Commit graph

2162 commits

Author SHA1 Message Date
Erik
f8799489c2 fix(D.2b): ConfirmMove on the WieldObject 0x0023 echo (clears optimistic wield)
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>
2026-06-22 22:19:39 +02:00
Erik
c5c636674d docs(D.2b): IsCarriedBy — note WielderId is wire-only; optimistic wields detected via ContainerId
Code-review minor: prevents a future WielderId-only 'is this wielded?' check
from silently missing an optimistically-wielded item (WielderId==0 until the
server confirm; ContainerId==wielder is the live signal).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:18:10 +02:00
Erik
c1a84cbe0c fix(D.2b): wield is ContainerId-based — drop the WielderId write (code review)
Code-quality review (needs-changes) on Task 3: WieldItemOptimistic wrote
item.WielderId directly, but RollbackMove (via MoveItem) never cleared it
→ a wield-rollback left a pack item with a stale WielderId=player.

Root-cause fix (vs the reviewer's snapshot-WielderId suggestion): acdream's
existing WieldObject 0x0023 confirm models a wielded item as ContainerId=
wielder + equip=mask and does NOT touch WielderId. So the optimistic path
must match — drop the WielderId write entirely. Optimistic state now equals
the confirmed state, rollback fully restores through MoveItem alone, and the
stale-state class is structurally eliminated. The paperdoll's
(WielderId==p || ContainerId==p) filter still matches optimistic wields via
ContainerId (login-equipped items match via WielderId from their CreateObject).

Also: + the wield+move outstanding-count combo test (spec §8), MoveItem doc
note that it doesn't manage WielderId, and the test pins WielderId==0 post-
optimistic-wield to document the model. Core 74/74 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:15:18 +02:00
Erik
0c353185c3 feat(D.2b): WieldItemOptimistic + equip-aware rollback snapshot (Core)
Add WieldItemOptimistic (instant optimistic wield — sets ContainerId=WielderId=player,
CurrentlyEquippedLocation=equipMask, snapshots pre-wield position) and extend the
_pendingMoves tuple to carry the pre-move EquipMask so RollbackMove restores EQUIPPED
state faithfully on server rejection. Shared RecordPending helper replaces the inline
snapshot block in MoveItemOptimistic.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 22:03:47 +02:00
Erik
6d65177357 style(D.2b): EquipMask polish — align FingerWearRight, note bit 31 (code review)
Code-quality review minors on Task 2: fix the missing space in the
FingerWearRight= alignment and document why bit 31 (0x80000000, present
only in the header's CLOTHING_LOC composite) has no named member.

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

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

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

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 21:56:06 +02:00
Erik
bd4b49f810 test(D.2b): probe — paperdoll equip slots resolve to UiItemList
De-risk gate for Sub-phase C: verifies that the gmPaperDollUI subtree
imported under the inventory frame (0x21000023) materialises a
representative set of 6 equip-slot element ids as UiItemList widgets,
confirming the controller-binding plan can proceed without an importer
pre-fix.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-22 21:52:54 +02:00
Erik
cf472bd8db docs(D.2b): paperdoll Slice 1 implementation plan
Six TDD tasks: (1) de-risk probe (equip slots resolve to UiItemList) →
(2) correct EquipMask to canonical retail INVENTORY_LOC + numeric-pin
test → (3) WieldItemOptimistic + equip-aware rollback snapshot →
(4) ConfirmMove on the WieldObject 0x0023 echo → (5) PaperdollController
+ tests + divergence rows → (6) GameWindow wiring + full-suite gate.
Then the user visual gate. Full no-placeholder code; all signatures
verified against source.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 21:50:04 +02:00
Erik
2d7ea7446d docs(D.2b): paperdoll Slice 1 (equip slots) design spec
Sub-phase C, Slice 1 — bind the ~25 paperdoll equip slots to live
equipped-item data + make them drag-drop wield/unwield targets. No 3D
doll (that's Slice 2).

Brainstorm findings baked in:
- The handoff's "build the wire gap" premise is STALE: BuildGetAndWieldItem
  + SendGetAndWieldItem already shipped in B-Wire. The whole optimistic-move
  machine + InventoryController:IItemListDragHandler already exist — Slice 1
  mirrors them. Unwield is free (the inventory grid handler already does it).
- Found a latent bug: acdream's EquipMask enum diverges from canonical AC
  (acclient.h:3193 INVENTORY_LOC) from bit 0x2000 up (phantom HandArmor/
  FootArmor). Correct it to the verbatim retail values + a numeric-pin test.
  Blast radius is safe (4 round-trip test refs).
- Empty equip slots are TRANSPARENT (EmptySprite=0), per the user — faithful,
  zero Slice-2 rework.

Real scope: correct EquipMask (Core) + WieldItemOptimistic & equip-aware
rollback snapshot (Core) + ConfirmMove on the WieldObject 0x0023 handler
(Core.Net) + PaperdollController (App) + GameWindow wiring. Element-id→mask
map verified dump ↔ deep-dive §3a ↔ acclient.h.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 21:38:24 +02:00
Erik
702058f7d4 docs(D.2b): paperdoll (Sub-phase C) handoff + new-session prompt
Detailed handoff for the next session. Key correction from the deep-dive:
retail empty equip slots are TRANSPARENT (the doll shows through), NOT
silhouettes — the current blue border is wrong. Decomposes into Slice 1
(equip slots: bind to CurrentlyEquippedLocation + drag-to-wield via the
GetAndWieldItem 0x001A wire gap) and Slice 2 (the heavy 3D doll UiViewport
Type 0xD + Core->App IUiViewportRenderer seam). Maps the reuse surface
(UiItemSlot, drag spine, optimistic-move, EntitySpawnAdapter) + open
questions + a paste-ready new-session prompt.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 21:03:44 +02:00
Erik
82ab0e045a fix(D.2b): gapless insert on optimistic move — stop the inventory reshuffle
Visual gate: moving an item within a bag reshuffled every item ("the order is
not set"). Root cause: insert-before set ONLY the dragged item's ContainerSlot
to N, colliding with the item already at N; the sort-by-slot tie then reordered
the whole grid on every repaint. Fix: MoveItemOptimistic now does a proper
index-based INSERT (shift the others, renumber 0..N-1 gapless) like retail's
ItemList_InsertItem, and HandleDropRelease uses the target's GRID INDEX
(SlotIndex) as the placement rather than its raw ContainerSlot. Regression test
pins the shifted, gapless order. Full suite green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 20:29:22 +02:00
Erik
975f89c870 fix(D.2b): harden optimistic-move pending map (Opus review I1+I2)
I2 (real bug): Clear() (teleport/logoff) and Remove() (item destroyed) now drop
the item's _pendingMoves entry — a stale snapshot on a recycled guid could
otherwise mis-rollback a different future item.
I1 (race): track an OUTSTANDING count per item so an early ConfirmMove (0x0022)
for the first of several in-flight moves of the SAME item can't clear the
snapshot while a later move is unconfirmed — a later reject can still roll back
to the original instead of stranding the item at the rejected position.
Both with regression tests; full suite green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 20:12:54 +02:00
Erik
8df395894e test(D.2b): close drag-drop spec-review coverage gaps
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>
2026-06-22 20:03:24 +02:00
Erik
468da225d3 docs(D.2b): divergence rows AP-60 (lift no-op) + AP-61 (closed-bag advisory accept)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 19:56:19 +02:00
Erik
124a4a2efa feat(D.2b): wire InventoryController drag-drop to the live session
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 19:55:20 +02:00
Erik
81d9b3b37a feat(D.2b): InventoryController drag-drop handler (optimistic move + green-arrow/red-circle)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 19:54:53 +02:00
Erik
4aebf444d9 feat(D.2b): wire ConfirmMove (0x0022 echo) + RollbackMove (0x00A0) for optimistic inventory moves
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 19:51:20 +02:00
Erik
6f0012bd14 feat(D.2b): WorldSession.SendPutItemInContainer (0x0019) for inventory moves
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 19:49:52 +02:00
Erik
f7f9ae052e feat(D.2b): ClientObjectTable optimistic move + confirm/rollback for inventory drag
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 19:49:25 +02:00
Erik
b657c82df5 docs(D.2b): inventory drag-drop implementation plan
7-task TDD plan: ClientObjectTable optimistic move + confirm/rollback ->
SendPutItemInContainer 0x0019 -> ConfirmMove(0x0022)/RollbackMove(0x00A0)
wiring -> InventoryController : IItemListDragHandler (no-op lift, accept/reject
overlay, optimistic drop + wire; green-arrow 0x060011F7 / red-circle 0x060011F8
export-confirmed) -> GameWindow wiring -> divergence AP-60/61 -> full-suite +
visual gate. Exact code per step.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 19:45:47 +02:00
Erik
3b66858893 docs(D.2b): inventory drag-drop (item moving) design spec
Brainstorm output for B-Drag. Drop an inventory item: empty grid slot ->
first empty; on an item -> insert before; on a side-bag cell -> into that
container. Green insert-arrow (valid) / red circle (full). Movement is
OPTIMISTIC/instant per the user — local MoveItem on drop + repaint, server
reconciles via 0x0022 echo, rolls back via 0x00A0 (the rollback the B-Wire
note reserved). InventoryController : IItemListDragHandler; pending-move
tracking in ClientObjectTable (Core, reachable from the Core.Net handlers);
SendPutItemInContainer wraps BuildPickUp 0x0019. Retail anchors: InqDropIconInfo
0x004e26f0 / ItemList_InsertItem / HandleDropRelease / ServerSaysMoveItem.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 19:28:05 +02:00
Erik
c937db11c7 docs: file ISSUES #147 (inventory scroll polish) + #148 (status-bar backpack toggles inventory)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 19:16:25 +02:00
Erik
8fbde99441 Revert "fix(world): AP-48 client-side visibility cull (FPS sink across portal-hops)"
This reverts commit e5b2d15b63.
2026-06-22 18:58:15 +02:00
Erik
a45c421bd1 feat(D.2b): per-container capacity bar on inventory cells
Faithful port of retail UIElement_UIItem::UpdateCapacityDisplay (0x004e16e0):
each container cell (side bags + main pack) shows a vertical UIElement_Meter
(element 0x10000347, back 0x06004D22 / fill 0x06004D23) filled to
GetNumContainedItems / ItemsCapacity, clamped [0,1]; hidden for non-containers
(CapacityFill=-1). Drawn procedurally on UiItemSlot like the triangle/square
overlays (back full + front clipped bottom-up). Right-anchored flush to the cell
edge (visual gate: the dat X=26 sat ~5px off the right edge). Visually confirmed
2026-06-22. Divergence AP-59; polish deferred to ISSUES #146 (exact rect/anchor,
fill direction vs m_eDirection 0x6f, closed-bag lazy-load).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 15:54:54 +02:00
Erik
e5b2d15b63 fix(world): AP-48 client-side visibility cull (FPS sink across portal-hops)
acdream accumulated every CreateObject from every town visited and never pruned by
distance/time (only on server DeleteObject / respawn de-dup), so the entity tables +
the O(N^2) TickAnimations scan grew with each hop and sank FPS (confirmed in Release).

Faithful port of holtburger liveness.rs (ACE_DESTRUCTION_TIMEOUT_SECS=25,
CONSERVATIVE_VISIBILITY_DISTANCE_M=384): a world entity is evicted only after being
>384m AND outside the 3x3 landblock neighborhood for 25s continuous (arm-on-leave /
clear-on-return). Logic in a pure, unit-tested EntityVisibilityCuller; GameWindow
wires a 1Hz tick that snapshots the world entities + player and tears each evicted
guid down through the existing pruner. Player + held/equipped/contained items are
excluded (player by guid; inventory items never carry a world position so they never
enter the culled map). A re-created object starts fresh (deadline cleared on remove).
Skipped during a teleport hold (frozen player position). AD-32 registered.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 15:45:07 +02:00
Erik
76c7b1594b fix(net): timeslice WorldSession.Tick inbound drain (#2 flood)
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>
2026-06-22 15:39:50 +02:00
Erik
077586a0f0 fix(D.2b): main-pack backpack icon is 0x0600127E, not 0x060011F4
The prior commit pinned 0x060011F4 from a research dat-dump of
GetDIDByEnum(0x10000004,7) — it rendered as a GREEN TILE (green slot, no
pack) at the visual gate. Dat-exported the candidates (AcDream.Cli
dump-sprite-sheet / export-ui-sprite): 0x0600127E is the 32x32 brown
backpack (user-hinted, PNG-confirmed). Swap the pinned literal; the
test + AP-51 register row updated to the visually-verified id. Container
type-underlay (green) + backpack base still composited via _iconIds.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 15:33:58 +02:00
Erik
c71b32f73d feat(D.2b): main-pack cell draws the constant backpack icon (AP-51)
The m_topContainer cell (0x100001C9) rendered blank (tex=0). Retail's
IconData::RenderIcons (0x0058d1ee) has an IsThePlayer() branch that draws a
CONSTANT backpack — m_idIcon = GetDIDByEnum(0x10000004, 7) = 0x060011F4,
m_itemType = TYPE_CONTAINER — NOT the player's body icon (the original AP-51
"equipped-pack weenie icon" premise was wrong). Compose that base over the
Container type-underlay via the existing _iconIds delegate. Verified vs decomp
(407546-407549) + IconComposer.GetIcon (base=arg2, type drives underlay) + a
live dat dump (map 0x25000008 index 7 = 0x060011F4). Test locks type+literal.
AP-51 reworded to the residual hardcoded-vs-runtime-resolve nuance (cf. AP-55).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 15:04:08 +02:00
Erik
9dc44c3a3d docs(D.2b): address Opus review nits — update stale class summary + EffectiveOpen note
Comment-only. (1) the InventoryController summary said "Read-only: no
container switching" — now live. (2) note the _openContainer 0-vs-playerGuid
sentinel equivalence so the dual main-pack path isn't mistaken for dead code.
No behavior change. Code-quality review verdict: APPROVED (ship to gate).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:44:44 +02:00
Erik
895d8eed80 docs(D.2b): divergence register — retire AP-56, reword AP-53, add overlay/selection rows
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:33:53 +02:00
Erik
ba5f974f56 feat(D.2b): wire InventoryController container-open callbacks to the live session
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:32:56 +02:00
Erik
7407a71d68 feat(D.2b): InventoryController container-switching + open/selected indicators
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:32:31 +02:00
Erik
842462e375 feat(D.2b): UiItemSlot open-container triangle + selected-item square overlays
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:29:39 +02:00
Erik
3c5399f4b4 feat(D.2b): WorldSession.SendUse — thin Use 0x0036 wire wrapper for container-open
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:28:40 +02:00
Erik
ad9d2651c1 feat(D.2b): ViewContents wiring is a full REPLACE (consumes the GameEventWiring TODO)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:28:08 +02:00
Erik
6e78fcd7f6 fix(teleport): dungeon-exit priority-apply footgun + wall-clock timeout + arrival facing
T6 visual gate found three issues; probe pinned the roots.

- StreamingController.DrainAndApply: the priority hunt + outbox drain were gated
  behind 'if (budget <= 0) return;' AFTER the deferred-buffer drain. During a
  dungeon-exit expand (~600 completions) the buffer is always >= budget, so the
  hunt never ran and the destination never priority-applied (APPLY stalled ~5s;
  dest built +265ms but applied +6s). Restructured: priority hunt runs FIRST and
  unconditionally. Indoor (single-LB collapse) was unaffected, which is why only
  outdoor exits broke.
- Teleport timeout was a 600-FRAME count; the empty-world exit hold renders at
  ~1000fps so it fired in ~0.6s and force-placed into the skybox before the
  expand finished. Now wall-clock (10s) — worldReady wins the race.
- Arrival facing: synced _playerController.Yaw to the server orientation via the
  exact inverse of YawToAcQuaternion (ExtractYawFromQuaternion has a 270deg offset
  vs our yaw). Previously only the render mesh got the rotation → camera/movement
  faced the stale pre-teleport direction.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:27:55 +02:00
Erik
48bf752cf1 feat(D.2b): ClientObjectTable.ReplaceContents — authoritative full-replace for ViewContents
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:27:13 +02:00
Erik
24a0b84162 docs(D.2b): container-switching implementation plan
8-task TDD plan: ReplaceContents (Core) -> ViewContents full-replace
wiring (Core.Net) -> SendUse wrapper -> UiItemSlot triangle/square
overlays -> InventoryController _openContainer/_selectedItem +
click roles + indicators -> GameWindow callback wiring -> divergence
register -> full-suite + visual gate. Exact code per step.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:22:39 +02:00
Erik
bfdab5b9e0 docs(D.2b): container-switching design spec
Brainstorm output for inventory container-switching. Key decision from
the brainstorm: the handoff conflated two orthogonal retail mechanisms —
the open-container TRIANGLE (0x06005D9C, UpdateOpenContainerIndicator) and
the selected-item SQUARE (0x06004D21, ItemList_SetSelectedItem). User
confirmed both are real (a bag is just an item, so it gets the square too)
and chose to ship both this phase, the square uniform across grid+bags and
visual-only (no selected-object-bar wiring yet).

Pins the ViewContents full-REPLACE (ACE writes entries OrderBy
PlacementPosition, no slot field -> ContainerSlot=index), the Use 0x0036 ->
ViewContents 0x0196 round-trip, and the 6 touched files.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:15:42 +02:00
Erik
3ce1fae332 feat(teleport C): TAS-driven fade transit + retire TeleportArrivalController
Wires the dormant TeleportAnimSequencer as the transit driver: on PlayerTeleport
the player holds in PortalSpace behind a full-screen fade (FadeOverlay) until the
destination terrain is resident (TeleportWorldReady, gated on the priority-applied
landblock), then materializes (Place), and after the world fades back in regains
control + acks the server (FireLoginComplete). No movement resolves against the
empty world, so the outbound cell frame can't corrupt. Outdoor changes from
place-immediately back to hold-until-resident (now fast, not a band-aid).

- FadeOverlay: fullscreen NDC black quad, alpha = ShowTunnel ? 1 : FadeAlpha.
- Retires TeleportArrivalController + its 2 tests (TAS subsumes the driver role).
- Divergence register: AD-2 updated to the new mechanism; AD-31 (fade vs swirl).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 14:03:25 +02:00
Erik
9ac719424c test(teleport): tp-probe AIM/ENQ/BUILD/APPLY/PLACED instrumentation (REMOVABLE)
Acceptance apparatus for the teleport-residency fix. ACDREAM_PROBE_TELEPORT=1
gates 5 log points with cross-thread TickCount64 timestamps + the _datLock
waited/held measurement. Stripped (or promoted) at verification (plan T6).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 13:45:15 +02:00
Erik
02f4be72c0 fix(teleport D): cell-march preserves seed landblock id when no resident LB (no more lbX=0 outbound)
BuildCellSetAndPickContaining discarded the bool from TryGetTerrainOrigin — when
the current landblock's terrain hadn't been applied yet (priority-apply in flight
after a teleport or dungeon exit), blockOrigin was silently set to (0,0,0). The
AdjustToOutside/GetOutsideLcoord math treated world-frame sphere coordinates as
block-local and marched the cell one landblock per tick in the direction of movement
until lbX or lbY underflowed to 0x00. ACE rejected every subsequent move as a
failed transition.

Fix: honor the bool return. When terrain is unregistered for an OUTDOOR seed
(low < 0x0100), return currentCellId verbatim — "no block-local frame →
preserve". This mirrors the NO-LANDBLOCK verbatim contract in PhysicsEngine.Resolve
and is correct: the cell stays last-known-correct until terrain registers.
Indoor seeds are explicitly excluded (blockOrigin is never consumed by the indoor
pick path; outdoorPickAllowed=false for indoor seeds).

Reproduce + verify via CellMarchLandblockPreservationTests (two new FAILING-before
tests: WestEdge and SouthEdge with empty cache, no anchor → lbX/lbY preserved).
TeleportFarTownRunawayTests updated: no-anchor path now also preserves (pre-fix it
marched south to 0x59; post-fix returns currentCell unchanged).
CellTransitFindCellSetTests, Issue112MembershipTests, PhysicsEngineTests: added
RegisterTerrain for the streaming-center block (in production it is always resident
before outdoor resolves run; tests that used blockOrigin=(0,0,0) as an implicit
fallback now register the block explicitly). All 1567 tests pass.

Divergence AD-30 added to retail-divergence-register.md.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-22 13:38:48 +02:00
Erik
ad27d1395a docs(D.2b): container-switching handoff + flag stale M1.5 banner
Banks the next clean inventory win (container-switching: Use 0x0036 -> ViewContents
0x0196 full-replace + the selected-container indicator that retires AP-56) as a
handoff for a fresh session, per the late-session-handoff lesson. Wire layer
already exists; design sketch + open questions captured.

Also flags the CLAUDE.md "Current state" banner as stale — it still tracks M1.5
(indoor world, 2026-06-14) while the active stream has been the D.2b retail-UI
track for weeks. Left the milestone reframing for a fresh reconciliation against
the milestones doc rather than a tired guess.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 13:17:55 +02:00
Erik
aba882cec6 feat(teleport B): PhysicsEngine.IsLandblockTerrainResident worldReady query
Adds a high-16-bit-prefix landblock residency check used as the teleport
worldReady gate — true once the destination landblock's terrain+cells
have been registered via AddLandblock, regardless of whether the caller
passes a canonical (0xFFFF), cell-resolved, or bare landblock id.

Two TDD tests confirm: false before registration, true after, and
that a cell-resolved id on the same landblock returns true.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-22 13:05:38 +02:00
Erik
f918b3ea2c refactor(teleport A): O(N) deferred drain + never-arrives test (review fixes)
Replace RemoveAt(0)-in-a-loop drain idiom with RemoveRange(0, i) in both
Step-1 deferred drain and the post-found deferred drain inside DrainAndApply,
making each an O(N) single shift instead of O(N²) on the render-thread hot path.

Add PriorityNeverArrives_noThrow_noLoss_noDoubleApply test: sets a priority id
that never appears in the outbox, ticks several times, asserts no throw, no
loss of the non-priority completions, and no double-apply (applied count ==
completions enqueued). Comment above the priority-hunt explains the failure
mode: completions relocate to _deferredApply while the hunt is active and drain
at per-frame budget until the caller clears PriorityLandblockId.

Restyle test 2 to use named constructor arguments and break the compressed
lambda onto readable lines (matches test 1 style).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-22 13:03:20 +02:00
Erik
1f6baa6cfc feat(teleport A): StreamingController priority-apply for the teleport destination LB
Adds PriorityLandblockId (uint, default 0) + _deferredApply buffer.
DrainAndApply now: (1) applies up to budget from the deferred buffer,
(2) when PriorityLandblockId != 0, hunts the worker outbox in chunks
applying the priority LB immediately on match and buffering any
non-priority items drained past it for later frames,
(3) falls back to normal drain when no priority is set or not found.

Extracts ApplyResult(result) + ResultLandblockId(result) helpers so
both the priority and normal paths share identical side-effects.
No existing behaviour changes on the non-priority path.

21 streaming tests pass (19 existing + 2 new priority-apply tests).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-22 12:57:27 +02:00
Erik
b869128df3 docs(teleport): TDD implementation plan — priority residency + fade cover
6 tasks: (1) StreamingController priority-apply, (2) PhysicsEngine residency
query, (3) TAS drives transit + outdoor hold-until-resident (retire the
TeleportArrivalController driver), (4) fullscreen fade overlay, (5) cell-march
lbX hardening, (6) verify + strip the tp-probe. Reuses the dormant
TeleportAnimSequencer as the transit driver; worldReady gates on the
priority-applied destination landblock.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 12:51:07 +02:00
Erik
1f8dd7a93f docs: D.2b empty-slot art — inventory portion visually confirmed
User confirmed the container column reads correct after the inheritance-resolved
fix (22d9231). Status: inventory empty-slot art FIXED + VISUALLY CONFIRMED.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 12:49:29 +02:00
Erik
22d92315e5 fix(ui): D.2b empty-slot art — container cells use inner slot bg, not the selected-container triangle
Visual gate (2026-06-22) showed the side-bag/main-pack empty cells drawing yellow
triangles. Root cause: the frame-first heuristic grabbed the 36x36 container
prototype's DirectState child 0x06005D9C — which is the open/SELECTED-container
triangle indicator, NOT a background frame — and stamped it onto every empty cell.

Fix: drop frame-first; FindIconEmpty resolves the inner m_elem_Icon ItemSlot_Empty
THROUGH BaseElement inheritance (0x1000033F -> 0x10000340 -> base 0x1000033E ->
0x1000033B -> 0x06000F6E), so containers get the dark slot background matching the
inventory. Pin test now asserts exact ids (0x06004D20 contents / 0x06000F6E
containers) — the old structural-only assertion let the wrong-but-valid 0x06005D9C
pass (Opus review Minor 2, now vindicated). The triangle + green/yellow selection
square is deferred to container-switching (AP-56 reworded). Full suite green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 12:45:36 +02:00
Erik
31602c6a24 docs(teleport): spec — retail residency + fade-cover (refutes _datLock starvation)
Live tp-probe capture refuted the handoff's _datLock-starvation hypothesis:
worker BUILD is fast + uncontended (waited=0ms); the 10-14s 'long transition'
is render-thread APPLY latency, and 'dropped at wrong position' is the
per-frame resolve corrupting the outbound cell frame (lbX zeroed) while the
player sits on an empty world. Design: priority-apply the player's dest
landblock + hold-until-resident behind a retail fade cover (reuse the dormant
TeleportAnimSequencer) + cell-march landblock-id hardening. Foundation-first,
not a hold over slow streaming. Flood-timeslicing + 3D swirl deferred.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 11:18:16 +02:00