience:" at full width.

Tests: 3 old tab-state tests (SetButtonStateRecursive expectation) replaced by
4 new sprite-injection tests + 2 caption-binding tests. Full suite: 676 pass,
0 fail (was 673 pass after 3 failures).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 22:17:40 +02:00
Erik
defbde1f86 feat(studio): Attributes tab Pass 2 — click-to-select (highlight + footer B + raise triangles) + tab states
- UiClickablePanel: new UiPanel subclass with OnClick action + HandlesClick=true
  so row clicks survive whole-window-Draggable ancestor frames.

- CharacterStatController overhaul (Pass 2):
  - Tab bar button states: SetButtonStateRecursive walks each tab group container
    (0x10000228/229/538) setting UiButton.ActiveState="Open" (Attributes) or
    "Closed" (Skills/Titles) via UIStateId enum string names from DatReaderWriter.
  - Row click: 9 rows become UiClickablePanel; sel[] mutable box drives footer/highlight.
  - Toggle: clicking the same row deselects (→ footer State A); click a new row
    updates title="Attrib: value", line-1 label="Experience To Raise:", line-1
    value=cost, line-2="Unassigned Experience:" in both states.
  - Row highlight: BackgroundColor=HighlightBg (semi-translucent gold) on selected row.
  - Raise buttons (0x10000246 ×1 + 0x100005EB ×10): hidden initially; shown on
    selection with ActiveState="Normal" (affordable) or "Ghosted" (cost=0 or unaffordable).
    CollectButtonsById tree-walk finds ALL copies of the button across tab-page mounts
    (not just the last-registered _byId copy) so all instances are controlled.

- CharacterSheet: AttributeRaiseCosts long[] (Strength…Mana raise costs in retail
  display order; cost=0 → max/disabled row demos the Ghosted button state).
- SampleData.SampleCharacter: fills AttributeRaiseCosts[9] — Strength/Quickness=0
  (maxed), Focus@10→110 matching the retail screenshot (spec §4).

- 35 new tests (total 673 pass) covering: row click→footer B title/line1/line2,
  toggle deselect→footer A, switch row, highlight set/clear, raise button
  hidden/Normal/Ghosted/deselect, tab Open/Closed states, GetRaiseCost helper,
  GetRowName helper, SampleData fixture sanity.

Console.WriteLine("[CharacterStat] Row click: index=N → selected=N (Name)") fires
on every click for the user's live verification in the studio.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 21:48:16 +02:00
Erik
21d8485053 feat(studio): forward canvas mouse to the previewed panel (interactive preview)
Canvas clicks now reach the panel UiHost so buttons, tabs, and slots
respond to user interaction. Previously only UiRoot.Pick (inspector
selection) received click events; the panel itself was inert.

Key changes:
- StudioInspector.DrawCanvas now returns a CanvasInputEvent struct
  (was nullable click tuple) — carries isHovered, move position,
  leftDown/Up, and scroll delta, all in panel-local pixels.
- Coordinate mapping: panel_local = mouse_screen - GetItemRectMin()
  (1:1, no scale factor). V-flip (uv0.Y=1, uv1.Y=0) makes screen
  top = panel Y=0, so NO extra Y inversion. Documented in comments.
- StudioWindow.OnLoad: removed WireMouse — raw Silk window coords are
  offset by the canvas sub-window position and land in the wrong place.
  WireKeyboard kept (keyboard input needs no spatial remapping).
- StudioWindow.OnRender: forwards OnMouseMove always (hover states),
  plus OnMouseDown/Up/OnScroll in Interact mode. Console.WriteLine
  on each forwarded left-click for live verification.
- Interact/Inspect toggle: checkbox in the Studio toolbar (default
  Interact). Inspect mode restores old click-to-select-element behavior
  while still forwarding OnMouseMove for hover states.
- CanvasCoordMappingTests: 7 pure-math unit tests covering the
  origin, interior points, corner, chrome OOB, and the no-extra-flip
  invariant (no GL required).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 21:32:00 +02:00
Erik
eccacc59de fix(D.2b): Attributes tab — fill panel height, center row icons, footer at bottom
Root cause: the sub-layout 0x2100002C (design H=337px) mounted into tab slot
0x1000022B (H=575px) via ShouldMountBaseChildren. ElementReader.Merge takes the
derived (sub-layout) H=337 as canonical, so the background element's first
ApplyAnchor call captured _amB=238 and the list box captured _amB=65 — both
stayed at their 337px-parent sizes even though the slot is 575px.

Fix: CascadeHeight in LayoutImporter.Resolve mirrors retail's
UIElement::UpdateForParentSizeChange. When ShouldMountBaseChildren fires and the
slot is taller than the base design, every full-stretch background child has its
height cascaded: Top+Bottom anchors → stretch, Bottom-only → pin-to-bottom,
Top-only/None → unchanged. This propagates the correct bottom margins through the
entire subtree before the first render frame.

Layout result (confirmed via headless screenshot):
- List box grows from 160px → 398px (9 rows × 44px ≈ 396px)
- Footer elements move from abs Y≈307 → abs Y≈545 (matching retail dump)
- Separator moves to abs Y≈535

Row constants updated: RowHeight 44px, IconSize 24px, RowPadX 4px, IconGap 6px.
Footer State-A text corrected per spec: title="Select an Attribute to Improve",
line-1 label="Skill Credits Available:", line-1 value=SkillCredits (96),
line-2 label="Unassigned Experience:", line-2 value=UnassignedXp (formatted N0).
CharacterSheet.UnassignedXp (long, retail InqInt64(2)) added.
SampleData.SampleCharacter().UnassignedXp = 87_757_321_741L.
5 footer tests renamed + assertions updated; SampleCharacter_UnassignedXp_IsSet added.
639 tests green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 21:19:45 +02:00
Erik
902160098a feat(D.2b): Character Attributes tab — 9-row list (icons + values + vitals) + footer State-A
Pass 1 of the Attributes tab interactive controller. Replaces the placeholder
UiText attribute list with 9 real manual-layout rows matching retail's
gmAttributeUI::PostInit (0x0049db70) structure:
- 6 attribute rows (Strength/Endurance/Coordination/Quickness/Focus/Self) in
  retail display order (Coord enum 4 before Quick enum 3 — spec §1)
- 3 vital rows (Health/Stamina/Mana) with cur/max format per
  Attribute2ndInfoRegion::Update (0x004f19e0)
- Each row: icon (UiText.BackgroundSprite = 0x06xxxxxx RenderSurface via spriteResolve),
  name (left-justified), value (new RightAligned mode)

Icon DataIDs from SubMap 0x25000006/0x25000007 via spec §2:
  STR 0x060002C8, END 0x060002C4, COORD 0x060002C9, QUICK 0x060002C6,
  FOCUS 0x060002C5, SELF 0x060002C7, HP 0x06004C3B, SP 0x06004C3C, MP 0x06004C3D

Footer State-A (DisplayDefaultFooter 0x0049cde0):
  0x1000024e title = "", 0x10000243 line-1-value = "Select an Attribute to Improve",
  0x10000245 line-2-value = SkillCredits (InqInt(0x18))

Other changes:
- UiText: add RightAligned bool (single-line right-justified, mirrors Centered path)
- CharacterSheet: add SkillCredits property (retail InqInt(0x18))
- SampleData: update to spec fixture values (Str/Quick=200, rest=10, SkillCredits=96,
  Health=5/5, Stamina=10/10, Mana=10/10)
- FixtureProvider: pass stack.ResolveChrome as spriteResolve for icon rendering
- Tests: 13 targeted tests (9-row count, row order, attr+vital values,
  icon DataIDs, RightAligned flag, footer State-A all 5 elements)

Pass 2 (selection/raise buttons) is separate per spec.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 20:36:00 +02:00
Erik
0e644b5887 fix(studio): Character window — bind the REAL Attributes-tab elements (no guessing)
Redo of the character pilot per faithful-port rules. The previous pilot GUESSED a text
report and put it on the wrong window. The decomp (verified by dumping acdream's
importer-resolved tree) shows LayoutDesc 0x2100002E is the tabbed Attributes/Skills/Titles
window: its tab-content slot 0x1000022B mounts sub-layout 0x2100002C (gmAttributeUI) which
chains into the gmStatManagementUI header. The importer ALREADY mounts every content element
(FindElement resolves name 0x10000231, heritage 0x10000232, PK 0x10000233, level 0x1000023B,
total-XP 0x10000235, XP meter 0x10000236 → UiMeter, list box 0x1000023D) — EventId was a red
herring (the dat id lives in _byId, not the widget's EventId field).

CharacterStatController (port of gmStatManagementUI::UpdateCharacterInfo 0x004f0770 +
UpdateExperience 0x004f0a70 + UpdatePKStatus 0x004f00a0) binds those real elements: name,
heritage, PK status, level, total XP, the XP-to-level meter fill, and the six innate
attributes in the list box. Studio (--layout 0x2100002E) now renders the actual panel
content, not an overlay. 16 controller tests green; full App suite stays green.

Refinements with known decomp sources (follow-ups): tab-button active/inactive state so the
3 tabs draw their sprites; exact label wording from the StringTable (table 0x10000001 →
dat 0x31000001); the full AttributeInfoRegion row template (column-aligned values + raise
buttons). CharacterController (text-report 0x2100001A) retained for that separate sub-panel.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 19:47:33 +02:00
Erik
33693c6412 fix(studio): Character pilot — CREATE m_pMainText (it's a runtime element, not static)
The character report element m_pMainText (0x1000011d) is created at RUNTIME by
gmCharacterInfoUI — it is NOT in any static LayoutDesc (confirmed: acdream's
dat-import of both 0x2100002E and 0x2100006E lacks it; only a runtime UI-tree
capture has it). So CharacterController.Bind now CREATES the UiText report
element + attaches it to the panel body (Left 12 / Top 44 / fills, ZOrder above
chrome) and fills it via LinesProvider — replicating what the retail gm*UI does.
Verified: the studio (--layout 0x2100002E) renders the full report — identity,
birth/age/deaths, vitals, the 6 attributes, skills, augmentations, encumbrance.
Tests rewritten to assert the CREATED element (10 pass); full App suite 619 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 19:01:09 +02:00
Erik
4988dd4dfe feat(studio): Character panel pilot — gmCharacterInfoUI report text + menu-bar picker
Task A — CharacterController (LayoutDesc 0x2100002E)
- CharacterSheet.cs: data record for all fields used by the report sections,
  with retail property-id citations per field (DateOfBirth 0x62, TotalPlayTime
  0x7d, NumDeaths 0x2b, SkillCredits 0xb5/0xc0, AugmentationStat 0x162,
  EncumbranceVal 0x5/0xe6).
- CharacterController.cs: static Bind(layout, data, datFont) wires element
  0x1000011d (m_pMainText, confirmed gmCharacterInfoUI::PostInit 0x004b86f0) as
  a UiText; LinesProvider builds the report. Report section order mirrors
  gmCharacterInfoUI::Update (0x004ba790):
  1. UpdatePlayerBirthAgeDeaths 0x004b8cb0 — birth/age/deaths
  2. UpdateEnduranceInfo 0x004b8eb0 — vitals (H/S/M cur/max)
  3. UpdateInnateAttributeInfo 0x004b87e0 — 6 attrs InqAttribute 1,2,4,3,5,6
     = Strength, Endurance, Quickness, Coordination, Focus, Self
  4. UpdateFakeSkills 0x004b8930 — skill credits (InqInt 0xb5 / 0xc0)
  5. UpdateAugmentations 0x004b9000 — aug name (InqInt 0x162 switch 1..0xb)
  6. UpdateLoad 0x004b8a20 — burden cur/max/pct
  Element 0x1000011d imports as UiText (Type 12); multi-line text set via
  LinesProvider — same pattern as ChatWindowController transcript.
- SampleData.SampleCharacter(): plausible retail-scale CharacterSheet fixture.
- FixtureProvider.Populate case 0x2100002Eu: CharacterController.Bind with
  SampleData.SampleCharacter + VitalsDatFont.
- CharacterControllerTests.cs: 10 pure data-wiring + content tests (no GL/dats).

Task B — Studio panel picker → main menu bar
- StudioWindow.OnRender: replaced the floating "Studio" toolbar window (kToolbarH
  40px) with ImGui.BeginMainMenuBar / EndMainMenuBar (kMenuBarH 22px). Panel
  picker combo now lives in the always-on-top menu bar and cannot be occluded by
  Tree/Canvas/Props panes. paneY reduced from 40→22, freeing ~18px for the canvas.

Build: dotnet build green (0 CS errors; DLL-lock warnings are AcDream.App being
live — not compile errors). Full suite: 619 passed, 2 skipped.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 18:37:30 +02:00
Erik
e3de7f0dab feat(studio): dump LayoutSource — preview any retail window from the UI dump
Adds Task 4b: a second load path for the UI Studio that reads the committed
retail UI layout dump (docs/research/2026-06-25-retail-ui-layout-dump.json)
and renders any of the 26 retail windows as a static sprite hierarchy.

New files:
- src/AcDream.App/Studio/UiDumpModel.cs — POCOs + System.Text.Json parse of
  the dump (UiDump, DumpPanel, DumpNode, DumpRect, DumpStateSet, DumpImage,
  DumpState + UiDumpModel static helpers: Parse, ListSlugs, PickImageId).
- src/AcDream.App/Studio/DumpLayout.cs — DumpLayout.Load(path, slug, resolve,
  out err): parses the dump, finds the panel by slug, builds a UiElement tree.
  Internal DumpSpriteElement draws its sprite via DrawSprite (not reusing
  UiDatElement — avoids the ElementInfo/StateMedia dat-import dependency for
  this static mockup). DumpGroupElement is a transparent container for Group
  nodes. Rect basis is ABSOLUTE in the dump (verified: inventory root at
  absolute x=500 and its children also start at x≈500 — child offset from
  parent is 0–50px, not 500px); DumpLayout subtracts parent rect to produce
  parent-relative Left/Top for each child.
- tests/AcDream.App.Tests/Studio/DumpLayoutTests.cs — 5 tests covering:
  inventory load with 0x100001D5 check + >= 40 nodes, unknown slug → null+err,
  root at origin, children are parent-relative, all 26 slugs smoke-load.

Modified files:
- StudioOptions: adds DumpSlug + DumpFile fields; --dump <slug> and
  --dump-file <path> args; ResolveDumpFile() walks up to the solution root
  to find the default dump JSON (mirrors ConformanceDats.SolutionRoot()).
  --dump suppresses the default vitals layout so the two modes are exclusive.
- StudioWindow.OnLoad: when DumpSlug is set, loads via DumpLayout (no
  FixtureProvider, no controllers — static structure only); else falls
  through to the existing LayoutSource + FixtureProvider path.

Results: DumpLayoutTests 5/5 passed; full AcDream.App.Tests 609 passed, 2
skipped (same as before); dotnet build green, 0 warnings.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 16:25:23 +02:00
Erik
9ed9d8dbd9 fix(studio): Task 4 — bind PaperdollController + wire empty-slot sprites
FixtureProvider.Populate for 0x21000023 was binding only
InventoryController and omitting PaperdollController, so the
~21 equip slots rendered empty even though sample equipped items
existed in the table.  Also, the three per-list empty-slot
sprites were not being resolved from the dat (contentsEmpty /
sideBagEmpty / mainPackEmpty all defaulted to 0), so the slot cells
had no background art.

Fixes:
- FixtureProvider.Populate gains a DatCollection dats param
  (mirrors the GameWindow.OnLoad lookup at line 2233-2235).
  The 0x21000023 case now resolves all three empty sprites via
  ItemListCellTemplate.ResolveEmptySprite and passes them to
  InventoryController.Bind.
- PaperdollController.Bind is now called after InventoryController
  in the same 0x21000023 case, matching GameWindow:2257-2265
  (same layout subtree, contentsEmpty as the equip-slot placeholder,
  sendWield: null since there is no live session in the studio).
- StudioWindow.OnLoad passes _dats! to the updated Populate signature.

SampleData.AddEquipped was already correct: MoveItem(guid, PlayerGuid,
-1, equipMask) at ClientObjectTable.cs:134 sets
CurrentlyEquippedLocation = newEquipLocation and calls Reindex which
places the item in _containerIndex[PlayerGuid].  No SampleData change
needed.

Tests: 2 new assertions in FixtureProviderTests —
  sideBags_matchInventoryControllerFilter (Type.HasFlag(Container)
  || ItemsCapacity > 0 filter must match both bags) and
  equippedItems_retainLocationAndAreInContents (equipped items have
  CurrentlyEquippedLocation != None AND appear in GetContents so the
  paperdoll controller can find them).  604 pass / 2 skip / 0 fail.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 15:59:13 +02:00
Erik
0bdc866c15 feat(studio): FixtureProvider — sample data populates the 2-D panels
Task 4 of the UI Studio plan: adds SampleData (static ClientObjectTable
builder with a synthetic player, 6 loose items, 2 side bags, and 3 equipped
pieces) and FixtureProvider (switches on layoutId and calls the production
controller Bind methods — VitalsController, ToolbarController,
InventoryController — so the studio previews panels with plausible data
instead of empty widgets).

Icon ids approach: raw-resolve stub — resolves the base iconId via
RenderStack.ResolveChrome and returns the GL handle directly. This is v1
(single-layer icon); the full 5-layer IconComposer composite is a live-game
concern, not a layout-preview concern.

StudioWindow wires FixtureProvider.Populate after _source.Load; the
ClientObjectTable is stored on _objects so controller event subscriptions
(ObjectAdded/ObjectMoved) remain live for the window's lifetime.

4 new FixtureProviderTests (SampleTable_hasPackContents,
SampleTable_hasWeaponAndArmor, SampleTable_hasEquippedItems,
SampleTable_hasSideBags) — all pass. Full App suite: 602 passed / 2
skipped (pre-existing) / 0 failed. Build green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 15:45:11 +02:00