Brings the 134 D.2b UI commits onto the physics/collision development line so
main can fast-forward. Today's #149 (BSP-less static collision) + #150 (open
doors fully passable) + the full collision/streaming/dense-town-FPS arc meet
the paperdoll/inventory work.
# Conflicts:
# docs/ISSUES.md
# docs/architecture/retail-divergence-register.md
PickupEvent (0xF74A) and DeleteObject (0xF747) are semantically distinct:
- 0xF747 = weenie DESTROYED → evict from ClientObjectTable (weenie_object_table)
- 0xF74A = object LEFT THE 3D WORLD VIEW (moved into a container) → remove
the 3D WorldEntity, but the weenie persists in ClientObjectTable
Before this fix, both paths fired EntityDeleted identically, causing
ObjectTableWiring to evict the weenie from ClientObjectTable. The follow-up
InventoryPutObjInContainer (0x0022) then tried MoveItem on an unknown guid
and no-op'd, so the unwielded item simply vanished.
Fix: add `bool FromPickup` (default false) to DeleteObject.Parsed. WorldSession
sets it true on the PickupEvent path and false on the DeleteObject path.
ObjectTableWiring.Wire's EntityDeleted handler skips table.Remove when
FromPickup is true, preserving the weenie for the container-move echo.
GameWindow.OnLiveEntityDeleted (3D entity removal) is untouched — it fires
for both pickups and destroys, as intended.
Divergence register: AP-65 added (data ghosts for other-player pickups until
teleport/relog clear; harmless — no UI queries ContainerId 0).
Tests: +5 (DeleteObject FromPickup parser regression; wiring retain/evict
semantics; Parsed default/explicit FromPickup). 343/343 pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mirrors the InventoryPutObjInContainer 0x0022 handler which already does
MoveItem + ConfirmMove. Without this, WieldItemOptimistic's pending snapshot
would linger until the session ended (or incorrectly roll back on 0x00A0).
ConfirmMove is a no-op when nothing is pending, so safe for server-initiated
login wields.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add the 3 tests the spec-compliance review flagged: 0x0022 ConfirmMove clears
the pending move (no rollback after a confirm); OnDragOver advisory-accepts a
closed bag (cap>0, contents not indexed = AP-61); App-level drop -> RollbackMove
reverts the optimistic move to the original container+slot. Production code was
already correct; these exercise the spec's test plan.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
After a teleport ACE floods a town's CreateObjects; WorldSession.Tick drained the
ENTIRE inbound queue every frame, each spawn hydrating mesh+textures under _datLock
on the render thread — monopolizing the update loop for ~a minute and starving the
streaming apply, so only the destination landblock loaded and neighbors trickled in
(visible at high render-FPS because update/render are separate Silk.NET callbacks).
Bound the per-frame drain to a ~4ms wall-clock budget once InWorld (handshake uses
the blocking PumpOnce path, never Tick). A time budget self-adapts to the highly
variable per-datagram cost; the tail stays queued (unbounded channel, FIFO) and
drains over the next few frames. Acks are queued per packet BEFORE the heavy handler
(WorldSession.cs:680), so deferring the tail only delays the tail's acks a few frames
— within ACE's tolerance (holtburger defers acks on a flush cadence; verified in
references/holtburger session/send.rs). Budget decision extracted as a pure testable
static (4 unit tests).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Task 7 extended ParsePutObjInContainer to require 16 bytes (added ContainerType
as the 4th field). The pre-existing AppraiseTests round-trip test built only 12
bytes (old 3-field layout), so it returned null and failed. Update the test to
supply 16 bytes and also assert ContainerType.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Register four previously-unwired GameEvent handlers after InventoryPutObjInContainer:
- ViewContents (0x0196): iterates ParseViewContents entries and calls
items.RecordMembership(entry.Guid, containerId) for each — so the
object table is correct before the container-open UI mounts.
- InventoryPutObjectIn3D (0x019A): calls items.MoveItem(guid, 0u) to
unparent a dropped item from its container (it's now a ground object).
- InventoryServerSaveFailed (0x00A0): parse + log; rollback behavior
deferred to B-Drag (acdream has no speculative moves yet).
- CloseGroundContainer (0x0052): parse + log; no table change needed
(the container-open view is UI-only).
Two dispatcher tests cover ViewContents membership and Put3D unparenting.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add optional Func<uint>? playerGuid parameter (last in WireAll signature so all
existing callers compile unchanged). When provided, the PD handler calls
items.UpsertProperties(playerGuid(), p.Value.Properties) immediately after the
null-guard, landing EncumbranceVal (PropertyInt 5) and other player stats into the
player ClientObject. Upsert (create-if-absent) handles PD arriving before the
player's CreateObject. Retires AP-48/AP-49 divergence rows (wired in Task 16).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Task 9 of the B-Wire inventory-wire plan. Adds three outbound C→S GameAction
builders to InventoryActions.cs (DropItem 0x001B, GetAndWieldItem 0x001A,
NoLongerViewingContents 0x0195) plus matching opcode constants after TeleToPoiOpcode.
Adds SendDropItem/SendGetAndWieldItem/SendNoLongerViewingContents wrappers to
WorldSession.cs (after SendRemoveShortcut, ~line 1157), following the exact same
NextGameActionSequence() + SendGameAction() pattern as the existing Send* family.
Three byte-layout tests added to InventoryActionsTests.cs (12 total, all green).
Core.Net build clean. Unblocks B-Drag (drop) and container-open (NoLongerViewingContents
on close) call sites in the inventory controller.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
0x00A0 InventoryServerSaveFailed carries (itemGuid, weenieError) per ACE
GameEventInventoryServerSaveFailed.cs and holtburger events.rs:147. The
old parser returned only the itemGuid as uint?, silently dropping the
error code. Replaced with a typed InventoryServerSaveFailed record that
reads both u32s (8-byte guard). Parser was unwired (no callers in
GameEvents.cs or GameEventWiring.cs) so the signature change is safe.
1 new test in GameEventsInventoryTests.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
0x0022 InventoryPutObjInContainer carries 4 u32s per ACE
GameEventItemServerSaysContainId.cs: itemGuid, containerGuid, placement,
containerType. The parser was reading only 3 (12 bytes) and silently
dropping containerType. Fixed the record struct to add ContainerType and
raised the length guard to 16. GameEventWiring caller uses only
.ItemGuid/.ContainerGuid/.Placement — adding a positional field is
source-compatible. 1 new test in GameEventsInventoryTests.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
GameEvents.ParseViewContents parses the ViewContents GameEvent payload:
containerGuid + count + [guid, containerType]×count. Records
ViewContentsEntry and ViewContents added. 3 unit tests added in
GameEventsInventoryTests.cs (two-entry, zero-count, truncated).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mirror of PublicUpdatePropertyInt (0x02CE) but with no guid field —
targets the local player's own object. Burden (EncumbranceVal, PropertyInt 5)
changes ride this opcode on every pick-up / drop. Layout: opcode(4) + seq(1)
+ property(4) + value(4) = 13 bytes. 3 tests: happy path, wrong opcode, truncated.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Matches the ClientObjectTable model-placement convention; Load now takes (slot,objGuid) pairs so
the store has no Core.Net dependency. + self-drop wire-count assert + comment fix.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Move ShortcutStoreTests from AcDream.Core.Tests to AcDream.Core.Net.Tests (Rule 6:
tests live in the project matching the layer under test; ShortcutStore is Core.Net)
- Replace fully-qualified System.Buffers.Binary.BinaryPrimitives. with BinaryPrimitives.
in the two new BuildAddShortcut tests (file already has `using System.Buffers.Binary`)
- Add `using System;` to ShortcutStore.cs; change System.Array.Clear → Array.Clear
(matches sibling file style, no behavior change)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
ShortcutStore lands in AcDream.Core.Net.Items (not AcDream.Core.Items) because
it depends on PlayerDescriptionParser.ShortcutEntry; placing it in AcDream.Core
would create a circular dependency (Core.Net already references Core). The test
lives in AcDream.Core.Tests which gets Core.Net transitively via App.
BuildAddShortcut signature corrected from the old (seq, slotIndex, objectType,
targetId) 4×u32 layout to the retail ShortCutData wire format confirmed in the
action-bar deep-dive: Index(u32), ObjectId(u32), SpellId(u16), Layer(u16).
The old BuildAddShortcut_ThreeFields test is replaced by two new tests that
verify both item and spell shortcut packing.
WorldSession gains SendAddShortcut / SendRemoveShortcut following the
SendChangeCombatMode sender pattern.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Port of gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635).
When the player selects a world object the action bar's bottom strip shows the
object name + (for player/pet/attackable targets) a live Health meter; deselect
clears it. Mana (#140) + stack slider deferred.
- SelectedObjectController (new): clear-then-populate on selection change; sets
name (UiText child, VitalsController pattern), overlay state (ObjectSelected /
StackedItemSelected via UiDatElement.ActiveState), shows the health meter and
sends QueryHealth for health targets. Subscribes via a delegate seam (no
GameWindow coupling).
- GameWindow: _selectedGuid field -> SelectedGuid property + SelectionChanged
event (fires on actual change only); 3 write sites converted, reads untouched.
All selection-write paths (LMB pick, Tab/Q, despawn-clear via Tick()) run on
the render thread, so the event-driven UI mutation is single-threaded.
- WorldSession.SendQueryHealth (0x01BF) — wraps SocialActions.BuildQueryHealth.
- DatWidgetFactory.BuildMeter: handle the single-image toolbar meter shape
(back-track on the element's own DirectState, fill on one Type-3 child). The
sprites go in the TILE slot (DrawMode=Normal tiles to full bar geometry per
UIElement_Meter::DrawChildren) — a left-cap assignment would gap/clamp a
sub-140px sprite. Vitals 3-slice path unchanged.
- ToolbarController.HiddenIds: A1 (health) now owned by SelectedObjectController;
A2 (mana) + A4 (stack) stay hidden (deferred) so their dat back-tracks don't
render as stray empty bars.
Adversarial Opus review found + fixed: the mana-meter orphan (A2 left unhidden)
and the meter tile-vs-cap render bug (C1). Divergence rows AP-46 (health gate
approximation: IsLiveCreatureTarget vs IsPlayer||pet||attackable) + AP-47
(meter shown on select vs on UpdateHealth reply). Spec §5 corrected.
Build + full test suite green (2,684 passed / 4 skipped). Health meter render
fidelity (full-width fill + fraction mapping) pending the user's visual gate.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The old seeding block set WeenieClassId = inv.ContainerType (a 0/1/2
container-kind discriminator, not a weenie class id) and used MoveItem
for the equipped block. Replace both loops with RecordMembership calls:
inventory guids get a bare stub (WeenieClassId stays 0); equipped guids
get the equip slot set directly. Weenie data arrives via CreateObject /
ObjectTableWiring, not PlayerDescription.
New test PlayerDescription_SeedsMembership_NotWeenieClassIdMisuse proves:
(a) inv guid is registered, (b) WeenieClassId==0 not ContainerType, and
(c) equipped guid CurrentlyEquippedLocation is set to MeleeWeapon.
No existing tests pinned the old behavior; all 15 GameEventWiringTests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
CreateObject ingestion moves to Core.Net; GameWindow drops the EnrichItem call +
inline 0x02CE handler. Fixes the Coldeve blank-icon root cause: items with no PD
stub are now created, not dropped.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
WeenieClassId + Value/StackSize/MaxStackSize/Burden/capacities/Container/Wielder/
ValidLocations/CurrentWieldedLocation/Priority/Structure/Workmanship. Nullable =
flag absent (don't clobber on merge). Cursor walk unchanged; +cursor-integrity test.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Broaden naming to the data side of every server object (retail weenie_object_table
shape). Pure rename; no behavior change.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
New standalone parser for the server's live PropertyInt update targeting
a VISIBLE object (carries guid). Wire layout: u32 opcode + u8 sequence +
u32 guid + u32 property + i32 value (17 bytes total).
The sequence byte is parsed-past but not honored (latest-wins; DR-4).
The companion PrivateUpdatePropertyInt (0x02CD) targets the player's own
object (no guid) and is not parsed here.
Three tests: uiEffectsUpdate (round-trip guid/prop/value), wrongOpcode
(returns null), truncated (returns null on 16-byte input).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Previously, weenieFlags bit 0x80 (UiEffects) was read + discarded with
`pos += 4`. Now it is captured into `uiEffects` and surfaced as
`Parsed.UiEffects` — the sole wire path for the effect bitfield since
PropertyInt.UiEffects (18) has no [AssessmentProperty] and never appears
in appraise responses.
Test builder gains `uint uiEffects = 0` param; write line updated to use
it. Three new parse tests: UiEffects_Captured, UiEffectsThenIconOverlay
(cursor-arithmetic regression), and NoUiEffectsBit_LeavesUiEffectsZero.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Task 1: remove the [D.5.1 PROBE] bottom-right rect-dump block from the
toolbar mount in GameWindow.cs. The block iterated 7 element ids and
logged ScreenPosition/Width/Height/Type; it was marked temporary and is
now superseded by the chrome window-frame fix. The kept [D.5.1] startup
diagnostic Console.WriteLines (digit arrays, toolbar ready, window from
LayoutDesc) are untouched.
Task 2: add TryParse_HouseRestrictionsSkipped_ThenIconOverlayCaptured to
CreateObjectTests.cs. Exercises the variable-length RestrictionDB skip
(weenieFlags bit 0x04000000: 12-byte fixed header + 4-byte hash-table
header + count*8 entries) followed immediately by IconOverlay (0x40000000)
and IconUnderlay (weenieFlags2 0x01 via IncludesSecondHeader 0x04000000).
Proves the skip lands the cursor at the right position for both capture
fields. 301/301 tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The CreateObject optional-tail walker previously stopped at UseRadius (~20 fields
before IconOverlay). This left ItemInstance.IconOverlayId/IconUnderlayId always 0,
so IconComposer's underlay/overlay layers were never drawn on toolbar icons.
Exact field order verified against ACE WorldObject_Networking.cs:87-219 (the
serializer is the authority; acdream connects to a local ACE server):
UseRadius → TargetType(u32) → UiEffects(u32) → CombatUse(sbyte) →
Structure(u16) → MaxStructure(u16) → StackSize(u16) → MaxStackSize(u16) →
Container(u32) → Wielder(u32) → ValidLocations(u32) →
CurrentlyWieldedLocation(u32) → Priority(u32) → RadarBlipColor(u8) →
RadarBehavior(u8) → PScript(u16) → Workmanship(f32) → Burden(u16) →
Spell(u16) → HouseOwner(u32) → HouseRestrictions(variable RestrictionDB) →
HookItemTypes(u32) → Monarch(u32) → HookType(u16) →
IconOverlay(PackedDwordKnownType) ← CAPTURE →
IconUnderlay from weenieFlags2 bit 0x01 ← CAPTURE
RestrictionDB handled correctly: Version(u32) + OpenStatus(u32) + MonarchId(u32)
+ count(u16) + numBuckets(u16) + count×8 bytes entries. Length-aware skip, not a
fixed constant.
weenieFlags2 is now CAPTURED (not skipped) when IncludesSecondHeader
(objDescFlags bit 0x04000000) is set, so the IconUnderlay bit can be tested.
The entire extended walk is inside try/catch: truncated packets degrade to
IconOverlayId=0 / IconUnderlayId=0 (no overlay drawn), never corrupting.
Threading: CreateObject.Parsed → WorldSession.EntitySpawn → GameWindow
OnLiveEntitySpawned → Items.EnrichItem — both ids thread through all three
seams. EnrichItem extended with optional iconOverlayId + iconUnderlayId params
(defaulted 0, backward-compatible).
No change to IconComposer or ToolbarController (they already consume the ids).
Tests: 4 new CreateObject tests (IconOverlay only, overlay+underlay, no-overlay
regression, intermediate-fields cursor arithmetic). Full suite: 0 failures,
2636 passed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add optional `onShortcuts` callback to `GameEventWiring.WireAll`; invoke
it with `parsed.Shortcuts` after the inventory/equipped loops in the
PlayerDescription handler. `GameWindow` holds the list in a new
`Shortcuts` property (initialized to empty) so the toolbar (D.5.1 Task 5)
can read hotbar slots without keeping a parser reference. Existing callers
compile unchanged — the parameter defaults to null.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
ReadPackedDwordOfKnownType at the old line 516 was throwing the icon dat
id away. Declare iconId before the try-block, assign it there, and pass
IconId: iconId in the Parsed initializer so downstream UI (action bar /
equipment panels) can read the 0x06xxxxxx dat id without a separate lookup.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Two retail divergences fixed from the 2026-05-16 faithfulness audit
(Commit A of the plan at docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md).
1. Rotation rate ignored HoldKey.Run. Retail's CMotionInterp::
apply_run_to_command (decomp 0x00527be0 line 305098) multiplies
turn_speed by run_turn_factor (1.5, PDB-named symbol at 0x007c8914)
when input is TurnRight/TurnLeft under HoldKey.Run. Effective
running rotation is 50% faster (~135°/s vs walking ~90°/s).
Our keyboard A/D and ApplyAutoWalkOverlay used a fixed walking
rate.
New: RemoteMoveToDriver.TurnRateFor(running) helper. Keyboard
path passes input.Run; auto-walk overlay passes
_autoWalkInitiallyRunning. The walking-rate base
(BaseTurnRateRadPerSec = π/2) is unchanged; TurnRateRadPerSec
constant is preserved as the walking-rate alias for callers
that don't have run/walk state (NPC remotes).
2. IsUseableTarget gated on `useability & USEABLE_REMOTE (0x20)`,
which was stricter than retail. Per ItemUses::IsUseable
(acclient_2013_pseudo_c.txt:256455) cross-referenced with 4
call sites, retail's IsUseable() semantic is `_useability != 0`.
But visually retail's USEABLE_NO (1) entities don't approach
either, because ACE never broadcasts MovementType=6 for them.
Our client installs a speculative auto-walk BEFORE the server
responds, so we'd visibly approach + face signs before the
wire packet was rejected.
Pragmatic fix: block USEABLE_UNDEF (0) AND USEABLE_NO (1) in
IsUseableTarget — slightly stricter than retail's
IsUseable but matches retail's user-visible behaviour
("R on sign does nothing"). Documented in the doc-comment so
a future implementer knows the gap.
3. New IsPickupableTarget gate for F-key path — requires
USEABLE_REMOTE (0x20) bit. Null-useability fallback for
BF_CORPSE + small-item ItemTypes (preserves M1 ground-item
pickup flow when ACE seed DB doesn't publish useability).
4. R-key (UseCurrentSelection) upfront gate now ALWAYS uses
IsUseableTarget. R is conceptually "use" with smart-routing
to pickup as a downstream optimization. F-key (SendPickUp)
uses IsPickupableTarget directly.
5. Retail toast strings on block, centralised in new
src/AcDream.Core/Ui/RetailMessages.cs:
- "The X cannot be used" (data 0x007e2a70, sprintf 0x00588ea4)
fires on UseCurrentSelection / SendUse gate block.
- "The X can't be picked up!" (sprintf 0x00587353) fires on
SendPickUp non-pickupable block.
- "You cannot pick up creatures!" (data 0x007e22b4) fires on
SendPickUp creature block (was previously silent).
- Plus 4 inactive retail strings ready for future call sites:
CannotBeUsedWith (two-target Use), CannotBePickedUp (formal
pickup variant), CannotBeUsedWhileOnHook_HooksOff +
CannotBeUsedWhileOnHook_NotOwner (housing). All cite their
retail data addresses + runtime sprintf addresses.
6. ProbeUseabilityFallbackEnabled diagnostic (env var
ACDREAM_PROBE_USEABILITY_FALLBACK=1) logs every time the
null-useability fallback fires. Settles whether the
fallback for creature + BF_DOOR/LIFESTONE/PORTAL/CORPSE
entries in ACE's seed DB without useability is hot code
or theoretical defense.
Test coverage:
- +3 RemoteMoveToDriverTests cover TurnRateFor walking/running/back-compat.
- +7 RetailMessagesTests cover each retail string with retail anchor.
- +1 CreateObjectTests TryParse_WeenieFlagsUsable_ReadsUseableNoValue
pins parser correctness for USEABLE_NO=1.
- 294/294 Core.Net pass; 24/24 new+touched Core tests pass.
- Pre-existing baseline of 8 Physics test failures unchanged
(BSPStepUp + MotionInterpreter regression noise from prior
sessions; out of scope here).
Deferred to a separate session per user direction:
- Click area = indicator-rect retail fidelity. Retail's picker
uses per-part CGfxObj.drawing_sphere + polygon refine
(0x0054c740); ours uses single Setup.SelectionSphere ray-
intersect. The rect corners are dead zones today. Three fix
options analyzed: screen-space rectangle hit-test, sqrt(2)
sphere inflation, polygon refine Stage B.
Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two retail divergences fixed end-to-end:
1. R-key Use on non-useable entities (signs, banners, decorative
scenery) was silently sending Use/PickUp to ACE, triggering
auto-walk + NPC-style chat fallback. Retail's client checks
ITEM_USEABLE (acclient.h:6478) and silently ignores Use when
the USEABLE_REMOTE (0x20) bit isn't set. Now ports that gate.
2. Holtburg town sign indicator + click sphere only covered the
base of the pole because the "everything else" default in
EntityHeightFor was 1.5 m and the picker's vertical offset
for default class was 0.2 m. A 3 m sign on a pole was almost
entirely outside both shapes.
Wire change:
- CreateObject parser now walks the WeenieHeader optional tail
(per ACE WorldObject_Networking.cs:87-114) up through Useability
+ UseRadius. Captures weenieFlags upfront, then conditionally
skips PluralName, ItemCapacity, ContainerCapacity, AmmoType,
Value before reading Useability (u32) and UseRadius (f32).
- CreateObject.Parsed + WorldSession.EntitySpawn record append two
new optional fields (Useability uint?, UseRadius float?), both
defaulting to null. Existing call sites unchanged.
- 3 new tests cover: no weenieFlags → null, weenieFlags=0x10 alone
→ useability read, weenieFlags=0x8|0x10|0x20 → walker skips Value
then reads Useability + UseRadius in correct order.
Behaviour change:
- GameWindow.IsUseableTarget(guid) — authoritative path uses spawn
.Useability when present (REMOTE bit gate); fallback when null
permits Use on creatures + BF_DOOR/LIFESTONE/PORTAL/CORPSE for
M1 flow continuity.
- UseCurrentSelection (R-key dispatcher) and SendUse + SendPickUp
(double-click + F-key direct paths) gate on IsUseableTarget,
silent early-return matching retail. isRetryAfterArrival skips
the gate (re-fires only previously-gated actions).
- TargetIndicatorPanel.EntityHeightFor default branch 1.5 m → 3 m
for non-creature non-flat non-small-item entities (sign-class).
Scale > 1 still grows proportionally.
- WorldPicker callbacks: new IsTallSceneryGuid branch lifts sphere
centre to 1.5 m with 1.6 m radius for sign-class entities,
mirroring the indicator's 3 m default so click sphere matches
the visible box.
Tests: 293/293 pass in AcDream.Core.Net.Tests (+3 new walker
tests). dotnet build clean.
Retail anchors:
- acclient.h:6478 — ITEM_USEABLE enum (USEABLE_REMOTE = 0x20)
- acclient.h:6431-6463 — PWD bitfield (BF_DOOR etc.)
- ACE WorldObject_Networking.cs:87-114 — wire field order
- ACE WeenieHeaderFlag — Usable = 0x10, UseRadius = 0x20
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
ACE sends GameMessagePickupEvent (opcode 0xF74A) instead of
GameMessageDeleteObject (0xF747) for items removed via player pickup
(Player_Tracking.RemoveTrackedObject with fromPickup=true).
Without this handler, BuildPickUp succeeded server-side (item moved
into the player's container, retail observers saw it disappear), but
our local client kept rendering it on the ground because the despawn
message went to the unhandled-opcode bucket.
PickupEvent's wire body adds an objectPositionSequence field on top
of DeleteObject's layout, so the parser is its own type. The
downstream view-removal semantics are identical to DeleteObject, so
the dispatcher routes both opcodes into the same EntityDeleted event
via a small adapter.
The original test only used placement=0, which encodes identically
under WriteInt32 and WriteUInt32. Add a -1 case so a future regression
to the unsigned writer would actually fail the test.
Flagged by Task 1 code review.
DTO + TryParse for the GameMessageSetState wire message. The server
broadcasts this when an already-spawned entity's PhysicsState changes
post-CreateObject — chiefly when a door's Ethereal bit toggles on Use.
Wire format per holtburger SetStateData (validated against retail-format
servers): u32 opcode + u32 guid + u32 state + u16 instanceSequence + u16
stateSequence = 16 bytes total. Mirrors the existing VectorUpdate.cs
template.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
After PlayerDescription is dispatched, the Inventory and Equipped lists
produced by the parser are now fed into ItemRepository via AddOrUpdate +
MoveItem so inventory/paperdoll panels see items after login.
Acceptance test PlayerDescription_RegistersInventoryEntries_InItemRepository
confirms ItemCount goes 0→2 for a synthetic PD with two inventory entries.
282 Net.Tests pass.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Code-quality review followup on Task 2 (becbde6) — addresses I1 (the
forward-looking concern that Tasks 3-9's inner-catch will leave partial
lists visible to callers with no signal) and M1 (silent inner catch).
Changes:
- Parsed gains a trailing `bool TrailerTruncated` field. Both
construction sites pass `false` by default; the trailer try/catch
flips a local `trailerTruncated` to `true` on FormatException and
feeds it into the final return.
- Inner catch logs `pos`/`payload.Length`/exception message under
ACDREAM_DUMP_VITALS=1, mirroring the outer catch's diagnostic
pattern.
- Task 2 test strengthened to assert defaults on Options2 /
SpellbookFilters / HotbarSpells / DesiredComps / GameplayOptions /
Equipped + TrailerTruncated=false (M2 followup — gives Tasks 3-9
a regression guard if they consume into the wrong field).
- New test `TryParse_TrailerAbsent_LessThan8BytesAfterEnchantments_*`
documents the contract that <8 bytes after enchantments means the
trailer is absent (not truncated): TrailerTruncated stays false,
upstream attribute data survives.
- Plan updated in lockstep so Tasks 3-11 implementers see the
`trailerTruncated` local and the new return-arg position.
271/271 AcDream.Core.Net.Tests pass.
First step of the PD trailer walk. Wraps trailer reads in their own
try/catch so a malformed trailer does not null out the upstream
attribute/skill/spell/enchantment data we already extracted.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Retail-driven players observed from acdream rendered with stale
appearance — wrong skin/hair palettes, missing clothing — because
ACE's mid-session appearance broadcasts (equip/unequip/tailoring/
recipe/option-toggle) ride opcode 0xF625 ObjDescEvent and acdream
silently dropped them. Initial CreateObject carries the appearance
at spawn time, but every later equip change only updates via 0xF625
(per Skunkwors protocol docs in ACE/.../GameMessageObjDescEvent.cs).
Retail handles via SmartBox::HandleObjDescEvent (named-retail 0x453340).
Why: the retail observer sees the *server-relayed* view of remotes,
not retail's local build, so dropping ObjDescEvent freezes appearance
at the partial state in the first CreateObject.
How:
- Extract CreateObject's ModelData parsing into reusable
CreateObject.ReadModelData(span, ref pos) returning
(BasePaletteId, SubPalettes, TextureChanges, AnimPartChanges).
- Add ObjDescEvent.cs (parser for 0xF625):
body = u32 opcode | u32 guid | ModelData | u32 instanceSeq | u32 visualDescSeq.
- WorldSession.AppearanceUpdated event + dispatcher branch.
- GameWindow.OnLiveAppearanceUpdated splices new ModelData onto the
cached spawn and replays via OnLiveEntitySpawned. The dedup at the
start of OnLiveEntitySpawnedLocked tears down the old GPU/animated/
collision state cleanly before rebuild.
- _lastSpawnByGuid cache populated at spawn-end and tracked through
UpdatePosition so re-applies use current position (no pop-back to
login spot on equip toggle).
- ACDREAM_DUMP_APPEARANCE=1 env var prints structured SP/TC/APC
decode for every 0xF625 — replaces the earlier raw-hex preview.
- ACDREAM_DUMP_CLOTHING extended with setup.Parts.Count, flatten.Count,
and per-part triangle counts for offline polygon-budget audit.
Tests: 4 new ObjDescEvent tests (round-trip + parser drift guard);
269 net tests green. User-verified live: skin/hair colors match
retail's character data; equip/unequip no longer pops position.
Note: a separate "puffy arms / bulky body" geometry issue remains
where base body parts visibly overlap clothing meshes — different
root cause, tracked separately.
Pass explicit grounded/airborne contact bytes from MovementResult into MoveToState and AutonomousPosition, and add ACDREAM_DUMP_MOVE_TRUTH logging for outbound movement plus player UpdatePosition echoes.
Co-authored-by: OpenAI Codex <codex@openai.com>