68 commits
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34e3a534be |
feat(chargen): Campaign CC slice CC5 — Summary page, Finish flow, RandomizeCharacter port
Fills TS-82's Summary placeholder with a faithful port of gmCGSummaryPage (name field with NameInputFilter + the retail commit-on-focus-lost/submit dispatch + the >32-char ID_CharGen_NameTooLong reject-and-revert path, the REAL three-row-template listbox confirmed against the installed EoR dat before writing any page code, and Summary's own independent gmCG3DView preview instance wired through a second ChargenPreviewController pair mirroring the Appearance page's exact composition shape). Ports CharGenState::RandomizeCharacter and its six sub-primitives into RuntimeCharacterCreationState — not approximated: the RandInt/RollDice semantics are independently confirmed from both the decompiled RNG bodies and the CharGenStateVtbl union struct in acclient.h. Three consumers: the chargen screen's open-roll (retiring AP-214's honest-blank deviation and reproducing the Appearance page's gender-flip-on-init quirk), the Summary page's Random button (behind the retail randomize-warning confirm), and the Appearance page's Random button (narrowing AP-212 to just Heritage/Profession/Town's still-approximated rolls and Skills' still-unported RandomizeSkills). Wires the Finish button (previously ghosted) with retail's NoName/ CreditWarning dialog pair, adds the F12 amendment's HeritageOrGenderUnset local refusal to TryBeginFinish (register AP-223) as a defensive backstop now that the screen-open roll normally makes it unreachable, and wires the four ID_Character_Err_* rejection dialogs for the 0xF643 response codes CC3 already parsed but nothing displayed. Register: TS-82 retired, AP-214 retired, AP-212 narrowed, AP-223/224/225 filed (heritage/gender Finish refusal, Summary's two-bucket skill-list narrowing, the 32-vs-33 name-length threshold reconciliation). Runtime 1722/0 (was 1713), App 5240/3 skips (was 5223/3), Headless 166/0 unchanged, full solution Release build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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ec854db045 |
fix(app,runtime,headless): Campaign CC slice CC4 review-fix round — F1-F12
Dual-lens review of CC4 (
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0e71d3b829 |
feat(app): Campaign CC slice CC4 — chargen screen shell + Heritage/Profession/Skills/Town pages
Mounts gmCharGenMainUI (enum 0x10000039, root 0x100003CC) via CharacterCreationUiController/CharacterCreationUiMountCoordinator, cloning CharacterManagementUiController's recipe. Master shell ports SetProgressState @0x004e7a10 (Olthoi tab-hide + redirect) and ListenToElementMessage @0x004e9450 (Back/Next/Finish/Help/Exit/Random nav) verbatim, with free tab navigation over all six pages. Heritage, Profession, Skills, and Town pages bind to CC3's RuntimeCharacterCreationState commands; Appearance and Summary mount as content-inert placeholders for CC6b/CC5. Live-DAT probing (CharacterCreationLiveDatTests) found two widget- mapping surprises the decomp's DynamicCast hints don't predict: the Profession slider's value field imports as an editable UiField (wired for direct numeric entry), and the avail/health/stamina/mana/credits displays author as UIElement_Button hosts whose Type-12 value child is swallowed by UiButton.ConsumesDatChildren — substituted with the button's own Label. No new DatWidgetFactory widget types were needed. Threads the installed DAT's real ChargenOptions into Runtime via the new RuntimeCharacterCreationState.InstallOptions, called from ContentEffectsAudioCompositionPhase.Compose (mirrors InstallSpellMetadata's pattern); headless keeps ChargenOptions.Empty unchanged. Wires CC3's F14 status-hook gap (ApplyCharacterCreated/ ApplyCreationFailed) to SessionStatusWriter for both graphical and headless hosts, and adds the CharacterCreation view/command seam through CurrentGameRuntimeAdapter and DeferredGameRuntimeStateCommands alongside CharacterSelection's existing shape. Register: AD-101/102/103, AP-212/213, TS-82 filed for the auto-gender- select interim default, the omitted ToD-account gate, the button-Label widget substitution, the Random-button approximation, the flat-listbox Skills simplification, and the Appearance/Summary placeholders. Runtime 1713/0 (was 1707), App 5117/13 skips (was 5101/6), Headless 165/0 unaffected, full solution Release build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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3a6b7e3115 |
fix(runtime)+docs: CC3 re-review CLOSED — R1 second-create wire slot, risk-8 measured LATENT
The CC3 narrow re-review returned CLOSED (both lenses PASS, merge recommended) with residual R1: the post-create wire-slot assignment read the cached wire CharacterList count, which ACE never refreshes after a create — correct for the first create, off by one for a second create in the same session (reachable via create Ok -> server-rejected guid enter -> ReturnToSelection -> create again), the same wire-contract failure class F2 fixed. Root fix now rather than carried: a creates-since-CharacterList counter (the equivalent of retail's own CharacterSet growing via AddIdentity per create), reset on every fresh wire CharacterList apply and at generation reset, applied only to the cached-wire branch since the display-roster fallback already contains prior appends. Regression test drives the full create->Ok->rejected-enter->create-again flow and pins wire slots 0/1/2/3. Docs: CC3 ledger row flipped to REVIEW-CLOSED with real shas (re-review R2); CC7 risk item 8 downgraded to LATENT with measured installed-DAT data (user-prompted): every heritage's single cost override is Arcane Lore at NormalCost=0/PrimaryCost=2 vs global 4/6, so ACE's over-deduction (= NormalCost = 0) cannot fire with end-of-retail data — the earlier "may be rejected" claim was inferred from code without measuring. Runtime 1707/0 Release. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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397ccd62cd |
fix(runtime): Campaign CC slice CC3 review-fix round — F1-F16
Opus dual-lens review of CC3's RuntimeCharacterCreationState passed on retail fidelity but failed the controller integration: the post-create log-straight-in indexed the CACHED wire CharacterList, which ACE never resends after a create (it only appends server-side and replies Ok) — with zero pre-existing characters this throws, with N it can silently enter the WRONG character. The same stale-index problem corrupted every pre-existing character's delete slot on roster re-sort. Fixes all four blocking findings plus a credit-gate correctness bug (retail warns and lets the user confirm through unspent credits; it does not force a full spend) and eight lower-severity findings from the same review round. F1 (blocking): WorldSession gained a guid-based EnterWorld(uint,string, TimeSpan?) overload sharing EnterWorldCore with the index-based one; ILiveSessionOperations gained a default EnterWorldByGuid method. LiveSessionController factored EnterSelectedCore/the new EnterCreatedCharacterCore through a shared EnterHighlightedCore so the post-create enter sends by the exact guid the 0xF643 Ok reply carried, never by a roster index. F2 (blocking): RuntimeCharacterSelectionState gained a real AppendCreatedCharacter primitive that preserves every existing entry's ActiveIndex (a wire contract — SendDeleteCharacter sends it as the CharacterSet slot) and assigns the new entry's from the pre-create wire roster count, instead of round-tripping the post-create roster through ApplyRoster's name-sort-and-renumber. F3 (blocking): retail's DoFinish(this, arg2) gate is "arg2 != 0 && remainingAtrbCredits > 0" — the ordinary click warns and refuses, but the warning dialog's own confirm re-invokes DoFinish(this, 0), which sends anyway with credits unspent (ACE accepts this). TryBeginFinish/Finish gained a confirmedUnspentCredits parameter; the plan doc's "retail FORCES full spend" line is corrected in the same commit. F4 (blocking): a stale out-of-range template index surviving a heritage switch to a heritage with fewer templates now clears to TemplateUnset, matching ConstrainAllByHeritage's clamp. F5/F9/F10: three register-row/doc citation corrections (AP-207's real FitTemplateToCharacter call sites — a fourth one the original filing also missed; the Slot field's real retail assignment source; AP-209's classID branch table for Olthoi/OlthoiAcid). F6: ApplyCreationResponse no longer publishes from inside the owner lock. F7: two new tests pin BalanceAttributes' persistent donor cursor (successive-overspend advance, Self-to-Strength wrap). F8: ResetSkillLevels' doc corrected to retail's real both-costs->=0 gate. F11: the integration test fixture captures guid-based enter calls and uses two pre-existing characters whose wire order differs from alphabetical order, so the roster assertion actually exercises F2 instead of coinciding with it by accident. F12: filed register row AP-211 for the client-side RosterFull slot-cap refusal (no retail DoFinish-layer counterpart). F13: narrowed Finish's bare catch to InvalidOperationException/SocketException and bound _scope to a local. F15: RandomizeStartAreaLocked leaves the start area unchanged on an empty list instead of forcing -1, matching retail. Runtime 1706/0 (was 1701), Core.Net unchanged at 994/0, full solution Release build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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9a84230c4f |
feat(runtime): Campaign CC slice CC3 — RuntimeCharacterCreationState
Ports retail's CharGenState as the one Runtime-owned character-creation state machine, mirroring RuntimeCharacterSelectionState's exact pattern (snapshot/delta/event-stream, borrow-only view, generation-gated commands, one mutable owner, no App types). Every command ports a named retail function: SetHeritageGroup, SetGender, SetTemplate/ApplyTemplate (Custom = template 0, Olthoi force-lock), the six attribute setters plus GetAbsRemainingCredits/BalanceAttributes (retail's literal round-robin order and fairness cursor), SetSkillLevel plus ResetSkillLevels' free-skill baseline (reusing CC1's ChargenSkillCreditMath two-tier cost lookup verbatim), RandomizeStartArea, and DoFinish's complete gate sequence (empty name / unspent attribute credits / already-Pending / client-side roster-vs-slotCount cap). LiveSessionController gained a sibling IRuntimeCharacterCreationCommands implementation, a CreateCharacter wire hook, and a response handler that reuses existing machinery rather than inventing new paths: the Ok identity is appended to the roster via RuntimeCharacterSelectionState's own ApplyRoster, and the "log straight in" behavior reuses the private EnterSelectedCore. ILiveSessionLifecycleHost gained two default-no-op hooks (ApplyCharacterCreated/ApplyCreationFailed) so AcDream.App needs zero changes to keep compiling; wiring them to the status stream is a CC4 follow-up. Filed four divergence-register rows for the corners deliberately not ported: the FPU-unrecoverable FitTemplateToCharacter auto-detect (AP-207, ACE only reads the field for title text), the per-style color-count approximation (AP-208, CC1's model has no per-style palette data), the classID DAT-DID placeholder (AP-209, ACE ignores the field), and ApplyTemplate's atomic-vs-sequential attribute apply (AP-210). 34 new tests: full state-machine coverage (every Finish gate, every rejection-code mapping, duplicate-NameInUse tolerance, Olthoi lock, attribute balance/lock interaction, uncostable-skill rejection) plus a LiveSessionController integration suite proving the wire send is exactly 55 skill slots (decoded from a real WorldSession + GameMessageCapture) and the full Ok/rejection round trip through WorldSession.ProcessDatagram. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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e77ebf100f |
CC2 review fix round: latch scope narrowed, AD-100, creationFailed reason key
F1 (MEDIUM): the correlation-latch docs claimed replies are never misattributed; in truth an overlapping send OVERWRITES the latch and the first reply routes to the newest request's event. Narrowed all three doc sites to the exact contract (single outstanding request; overlap refusal is CC3's Runtime verification gate, retail's DoFinish UNDEF-state rule) and pinned the overwrite behavior with OverlappingSend_OverwritesTheLatch_ReplyRoutesToNewestRequest. F2 (LOW): filed register AD-100 for the drop-unless-armed deviation — retail's Handle_CharGenVerificationResponse@0x0055E8B0 has no armed gate and processes whatever arrives against its persistent verification state. F3 (LOW): doc note in CharacterCreate.cs — ACE double-sends NameInUse (IsCharacterNameAvailable runs twice; the first callback's return exits only the lambda), so the second reply hitting the drop path during a connected gate is EXPECTED, not a defect. F4 (LOW): creationFailed's enum-member key renamed name -> reason and the ATTEMPTED character name added as name, before any consumer shipped — one status vocabulary must not give the same key two meanings (characterCreated.name is a character name). Contract, writer, tailer, and shape-pinning tests updated in lockstep. F5 (LOW): the thread-id probe-note pointer now cites ProbeNetLogOutbound's doc comment, where the note actually lives. Fidelity fold (reviewer's positive note): the latch is retail's OWN discriminator one layer down — 0x0055E8B0 case 1 branches on GetVerificationState()==PENDING (create) vs not (restore) — now cited in both the latch doc and CharGenVerificationResponse.cs. Core.Net 994, Runtime 1667, Launcher.Core 324, all green Release. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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5eaad2c88c |
feat(net,runtime): Campaign CC CC2 — CharacterCreate wire, 0xF643 correlation, creation status events
Wire (Core.Net):
- CharacterCreate.cs: outbound 0xF656 builder, byte-exact port of
Proto_UI::SendCharGenResult@0x00546a70 -> ACCharGenResult::Pack@0x005c7570
-> CG_Pack@0x005c7200. Account String16L first (packed outside CG_Pack),
then the constant-1 u32, heritage/gender, 14 appearance strip/style/color
u32s, 6 f64 shades (skin/hair/headgear/shirt/trousers/footwear, retail
order), template, 6 attributes, slot, classId, numSkills + exactly 55
u32 skill-advancement classes (ReadOnlySpan validated ==55, throws
ArgumentException otherwise — ACE terminates the session on any other
count via PlayerFactory.CreateResult.ClientServerSkillsMismatch), name
String16L, startArea, isAdmin, isEnvoy, and a trailing checksum whose
exact 19-term accumulation set (heritage+gender+3 strips+hairColor+
eyeColor+hairStyle+headgearStyle+shirtStyle+trousersStyle+footwearStyle+
template+6 attributes) is read byte-for-byte off CG_Pack's decompiled
accumulator (0x005c7213-0x005c74c3) — headgearColor/shirtColor/
trousersColor/footwearColor/shades/slot/classId are deliberately absent
from the sum despite sitting adjacent on the wire. Cross-checked against
ACE's CharacterCreateInfo.Unpack/Appearance.Unpack and holtburger's
CharacterCreateRequestData (types.rs:236-369), which agree on every
field and order. Retail routes via SendToLogon — the same queue
CharacterDelete already uses.
- CharGenVerificationResponse.cs (new): promotes the shared 0xF643 parse
out of CharacterRestore — full Code enum (Undef..AdminPrivilegeDenied=7,
ACE's CharacterGenerationVerificationResponse) plus the conditional
Ok-only identity payload (guid/String16L name/u32 secondsGreyedOut).
CharacterRestore.Parse now delegates to it; CharacterRestore's public
Parsed shape, Parse signature, and every existing test expectation are
UNCHANGED.
- PacketWriter.WriteDouble: f64 little-endian helper for the shade fields.
WorldSession dispatch (Core.Net):
- Added an awaiting-request latch (None/Restore/Create), armed by
SendRestoreCharacter/the new SendCharacterCreation immediately before
each send (SendCharacterCreation builds the body first so a skill-count
throw never arms the latch for a request that was never sent), cleared
the instant a matching 0xF643 is dispatched (success OR parse failure —
a malformed reply must never wedge the latch open) and on Dispose.
0xF643 now routes to CharacterRestoreReceived or the new
CharacterCreateResponseReceived (Action<CharGenVerificationResponse.Parsed>)
by that latch; an unexpected 0xF643 with nothing outstanding logs once
and is dropped, never misattributed. Fixed
WorldSessionCharacterSelectionTests' restore-dispatch test, which
previously fed a bare CharacterRestore response with no preceding
SendRestoreCharacter — that shape is now the "no outstanding request"
drop path by design.
Status events (Runtime + Launcher.Core, contract first):
- Amended docs/plans/2026-08-14-launcher-campaign.md §LA1's pinned status
vocabulary to add characterCreated{guid,name} (Ok reply identity, named
to mirror CharGenVerificationResponse's own fields and to read distinct
from enteredWorld — retail logs a freshly created character straight in
without a fresh characterList) and creationFailed{code,name} (raw Code
value + its enum member name).
- SessionStatusWriter.CharacterCreated/CreationFailed implement that
contract.
- Launcher.Core: CharacterCreatedStatusEvent/CreationFailedStatusEvent +
StatusEventParser cases, in lockstep.
Tests: CharacterCreateTests (byte-exact layout incl. checksum term-set,
55-slot fixture, wrong-count throws), CharGenVerificationResponseTests
(every Code value), WorldSessionCharacterCreationTests (create-then-
response routes correctly, restore unaffected, no-outstanding drop,
second-response-after-consumed drop, Dispose clears the latch, a builder
throw never arms it), SessionStatusWriterTests + Launcher.Core
StatusEventParserTests/StatusFileTailerTests (pinned shape + tailer
round-trip) for the two new events.
Verified: dotnet build AcDream.slnx -c Release — 0 errors. Full solution
test run green (Core.Net.Tests 993/993, Runtime.Tests 1667/1667,
Launcher.Core.Tests 323/323, plus every other project in the solution).
WSL Ubuntu: Core.Net.Tests 993/993, Runtime.Tests 1667/1667.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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0baebce262 |
fix(ui,runtime): Campaign LA gate-round-2 batch-review fixes F1,F3-F8; file #401
F1 (MUST-FIX): RetailWaitDialogView was the ONE dialog view the
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0a7dc7d626 |
fix(runtime,ui): Campaign LA gate round 2 — world name reads durably; dialogs center on the canvas
Two live-integration gaps the
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ef96c55489 |
fix(ui,net): Campaign LA gate round 2 — char-select exit confirmation, authored row justify, world name
Finding 1 (Exit button dead): retail's gmCharacterManagementUI Exit
button (element 0x100003A4, offset 7 from the listbox base in
ListenToElementMessage@0x004ed5a0) opens MakeConfirmExitDialog
(0x004ed250), whose exact ID_CharacterManagement_ConfirmExit text
(table 0x23000002) and m_confirmExitDialogContext re-entry guard are
now ported. On confirm (matching RecvNotice_CloseDialog@0x004ed760
case 1's ConfirmationResult check) the client exits through the
EXISTING graceful window-close seam (CharacterSelectionRuntimeBindings
.RequestExit -> d.Window.Close, the same delegate
GameplayInputCommandController's Escape fallback already uses) so
disconnected/exited status events still fire via GameWindow.OnClosing
-> CompleteShutdown. Retail's real post-confirm destination is
QueueUIMode(0x10000009) -> gmEpilogueUI, an epilogue screen this round
does not port — recorded as AD-99. Credits (element 0x100003A3,
QueueUIMode(0x10000005) -> gmCreditsUI) stays visibly ghosted like
Create, same treatment, out of scope this round.
Finding 2 (row names center-aligned, retail is left): the character
row template (LayoutDesc 0x21000004, element 0x100003A5, live-DAT
confirmed HJustify=Left with three stateful Type-3 highlight-art
children and no Type-12 caption child) authors its OWN justify
directly, with no separate text child to lift a label from.
DatWidgetFactory.BuildButton's Left-justify branch required
!ReferenceEquals(labelInfo, info) — true only when a label was LIFTED
from a distinct child — so a button's own direct HJustify=Left was
silently dropped to UiButton's Center default. Widened the branch to
also honor the direct case, preserving the existing lifted-child
LabelOffsetX behavior and leaving genuinely-centered buttons
(CREATE/ENTER/DELETE/RESTORE) untouched.
Finding 3 (World box empty): parsed ACE's GameMessageServerName
(opcode 0xF7E1, ACE.Server/Network/GameMessages/Messages/
GameMessageServerName.cs; retail CM_Login::DispatchUI_WorldInfo
@0x006ad860 -> ClientUISystem::Handle_Login__WorldInfo@0x005641a0 ->
ECM_Login::SendNotice_WorldName@0x00692b10, notice 0x186a2, consumed
by gmCharacterManagementUI::UpdateWorldName@0x004ec120 /
RecvNotice_WorldName@0x004ec360 onto element 0x1000039B) as
src/AcDream.Core.Net/Messages/ServerName.cs, cross-checked against
holtburger's ServerNameData. WorldSession.ServerNameReceived fires
alongside CharacterListReceived (ACE sends both in one
SendConnectResponse batch); RuntimeCharacterSelectionState.
ApplyWorldName is the new J-owner field (ungated by lifecycle, since
either message can arrive first); CharacterManagementUiController
binds it onto the WorldTextElementId UiText. Per the LA1 status
vocabulary, the characterList STATUS event's worldName field is
intentionally NOT added this round (kept bounded to the client-side
fix) — a follow-up if the launcher UI wants it.
Also corrects AD-44, discovered stale while filing AD-99: its opening
claim ("acdream has no retained character-management screen") was
false as of this session — LA7/LA8 shipped the screen in earlier
commits without updating this row.
Tests: exit-confirm open/cancel/confirm/re-entry-guard flow;
DatWidgetFactory own-HJustify-Left/Center regression tests plus the
live-DAT pinned row-justify assertion; ServerName parse round-trip
(byte-exact vs ACE's AceWireWriter fixture, truncation/wrong-opcode
cases); WorldSession dispatch test (roster+world in one wire batch);
RuntimeCharacterSelectionState.ApplyWorldName tests (order-independent
of ApplyRoster, unchanged-value no-op, Reset clears); controller test
binding the World text element to the live snapshot. Extended the
shared RetailDialogFactoryTests.BuildDialogLayout test fixture with a
Confirmation-type branch (Accept/Reject buttons) since this is its
first RetailDialogType.Confirmation consumer.
Suites: full solution Release build green; AcDream.App.Tests 5100/6
skips, AcDream.Core.Net.Tests 965/0, AcDream.Runtime.Tests 1665/0, all
Release, 0 failures; live-DAT probes (ACDREAM_PROBE_LIVE_MOUNT=1)
green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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41b15efd4d | feat(runtime): share chat commands and run login sequence | ||
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5535d0adac | merge: Campaign LA LA5 - plugin hosting review-closed | ||
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ff40656293 | fix(runtime): isolate Campaign LA7b delete state | ||
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1b9e7e41f9 | fix(runtime): close Campaign LA7b review findings | ||
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0e82cbf700 | feat(runtime): own character selection flow | ||
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95f4be94db | feat(plugins): complete Campaign LA5 cross-host hosting | ||
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e01b2cd12f |
merge: Campaign LA LA2 - probe and idle review-closed
# Conflicts: # docs/plans/2026-08-14-launcher-campaign.md # src/AcDream.Headless/Hosting/HeadlessSessionHost.cs |
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1c5e66c05b | fix(launcher): Campaign LA close LA2 review findings | ||
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d511e4c348 | fix(launcher): close Campaign LA LA1 review findings | ||
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c601942467 |
wip: Campaign LA LA2 probe mode + idle policy — INCOMPLETE, stopped mid-task
Agent was stopped for token budget. Landed here: probe flag through LiveSessionConnectOptions + the StartCore short-circuit, the mode field with JsonRequired-to-semantic-validation move, host exit-code mapping, and 34 passing tests including 3 new probe tests (agent last reported green before the stop). NOT DONE: the idle-policy unit tests (next step), full-suite verification, and the WSL run. Build/test state UNVERIFIED at this commit. Next session: finish idle policy tests, run Runtime+Headless Release suites Windows and WSL, then dispatch the Opus dual-lens review. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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75a6724d5b |
wip: Campaign LA LA1 fix round — INCOMPLETE, stopped mid-task
Agent was stopped for token budget partway through the LA1 review fix round. Landed here: F1 best-effort SessionStatusWriter, F2 App reader tolerance (paths/mode), F5 argument-parsing hardening, plus new tests. NOT DONE: F4 shared-fixture production shape (was the next step), F3 reconnect disconnected edge + recorded limitation, F6 exited idempotency/reasons, F7 structural redaction test, F8 platform-guard test + comment fix, optional RuntimeOptions PrintMembers redaction. Build/test state UNVERIFIED at this commit. Next session: finish the remaining findings, run the suites, then narrow re-review. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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db9ad53c1c |
docs: Campaign LA — pinned launch-contract schema COMMITTED into plan LA1
The LA3 Opus review process note was right: the contract both sides implement lived only in orchestrator prompts, which is exactly the drift mode the pin exists to prevent (and it produced the paths-key CRITICAL). The schema, field rules, probe-mode discriminator, and status vocabulary are now a binding plan section; amendments change this text first, implementations second. Ledger: LA3 fix round dispatched. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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be3e617a2b |
fix: trade gate round 4 - "The trade has been cancelled." + retail's
staged-item trading marker - Cancel text: ClientTradeSystem::Handle_Trade__Recv_CloseTrade @0x0056DE30 shows "The trade has been cancelled." UNCONDITIONALLY (every close reason) as 0x1A ClientLocal - the yellow top-center SpewBox line. Wired at the router's onTradeClose beside ApplyClose; the string lives in ClientTextRefusals with its citation. - Staged-item marker: retail's mechanism decoded end-to-end - the UIItem prototype (catalog 0x21000037) authors overlay child 0x10000438 (sprite 0x06001DAE, the green frame + corner trade icon), bound @0x004E18FC and SetVisible(tradeState != 0) @0x004E2420; gmSecureTradeUI::AddItem @0x004CA801 sets ACCWeenieObject::SetTradeState(1) on YOUR staged items. Ported as: UiItemSlot.ShowTradeOverlay + TradeOverlaySprite (drawn over the icon), set on the trade window's self-grid cells; and RuntimeTradeState now borrows the canonical object table and maintains ClientObject.TradeState (1 at stage, 0 at remove/failure/ reset/close/clear) - which also brings the ALREADY-PORTED placement policy's "You cannot move an item while it is being traded" refusal to life (its input field previously had no live producer). Runtime 1,626, App 4,992/3 - green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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067cbea8a5 |
feat: secure trade with other players - wire, RuntimeTradeState, the
authored gmSecureTradeUI window, and both retail open paths
Three-lane research first (docs/research/2026-08-14-trade-lane{A,B,C}):
retail gmSecureTradeUI decode, the byte-exact ACE/decomp/holtburger
three-way wire agreement, and the acdream seam map (which found both
open paths ALREADY classified by the ported policy - OpenSecureTrade on
Use-a-player, StartSecureTrade on drag-item-onto-player with the
DragItemOnPlayerOpensSecureTrade option - dead-ending at a stub toast).
- Core.Net: TradeRequests builders (0x1F6-0x204, retail's CM_Trade
senders byte-checked against ACE's readers; the ACE-discarded
AcceptTrade echo carries zero-count item lists - AD-94), corrected +
completed inbound parsers (0x1FD-0x208; the old AddToTrade parser
missed the SIDE dword, TradeFailure missed the reason), delegate-hole
registrars, six WorldSession sends. 10 golden-byte tests.
- Runtime: RuntimeTradeState, the third sibling J-owner (fellowship/
allegiance shape): session-scoped, clears at generation reset (new
stage Trade=14), staged teardown stage 11 (Identity/EntityObjects
shift 12/13, TeardownStageCount 14 - the FA2-era per-stage-flag test
caught the mapping exactly as designed), combined ownership ledger,
event routing with ACE's wrong-initiator RegisterTrade landmine
honored (partner = whichever guid is not mine). 7 conformance tests.
- App: SecureTradeUiController binds the dedicated authored LayoutDesc
0x2100000D (root 0x1000007A - gmSecureTradeUI::PostInit's exact ids):
partner name/status/count/grid, the authored 'Trade' accept toggle
(accept <-> decline withdraw), 'Clear All' (ACE clears BOTH sides -
surfaced honestly), the X close, drop-on-your-grid staging, per-mode
accept cues (partner icon's authored Highlight state + Trade button
Selected latch). Mounted via the vendor recipe (nine-slice chrome,
hidden until RegisterTrade). ItemInteractionController's two policy
arms now raise SecureTradeRequested instead of the stub toast; the
drag path queues the dragged item until the window registers
(ClientTradeSystem::AttemptToTradeItem @0x0056DF80's shape).
Register: AD-94 (accept-echo zero-count lists), AD-95 (numeric-only
count texts pending template verification).
Suites: App 4,990/3, Core.Net 905, Runtime 1,626 - all green. The
panel itself is user-gate acceptance (two-client connected trade), the
#372-class lesson: fixture-green alone is not acceptance for a mount.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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4272ad0ea4 |
fix(net,runtime): FA2 fix-round MUST-FIX -- allegiance clears at reset, 0x027C stops seeding
Two MUST-FIX findings from the FA2 mechanism/blast reviews (docs/research/2026-08-12-fa2-review-mechanism.md, docs/research/2026-08-12-fa2-review-blast.md): MF-1 (mechanism) -- RuntimeAllegianceState survived a generation reset, contradicting retail (ClientAllegianceSystem::OnEndCharacterSession @0x00569FA0 tail-calls AllegianceProfile::Clear at the same boundary Fellowship already clears at), contradicting the precedent it cited (RuntimeCharacterOptionsState.ResetSession clears-and-relatches, it does not persist), and pinned by a test asserting the wrong behavior. Fixed: RuntimeAllegianceState.ResetSession() clears the profile and drops HasServerSeed; a new RuntimeGenerationResetStage.Allegiance stage runs it on every generation reset, mirroring RuntimeFellowshipState exactly. RuntimeGenerationResetTests' FellowshipClearsAtResetButAllegianceSurvivesReconnect inverted to FellowshipAndAllegianceBothClearAtGenerationReset. MF-2 (mechanism) / blast MF-2 -- 0x027C AllegianceInfoResponse fed the Runtime allegiance owner (self-gated). Retail's own handler for 0x027C (CM_Allegiance::DispatchUI_AllegianceInfoResponseEvent @0x006a7470) unpacks into a stack-local profile destroyed on return; the consumer (Handle_Allegiance__AllegianceInfoResponseEvent @0x0056a1d0) only prints AddTextToScroll lines. Retail's panel is fed exclusively by 0x0020 AllegianceUpdate. The removed seeding also fabricated RuntimeAllegianceSnapshot.Rank (0x027C carries no rank field) on any client whose first allegiance message was a self @allegiance info query. Fixed: dropped ApplyInfoResponseSelf, the onAllegianceInfoResponseSelf delegate hole, and the self-gate; 0x027C is text-only again, matching retail and the pre-FA2 shape. Also covers blast SHOULD-FIX 1 in the same edit to LiveSessionEventRouter.cs: the fellowship/allegiance delegate holes are now passed conditionally on the owner being supplied, so GameEventDispatcher.GetUnhandledCount reads correctly for callers without an owner (bare-ChatLog tests, a future partial host) instead of silently reading 0 for 9 event types whose parse result was discarded. RuntimeAllegianceState.cs and the two owners' Apply* mutators also move their ObjectDisposedException.ThrowIf checks inside the lock they already take (mechanism SHOULD-FIX 2) -- the prior check-then-lock shape let an inbound event on the decode thread race Dispose on the host thread and repopulate state after _disposed = true, permanently falsifying CaptureOwnership().IsConverged at teardown. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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369729f06a |
feat(runtime): FA2 -- RuntimeFellowshipState + RuntimeAllegianceState sibling J-owners
Two new sibling Runtime owners under GameRuntime per the Slice-J pattern (D2): RuntimeFellowshipState is session-scoped (a new RuntimeGenerationResetStage.Fellowship clears it at every generation reset, matching the ExternalContainer precedent); RuntimeAllegianceState survives reconnect behind a HasServerSeed-style one-way latch and participates in NO reset stage (its data persists like a real disconnect does not sever allegiance membership). Fellowship: full-update REPLACE, incremental-fellow UPSERT, self-vs- other quit/dismiss removal (self clears the whole snapshot), disband clear, and retail's leader hand-off rule for the Quit button (RequiresLeaderHandoffBeforeQuit -- the current leader quitting WITHOUT disbanding must send 0x0290 AssignNewLeader before 0x00A3, lane B §2.5/§3.6). Allegiance: seeded by AllegianceUpdate (0x0020, always self) and, self-gated on TargetGuid == playerGuid(), by AllegianceInfoResponse (0x027C); wraps the FA1-assembled flat AllegianceMemberRecord list directly (AllegianceTree was deleted at FA1 -- nothing left to wrap). Both apply the full 8-edit J-owner template: construction + fault points + Owner/View properties + CaptureOwnership + a new GameRuntimeTeardownStage pair (FellowshipDisposed/AllegianceDisposed, stage count 11->13) + RuntimeGameplayOwnershipSnapshot inclusion + RuntimeStateCheckpoint/trace fields. IRuntimeFellowshipCommands/ IRuntimeAllegianceCommands added to IGameRuntimeCommands and implemented on DirectGameRuntimeCommandAdapter. No IRuntimeEventObserver member added (D2) -- consumers poll Snapshot.Revision. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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7b60e71b85 |
fix(headless,runtime): OP7 review fixes + docs: OP3 re-review REOPEN (narrow)
TWO work products share this commit (a staged-index collision between the
coordinator's docs commit and the OP7 fixer's staged files — content
verified complete and coherent; only this message was wrong before the
amend):
1. OP7 review fixes (all nine findings from
docs/research/2026-08-11-op7-review.md):
- M1: HeadlessSessionDescriptor is a record; WithAccount uses 'with' non-destructive record copy,
so a future property cannot be silently dropped; direct-CLI
regression test proves CharacterOptions survives --user/--password.
- M2 root fix: LiveSessionEventRouter skips BOTH Replace and the
options notification on a trailer-truncated PlayerDescription — a
truncated re-seed can no longer install zeroed words under an armed
latch for OP7's automation to flush into 0x01A1.
- SF1: schema keys validate as ordinal strings against the allowed
names (numeric / comma-combined aliases rejected). SF2: both-true
fellowship exclusion rejected at load, naming both keys. SF3: the
onLoginCompleteSent observer moved after transit.EndTeleport().
SF4: production-hook coverage for all three LoginComplete sites.
SF5: test-script OP7 wire expectation corrected (batched ids ride
only the 0x01A1).
2. docs/research/2026-08-11-op3-rereview.md — OP3 re-review verdict
REOPEN (narrow): M1 byte-decode independently re-verified (6a 07 at
all six sites); residuals R1 (gate script promises a timestamp prefix
acdream doesn't render), R2 (null-controller player-mode still
refuses), R3 (dormancy pin lacks stimulus) — coordinator fixes follow.
Full Release suite at this tree: 12,956 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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09cb548a32 |
feat(headless): Campaign OP slice OP7 — declared characterOptions with seed-diff sends
Adds an optional, strict `characterOptions` block to the headless bot config (D8): keys are exactly the lane-B tier-1 (22) + tier-2 (4) bot-declarable CharacterOptionId enum-member spellings; an unknown/out-of-tier name fails config load naming the offending key, before it can ever reach the wire. HeadlessCharacterOptionsSeeder diffs declared-vs-actual once both of ACE's real preconditions are known true — GameActionLoginComplete sent (the FirstEnterWorldDone gate SetCharacterOptions 0x01A1 needs) and a real PlayerDescription has seeded RuntimeCharacterOptionsState (HasServerSeed) — learned from whichever of two hooks lands second. Every differing id routes through OP1's shared IRuntimeCharacterCommands seam: auto-save ids send SetSingleOption (0x0005) immediately; batched ids also call SetSingleOption (which only dirties the module) followed by exactly one SaveOptions flush after the whole declared set has been walked. Idempotent on reconnect by construction — no dedupe latch, the diff simply finds nothing once the server agrees. RuntimeLiveEntitySessionController gains a passive onLoginCompleteSent observation hook (additive only, never changes when/whether it sends) so the headless host can learn ACE's gate opened from any of its own two internal send sites; the third site (direct first-entry completion) is already owned by HeadlessSessionHost itself. All wiring is synchronous delegate calls on Runtime's one dedicated update thread — no new async/Task continuation, honoring #368. Tests: schema (valid parse, unknown/tier-3 name rejected naming the key, non-bool rejected, empty/absent no-op), the diff engine against a fake IRuntimeCharacterCommands (nothing-to-send, auto-save-only, batched-with- flush, mixed ordering, reconnect idempotence), and two wiring integration tests — one dispatching a real PlayerDescription game event end-to-end to a captured wire action, one proving the send lands on the same dedicated thread every Tick runs on. Full solution suite: 12,935 passed / 4 skipped / 0 failed (+17 over baseline 12,918/4/0). No register row: the characterOptions bot-config surface is acdream- native tooling over retail's own wire mechanisms (both already ported by OP1), not a retail UI port with a divergence to record. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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6f48e34152 |
fix(runtime,net): OP1 re-review residuals R1/R2/R3 (coordinator pass)
R1: the K4-load-bearing IsDirty pre-check moves into GameRuntime's two once-allocated hook lambdas — SendBlob's closure environment is allocated in FlushCharacterOptions's PROLOGUE, ahead of any guard inside the body, so the clean-tick fast path must never enter the method at all. The body keeps its check as idempotent defense only; the doc comment now describes the real mechanism instead of overclaiming. R2: RuntimeCharacterOptionsState gains a dirty-generation token. MarkDirty bumps it on EVERY call (including while already dirty); TryFlush / TryFlushIfAutoSaveDue capture it before invoking the callback and only clear IsDirty when it is unchanged after — a dirtying change landing DURING a flush (cross-thread, or re-entrant from the callback itself, the re-review's NOTE-6 case) now stays dirty and flushes on its own later trigger instead of being silently erased by the trailing clear. The S2 interleaving test now asserts the retained dirty state it previously ignored; a deterministic re-entrancy test pins the same-thread shape. R3: a trailer-truncated PlayerDescription parse carries zero placeholder option words, not server truth — GameEventWiring now forwards TrailerTruncated, LiveSessionEventRouter passes armServerSeed: !trailerTruncated, and Replace withholds the 0x01A1 flush authorization for truncated seeds while still installing the words (pre-existing local behavior unchanged). Newly wire-reaching via the R1/MF-1 timer, hence closed now rather than left a NOTE. Full Release suite: 12,870 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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09029f9f4b |
fix(runtime,net): OP1 review fixes — server-seed gate, tick-wired auto-save/logout flush, fellowship mutual exclusion
Closes the two mechanism-lens and blast-lens dual reviews of Campaign OP
slice OP1 (
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86c0a7e0ee |
feat(runtime,net): Campaign OP slice OP1 — full character-option table, dirty model, real 0x01A1 blob builder
The retail Options panel (Campaign OP) needs a Runtime-owned option map
covering all 53 PlayerOption ids and the real batched SetCharacterOptions
(0x01A1) blob before any UI can be built on top of it. Today's surface only
modeled 6 ListenTo*Chat ids and the 0x01A1 builder was a malformed 16-byte
stub (deleted at Campaign CH slice CH3, docs/research/2026-08-09-chat-side-
channels-vs-ace.md).
- CharacterOptionTable.cs: the ONE typed table, PlayerOption id (0x00..0x34)
-> (Options1/Options2 word, mask, IsAutoSave, ClientDefault), transcribed
from acclient.h's verbatim CharacterOption/CharacterOptions2/PlayerOption
enums and byte-verified against IsAutoSaveOption @0x0059A600 (the 21-id
auto-save table) and GetDefaultOptionValue @0x005D2A30 (the Defaults-
button table). Reconstructing CharacterOptions1/2 defaults from the
ClientDefault column independently reproduces 0x50C4A54A / 0x00008700,
cross-confirming the id-mask mapping. CharacterOptionId (SocialActions.cs)
widened from 6 to all 53 ids to match.
- RuntimeCharacterOptionsState: SetOptionBit now resolves through the full
table (was a 6-case switch). New TrySetOption is the ONE shared local-
write-then-send/dirty seam — mirrors CPlayerModule::OnChanged exactly:
write the bit locally first, then either send 0x0005 immediately (auto-
save ids) or MarkDirty for the batched blob, no-op on an unchanged value
(retail's own early-return) or an unmodeled id. New dirty model (IsDirty/
FirstDirtiedAt/MarkDirty/TryFlush/TryFlushIfAutoSaveDue) uses an injected
TimeProvider so it's fully unit-testable without a live clock.
- Both IRuntimeCharacterCommands.SetSingleOption adapters (Direct + Current)
now route through TrySetOption instead of duplicating the write; this
fixes the headless local-write gap the OP1 research flagged (the direct
adapter previously sent the wire message without writing the bit first,
same class of bug CH4 fixed for the graphical host). Both also reject an
id outside the table instead of silently accepting it. LiveSessionRuntime
Factory's SendSingleCharacterOption closure now delegates to the same
seam instead of duplicating write-then-send inline.
- New IRuntimeCharacterCommands.SaveOptions(generation) — the explicit
blob-flush verb (retail's SaveToServer(force: 0)) — wired end-to-end in
both adapters, including a new SaveCharacterOptionsRuntimeCmd on the
graphical router.
- SocialActions.BuildSetCharacterOptions + WorldSession.SendSetCharacterOptions:
the real PlayerModule::Pack body per the wire research's field-by-field
layout — header always 0x460 OR'd with 0x001/0x008 when shortcuts/desired
comps are non-empty, favorite spells always 8 lists, never sets 0x100 or
0x200. Echoes last-parsed shortcuts/favorites/desired-comps/spellbook
filters (via new CharacterOptionsBlobSource) instead of zeroing them.
Conformance: a hand-computed golden byte vector (not generated by the
builder under test — the CH3 builder died of tests that pinned a wrong
shape and looked green) plus a round-trip through PlayerDescriptionParser.
Contract deviation: the 480 s auto-save timer and the flush-before-logout
trigger are implemented as fully-tested pure state-machine logic
(TryFlushIfAutoSaveDue) but are NOT wired into either host's live per-frame
loop or graceful-shutdown sequence in this slice — only the explicit
SaveOptions verb is production-wired. Wiring the timer touches App's
UpdateFrameOrchestrator graph and Headless's tick loop (outside this
slice's Runtime/wire-layer scope); wiring logout risks the already-fragile
graceful-shutdown sequence CLAUDE.md flags. Filed as TS-71 per the plan's
own escape valve ("target: not deferred" with a register row if deferred).
Also filed: AP-193 (the 0x34 HearPKDeathMessages id/mask is ACE-sourced,
unverifiable against the 2013 binary) and AP-194 (GetDefaultOptionValue's
table disagrees with the constructor default for ConfirmVolatileRareUse/
ShowHelm/ShowCloak — retail's own quirk, reproduced not fixed).
Tests: table completeness x53, auto-save/client-default split pinned
id-by-id against the byte-verified tables, unknown/reserved-id rejection
(0x35/0x36 landmines), local-write-then-send on both adapters + the router,
the dirty/flush state machine, SaveOptions, and the wire golden vector +
PlayerDescriptionParser round-trip. Full Release suite: 12,745 passed / 4
skipped / 0 failed (baseline 12,611/4/0 — slice adds 134 passing tests,
zero regressions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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e07fba5731 |
fix(chat): CH3 review fixes — phantom UN-9, allegiance-broadcast echo, /a legacy fallback
Applies the Opus review of Campaign CH slice CH3 (
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614a1e055f |
feat(chat): Campaign CH slice CH3 — side-channel membership, wire, and echo parity
Ports retail's SendTurbineChat (@0x0057db10) local pre-send membership gate so Roleplay/Society/Olthoi stop silently swallowing outbound chat: a new TurbineChatMembershipGate checks Turbine availability and the player's own Hear*Chat option before sending, raising "Turbine chat is not available." or the 0x0551 YouAreNotListeningTo_Channel refusal through the CH2 AddText chokepoint instead. Wired into both the graphical (LiveSessionCommandRouter) and headless (DirectGameRuntimeCommandAdapter) send paths so they can't diverge. Retracts the 26-day-old false "ACE doesn't run a TurbineChat server" claim from ISSUES.md, the roadmap, and project_chat_pipeline.md — ACE's TurbineChat implementation is complete and on by default; the real bug was treating Hear*Chat as a display filter instead of room membership. Also: implements SetSingleCharacterOption (0x0005), the only wire message that actually joins/leaves a Turbine room, and wires the five Settings Chat toggles to it (publish on Save, changed bits only) plus seeds ChatSettings from the server's own CharacterOptions2 on every PlayerDescription. Fixes the legacy-channel double-print (Fellow/Vassals/Patron/Monarch/CoVassals skip the local echo now that ChatChannelInfo.IsSelfEchoChannel is finally consulted). Routes /a to Turbine unconditionally (retail's @a never falls back to the legacy bitflag) and adds /ab for the legacy AllegianceBroadcast verb retail actually has. Surfaces a nonzero TurbineChat ack HResult instead of discarding it silently. Deletes the malformed, callerless SetCharacterOptions (0x01A1) and AddChannel/RemoveChannel (0x0145/0x0146) builders. Files every AC-specific algorithm change cites the named retail decomp (SendTurbineChat 0x0057db10, StartupTurbineChatSystem 0x0057EFB0, GameActionSetSingleCharacterOption) plus ACE/holtburger cross-checks. Register rows AP-181 (no client-side spam throttle) and UN-9 (an incidentally-discovered CharacterOptions1.Default literal mismatch, not investigated further) filed per the divergence-register rule. 11,957 passed / 4 skipped / 0 failed (full Release suite, up from the 11,916/4/0 baseline). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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77c8296e3f |
feat(chat): Campaign CH slice CH2 — retail SpewBox interface text
Retail routes on-screen refusals ("You can't jump while in the air",
"You are too encumbered to carry that!") through a SEPARATE transient
screen surface (gmSpewBoxUI, ClientSystem::AddTextToScroll @0x00563C50)
that never touches the chat scroll — type 0x1A is exactly the bit every
ChatInterface window's default filter excludes
(ChatInterface::ChatInterface @0x004F4550). acdream had no such split:
every WeenieError rendered in chat at a single stand-in LogTextType
0x00 (CH1-era approximation, register AP-176), and locally-detected
jump refusals were silently discarded.
This slice ports the full mechanism per
docs/research/2026-08-09-chat-retail-interface-text.md:
CORE (AcDream.Core/Chat):
- WeenieErrorMessages.Resolve now returns (text, RetailLogTextType) from
a 338-row transcription of ClientCommunicationSystem::HandleFailureEvent
@0x00571990 (Appendix A's 339 cases minus one, 0x4F8, deliberately
excluded — its case body is a tangled decompiler artifact, not
resolvable with confidence). Spot-checked ~20 rows directly against
the raw decomp (case 0x2b/0x36/0x3a/0x4e/0x4ec/0x4f3/0x4f4 and the
jump family), beyond the ~10 the brief asked for, because the first
pass surfaced two transcription classes the research doc's markdown
silently ate: (1) 7 ids marked "shared string global" resolved by
reading the case bodies directly (0x24/0x48/0x49 reuse the jump-
refusal globals; 0x4DE/0x4DF/0x55A/0x55E are pure param passthrough);
(2) 19 "arg3 + literal" CONCATENATION ids whose leading space (and
therefore their %s marker) the markdown table's cell-trimming ate —
fixed by re-reading each case body, several requiring a SECOND
non-truncated data_XXXXXXXX dump elsewhere in the same oracle file to
recover text the ~33-char inline preview cut off. One retail typo is
preserved verbatim: 0x4F4's second placeholder is literal "$s", not
"%s" — only the first substitutes.
- ClientTextRefusals: the 11 process-lifetime string globals, all
byte-recovered from the PDB-paired C:\Users\erikn\Downloads\acclient.exe
(MATCH verified via check_exe_pdb.py) via raw UTF-16LE prefix search —
5 were truncated in the research doc's own transcription and all 5
turned out to end "...combat mode"/"...this position", not the
shorter "...combat" a truncated read would suggest.
- SpewBoxState: the gmSpewBoxUI pending/visible queue port (insert-at-0,
dedupe-against-index-0-only, MaxConcurrentItems overflow, per-entry
expiry, one-frame enqueue/drain decoupling). Placed in Core (not
Runtime as the brief's default) because AcDream.UI.Abstractions
references Core but not Runtime, and SpewBoxVM needs to wrap it
directly — the same constraint ChatVM already satisfies against
ChatLog.
- Folded the 4-entry WeenieErrorText.cs into the full table; deleted it.
RUNTIME (AcDream.Runtime):
- RuntimeCommunicationState.AddText(text, type, windowId): the
AddTextToScroll chokepoint. type == ClientLocal -> SpewBox only, never
chat; everything else -> the existing transcript, tagged with type.
- GameEventWiring gains an `onInterfaceText` delegate hole (Core.Net
cannot reference Runtime, so this follows the file's own established
pattern for every other Runtime-owned sink). Rewires 0x028A/0x028B/
UseDone through the full table + router; fixes 0x02EB
CommunicationTransientString's routing type from a CH1-era 0x00
guess to retail's hardcoded ClientLocal (Handle_Communication__
TransientString @0x0057D460).
- LiveSessionEventRouter's 0xF7E0 ServerMessage handler now routes
through AddText with the wire chatType verbatim instead of always
writing ChatLog directly.
- PlayerMovementController gains OnInterfaceText, applied by
RuntimeLocalPlayerMovementState to every controller it installs.
Reports ChargeJump/jump refusals exactly as ClientCombatSystem::
CommenceJump @0x0056AF90 / DoJump @0x0056B110 do — confirmed via
their compiled dispatch that ONLY 0x24/0x48/0x49 produce text;
0x47 (GeneralMovementFailure, fully-constrained/no-stamina) and any
other code are retail-SILENT (DoJump's jump table has exactly 4 real
targets), which contradicts this task's brief ("0x47 -> the
constrained/stamina row per §4.2") — the brief's reading of §4.2
described what jump_is_allowed COMPUTES, not what CommenceJump/DoJump
DISPLAY for it. Implemented the decomp-verified silent behavior.
APP (AcDream.App / AcDream.UI.Abstractions):
- The 5 composition sites that already used RetailLogTextType.ClientLocal
now call Communication.AddText instead of Chat.OnSystemMessage
directly, so they reach the SpewBox instead of the transcript.
- SpewBoxVM (UI.Abstractions) + SpewBoxController (App), modeled
directly on PortalWaitNoticeController. Position/font/colour/
MaxConcurrentItems are placeholders: SpewBoxLayoutDumpDiagnostic
exhaustively swept the installed client_portal.dat's entire LayoutDesc
id range (0x21000000-0x21000075, 101/118 ids populated, sanity-checked
against 3 known ids) and found ZERO elements of class 0x10000016 —
gmSpewBoxUI is mounted from C++ code, not any authored LayoutDesc, so
the dump cannot recover these values.
REGISTER: AP-176 retired (its WeenieError half is now the full table
port); its OnCombatLine half was never in this slice's scope and is
split out to AP-179 so that divergence keeps a row. AP-177 (invented
line lifetime) and AP-178 (invented position/font/colour/max-items)
filed for the presentation placeholders above. AP-175 (PopUpString ->
chat instead of modal) is untouched, not duplicated.
Suite: 11,890 passed / 4 skipped / 0 failed (was 11,835/4/0; +55 net
new tests, 0 regressions).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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172c6f9aa3 |
feat(chat): Campaign CH slice CH1 — retail LogTextType color table
Retail colors chat lines by the 34-value wire LogTextType (ACE's ChatMessageType), NOT by acdream's synthetic 9-value ChatKind. The old ChatWindowController.RetailChatColor(ChatKind) collapsed distinct retail colors onto one bucket per ChatKind — e.g. every Channel line rendered colorLightBlue (Magic's slot) when retail's actual palette spans five different colors across the Turbine rooms and legacy allegiance family. Ports ChatInterface::BuildChatColorLookupTable @0x004F31C0 verbatim (RetailChatColorTable, all 34 RGBA floats read from the PDB-paired binary's .data section) and threads a new ChatEntry.LogTextType field through every ingestion site to the correct retail wire value: HearSpeech/Tell pass the wire chatType through verbatim; Emote/SoulEmote hard-code 0x0C; the Tell self-echo hard-codes 0x04; legacy ChatChannel broadcasts derive their type from the channel bit via the new LegacyChannelChatType helper (ported from the decompiled Handle_Communication__ChannelBroadcast dispatch, hear vs. own-send); TurbineChat rooms map through TurbineChatDisplayNames.LogTextType; CombatChatTranslator's hit/miss/evade lines map to ACE's CombatSelf/ CombatEnemy per Player_Combat.cs; kill/death lines use retail's decompiled 0x00 Default (not a combat color). ChatWindowController's transcript now folds LogTextType through RetailChatColorTable with retail's exact "out-of-range keeps the previous line's color" carry rule; ChatPanel's combat highlighting sources the same table. Corrects HearSpeech.cs's doc-comment ChatType legend (4 of 6 entries were wrong). Adds register row AP-175 for the pre-existing (unchanged) Popup-renders-in-chat divergence and updates AP-39's stale per-ChatKind description. Narrows ISSUES #139 — its chat-colors half is done. Retail renders no chat timestamp prefix path exists in acdream today, so the "timestamp is always colorGrey 0x0C" rule has nothing to attach to; noted here per the research doc rather than left silent. Research: docs/research/2026-08-09-chat-retail-color-table.md Full Release suite: 11,833 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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78b981cca0 |
fix(runtime): transient collision-seal failure no longer terminal for login (#357)
Login could hang forever at reveal ready=True with the world never
revealed: UI and sky drawn, geometry absent, client healthy. The player's
first-entry conductor was being terminally dropped by a TRANSIENT
condition.
Mechanism, pinned by probes: the C3c-F2 rearm guard validates the exact
destination cell's prefix admissibility before moving the dormant lease
out of AwaitingCell, but the placement transaction's ring search touches
NEIGHBOUR landblocks and TrySealCollisionEvaluationAuthority covers every
touched prefix. A hard login recenter admits nine landblocks at once, so
a rearm taken while a neighbour's admission was still registered passed
the guard and failed the seal. The operation was left in
AwaitingPreparation, IsDormantLocalActivationAwaitingCell went false, and
EvaluateActivation had no way to say 'retry' - it fell through to
RejectedAuthority, which RuntimeFirstEntryDriveController treats as
terminal. The local player left the pump (pending=0), the movement
controller never published, auto-entry never fired, the reveal never
completed. Timing-flipped: the same binary worked when the rearm landed
outside a neighbour's admission window, then lost that race consistently.
Fix is classification, not state: EvaluateActivation reports DeferredCell
when the abort happens while the dormant lease is still current
(IsDormantLocalActivationLeaseCurrent), so the conductor keeps retrying.
The operation deliberately stays in AwaitingPreparation - the retry
re-runs the full evaluation against fresh state, which is the recovery
contract the publication-state tests already pin (the SAME token
evaluates Evaluated once the authority settles). Genuine discards still
report RejectedAuthority. A first attempt that re-parked the lease to
AwaitingCell was rejected by the test matrix: recovery would then need
the rearm gate, which is stricter than the seal, and the
reentrant-restriction-mutation recoveries hung in DeferredCell.
Seven publication-state tests move their transient-abort assertion from
RejectedAuthority to DeferredCell; the two genuinely-terminal tests
(lease retired) are unchanged. The [wake]/[rearm]/[pump] probes that
pinned the mechanism stay behind ACDREAM_PROBE_PARK=1 with the rest of
the C4 family.
Exonerated by experiment before the fix: ACE (wire capture shows
PlayerCreate sent; retail logs in fine) and the portal-cue commit
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8bc458fb88 |
feat(audio): Campaign A slice A3 — the server sound channel (0xF750)
acdream never parsed retail's Sound event, so every server-driven cue was silent: melee hits and wounds, wield/unwield, pickup/drop, lockpicking, lifestone bind, spell resist, trap triggers, item mana depletion. SoundEvent parses the 16-byte message (guid, SoundType, f32 volume) whose layout three oracles agree on: retail CM_Physics::DispatchSB_SoundEvent @0x006AC760 reading buf+4/+8/+0xC, ACE's GameMessageSound at declared length 16, and holtburger's PlaySoundData. Playback reuses EntityEffectController's existing per-guid queue rather than adding a second one, because retail routes sounds through the SAME CObjectMaint blob queue as F754/F755: an event for a guid the client does not know yet is parked and drained by HandleCreateObject, so a creature that spawns and immediately grunts still grunts. Dropping it — the obvious alternative — would silently lose the cue. Sound joins Direct and Typed as a third PendingEffect kind so one readiness edge releases the whole mixed stream in order. AudioHookSink.PlayServerSound reproduces two decoded asymmetries with the animation-hook path: the sound plays at the WIRE volume and the SoundTable entry's volume is ignored (the hook path does the opposite), while the entry's probability still gates it and its priority still drives eviction. An object with no SoundTable plays nothing, matching CPhysicsObj::play_sound @0x0050F460's early return. The no-window host parses and discards, exactly as it does for F754/F755 — sound is presentation. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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9796d71522 |
feat(runtime): Slice 5.3 — RuntimeInventoryState owns the vendor browse session
Some checks are pending
Headless portability / portable-headless (ubuntu-latest) (push) Waiting to run
Headless portability / portable-headless (windows-latest) (push) Waiting to run
Headless portability / linux-graphical (push) Waiting to run
Headless portability / linux-vulkan (push) Waiting to run
The sole VendorState joins the J4.2 inventory owners: populated by the new 0x0062 ApproachVendor route (parse via VendorApproach, wire-to- domain mapping at the routing seam, silent-drop on malformed like every sibling), borrowed by both graphical and headless hosts, and torn down through the EXISTING ExternalContainer reset stage — session reset, portal-out, and logout all funnel through the one mechanism. Close is client-local per retail (nothing on the wire): a range watcher rides the existing per-advanced-frame publishMovement callback, using the vendor's own authored UseRadius (ACE's 0.6 m fallback when absent). The dormant ItemInteractionController ActiveVendorId seam is finally wired as a live delegate — real id while open, 0 the moment the session clears. AP-160 filed in this same commit: the watcher measures plain 3D center distance rather than retail's cylinder-gap, because Runtime has no per-NPC collision radius/height source; bounded sub-meter, client- local UI only. Twelve Runtime tests: populate/field mapping, vendor replacement, range clear + within-range retention, all three generation teardowns, the ActiveVendorId seam, malformed-event drop. Clean-room complete solution: 11,302 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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3aab05b0cc |
fix(streaming): derive the portal reveal window from the live streaming radii (#280)
The user watched far terrain visibly assemble after portal space exits.
The reveal gate was NOT missing a hold — Slice E's hold mechanism is
correct and already in place. The hold was measuring the wrong domain:
it opened at a hardcoded 3x3 landblock neighbourhood (~192 m) while the
visible world extends to the fog end (~2,189 m at the shipped High
preset, inside a 2,304 m Far window). An 11.4:1 ratio.
Retail's equivalent ratio is 1:1 BY CONSTRUCTION. `LScape` owns one
`mid_width x mid_width` array of `CLandBlock*` (`LScape::SetMidRadius`
@0x00504C00, `LScape::update_block` @0x005063A0), `mid_radius` is
assigned directly from the user's `Render.LandscapeDrawDistance`
preference (`SmartBox::SetRegion` @0x004531F0; values
`Render_LandscapeDrawDistance_Values` @0x007CA988 = {3,5,8,11,15,25},
default 8 — both byte-verified against the PDB-paired 2013 binary), and
that same square is simultaneously the prefetched set
(`LScape::PreFetchCells` @0x00505660), the drawn set (`block_draw_list`
over the same array), and the set the simulation blocks on
(`CellManager::blocking_for_cells`). There is no retail configuration in
which the client streams farther than it gates, because there is only
one number.
So the fix derives rather than duplicates. Four coupled parts, which is
why this is one commit and not four — D1 without D2 hangs the client and
D2 without D1 is dead code:
D1 `WorldRevealReadinessBarrier` takes a live `Func<StreamingRevealWindow>`
and stops being static: outdoor requires `FarRadius`, indoor still 0
(retail's `CEnvCell::PreFetchCells` @0x0052D1E0 arm). Read per
evaluation, never captured — the radii are runtime mutable through
Settings, and retail's answer to a mid-hold radius change is to reset,
re-radius, and re-arm the blocking prefetch at the NEW value
(`SmartBox::set_mid_radius` @0x00453180). `OutdoorNeighborhoodRadius`
is deleted; there is no constant left to drift.
D2 `StreamingController.IsRenderNeighborhoodResident` becomes tiered,
because acdream's loaded landscape is: inside `NearRadius`,
`IsNearTier && IsRenderReady`; out to `FarRadius`, `IsRenderReady` only.
Without this the fix cannot work at all — nothing outside the Near ring
is ever promoted, so any radius above `NearRadius` was unsatisfiable and
would have held the reveal forever. Proof obligation P1 (a Far-tier
landblock genuinely satisfies `IsRenderReady`) is now a test driven
through the real `PublicationKind.Far` pipeline against a real
`LandblockSpawnAdapter`, not an inference.
D7 `RuntimeWorldTransitState.AcknowledgeDestinationReadiness` re-derived
`indoor ? 0 : 1` and failed `invalid-readiness-shape` on any other
value, so changing the radius alone would have looked like "the fix
hangs the client". It is now a SHAPE invariant (`indoor => 0`,
`outdoor => >= 1`). Runtime does not own the graphical host's streaming
configuration and must not learn it; plumbing App radii into Runtime to
preserve the strict equality is exactly the assert-a-mechanism-that-does-
not-exist failure C5b was built to stop. Both non-graphical producers
keep emitting their centre-ring token and stay legal, annotated in place.
D6 `PhysicsEngine.IsNeighborhoodTerrainResident` rebuilt a full-map
`HashSet` on every call, every frame of every hold. At radius 1 that was
invisible; at radius 12 (625 ring members) it violates Slice I1's
0 B/resolve standard. Now an engine-owned scratch set, cleared in place;
measured at 0 bytes over 1,000 warmed radius-12 queries.
Also: the destination reservation opens at exactly the gate's radius and
reopens on the same generation when the radius changes mid-hold (retail
has one square for both, and no concept of prioritising an inner ring
differently). Composite warmup deliberately stays `NearRadius`-scoped —
the composite domain is entity-scoped and Far builds carry no entities,
so widening it would walk the outer window to warm nothing.
`ACDREAM_PROBE_REVEAL_RADIUS` is a measurement probe in a diagnostic
owner (CLAUDE.md rule 5) so the connected route can be run A/B on one
binary; it is NOT a user-facing prefetch knob, since a low setting would
reintroduce the decoupling this slice exists to close.
Register: AD-2 amended with the derived window, the two-tier split, and
the four new retail anchors. AP-149 FILED for the residual this does not
close — the outer ring accepts terrain-only publication where retail
requires LandBlockInfo and every building EnvCell, so a distant building
can still pop in at Far-ring distances. Do not let a later closeout
claim parity.
Docs: `ACDREAM_STREAM_RADIUS`'s CLAUDE.md description was wrong on every
clause (the default is unset, not 2; it forces `NearRadius`; it is
silently discarded by any Settings save) — corrected, since that is the
file every session reads. `reference_two_tier_streaming.md` corrected in
four ways, including "Far tier = terrain only": Far also publishes
terrain COLLISION, which is precisely what makes this fix viable.
#280's issue text had the right conclusion from a wrong premise (it
names a view-distance setting acdream does not have) — corrected, and
the missing Viewing Distance option filed separately as #326, with #327
(DDD progress readout) and #328 (hardcoded 5000 f far plane vs retail's
byte-verified 4000) filed alongside.
Expect LONGER holds and the "In Portal Space - Please Wait..." cue on
recalls MORE often. That is convergence toward retail, not away from it:
retail emits the byte-identical string for the whole duration of a
blocked prefetch and polls at 5 s intervals. The failure condition is
non-convergence, not duration.
Gates: Release build 0 errors. Complete suite 11,178 passed / 4 skipped
/ 0 failed, against a re-measured 11,142 / 4 / 0 baseline at
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9ee9c1a1a6 |
fix(runtime): close the C5b re-review findings — Gate A narrowing filed, no-window payload gate, bisect hazard recorded
Both C5b re-reviews returned PASS on 02578441..ff100cf3. This lands the bookkeeping corrections they left, the one gate asymmetry both found independently, and one wrong retail fact neither of them caught. 1. AP-148 / #325 — Gate A's teleport test, wrong on primary source twice. The C5b contract stated retail's Gate A teleport term as "TELEPORT_TS equal" (and, in the trace block, as "must NOT be newer") and blessed acdream's `teleport == _timestamps[Teleport]` as retail-exact. Disassembly of the PDB-paired binary at SmartBox::HandleReceivedPosition 0x0045402B-0x00454054 says otherwise: the shortcut is taken iff the wire stamp is equal OR newer (wrap-safe) — `sbb eax,eax / neg eax` materialises the carry of the compare and the branch skips Gate A on CF, i.e. only when the wire stamp is strictly OLDER. It is CPhysicsObj::newer_event @0x00451B10's identical idiom with the operands swapped. Binary Ninja drops the flag test and renders it `if (-((eax_7 - eax_7)) == 0)`, always true — which is why two rounds of reading pseudo-C recorded it backwards. So acdream's ForcePosition disposition is a strict SUBSET of retail's Gate A set, and a local ForcePosition carrying a newer teleport stamp is misrouted into a full Apply: wire heading instead of preserved heading, unparent, possible placement frame, zeroed velocity, TELEPORT_TS advanced, and OfferTeleportDestination called for a packet retail never starts presentation for. PhysicsTimestampGate.cs is NOT changed. The predicate exists twice (also ValidAcceptedAuthority's PreviousTeleport == AcceptedTeleport), and the fix has to decide TELEPORT_TS's disposition on a Gate A path that has never seen a stale-but-equal pair. #325 records all of it and says explicitly that it is not a one-line comparison swap. C5b made this marginally better, not worse: clearParent was unconditionally true before C5b and is unchanged; installPlacementFrame moved toward retail's HasAnims gate. 2. Retail F2 / architecture L-A — the no-window route had no pre-merge payload validation. Root fix, not a documented asymmetry. The graphical route validates before the merge (OnPosition's payloadIsValid -> LiveEntityInboundAuthorityGate's !payloadIsValid return); despite its name CanAcceptPositionPayload is not projectile-scoped. The no-window route had no equivalent, and since D1 fed an unvalidated LandblockId into CommitWireCellRebucket — where 0 is the withdrawal shape, silently de-residencing the entity in the field every bot reads as CellId. RuntimeLiveEntitySessionController.OnPositionUpdated now applies the same rule at the same point, reusing RuntimeAuthoritativePositionRouteClassifier.IsValidCreateWirePosition plus the finite-velocity term — the exact pair TryApplyPosition already applies on its initial-residence branch. Chosen over documenting it because the fix is five lines and leaving it would have left two written claims falsified by the code. It is a behaviour change: headless now drops packets it merged. Against ACE the set is empty, and the graphical host has carried this gate since it was written; the argument is recorded in the contract's §15.2 rather than gated. Two test fixtures carried cell ids retail's own inbound_valid_cellid rejects (low words 0x41 and 0x51, above the 0x40 landcell ceiling). Their constants were corrected; their assertions were not. New test sabotage-verified in both directions: gate removed -> red at the withdrawal-shape assertion; gate moved to guard only the cell commit -> red at the pose assertion, which is what makes it a before-the-MERGE test rather than a before-the-commit test. 3. Register and doc corrections. - AD-64: "deliberately absent" was presented as the complete difference list and was not. Adds (a) the residence gate is weaker than the merge's own — both hosts' commits use TryGetCurrent while TryApplyPosition's FIFO branch uses TryGetTransaction, so the wire cell can commit ahead of the continuation that will replay it; (b) the two missile gates are two different expressions that agree today; (c) the payload gate, now present. Risk column records that (a) and (b) have no discriminating test on either side. - AP-147: amended for D1 — pre-D1 the no-window host published [Updated] alone and lost the Rebucketed, so a headless event log is now a real instance of the "consumer that snapshots a delta" the row warns about. - AD-60: "Matches retail exactly" scoped to the withhold, since the row's body documents two channels that do not. - CommitWireCellRebucket: notes the unreachable ThrowIfNull / EnsureNotDisposed precedence inversion. - TryCommitAcceptedWireCell: the discarded commit bool is explained rather than left bare — false means IsCurrent went stale, unreachable three statements after a synchronous TryGetActive. 4. Bisect hazard recorded in the C4 closeout handoff (the doc CLAUDE.md sends readers to before any C5 work) and in the contract's §15.3: commits 735f0a72..23aa62f2 contain a live headless defect — every remote's FullCellId frozen for the session — introduced by |
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ff100cf33f |
fix(runtime): give the no-window host a post-merge canonical cell commit (D1, AD-60/AD-64, AP-146/#320)
C5b ( |
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6921a02744 |
refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1)
Member-wise deletion of the three legacy resolver members named in docs/research/2026-08-05-c5a-contract.md: PhysicsEngine.Resolve, PhysicsEngine.HasCellSurface, and PhysicsEngine.ResolvePlacement. An exhaustive receiver census over src/ found zero production callers of any of the three — every production placement writer already reaches the canonical PhysicsEngine.SetPosition transaction exclusively through RuntimeSetPositionState (three call sites total). The deletion is purely member-wise: IsSpawnCellReady and AdjustPosition, which shared the same source region as the deleted members, are preserved byte-identical — every remaining production caller of either (including PhysicsCameraCollisionProbe, AdjustPosition's sole surviving production caller) is unaffected. Companion changes: - PlayerMovementController's 3-argument SetPosition test overload is renamed to SeedPlacementForTest (internal) and CommitPreparedPosition is deleted; 83 call sites across 19 test files were mechanically renamed to match. - Seven pinned test dispositions from the contract are executed: 3.1 (PhysicsEngineTests.cs: 11 legacy-resolver tests deleted, 6 ResolveWithTransition tests kept), 3.2/3.3/3.4 (re-point to canonical SetPosition, with TransitionScratchDifferentialTests.cs additionally gaining positive IsCommitted assertions after each bitwise comparison so the differential proves a placement actually committed, not just that two possibly-uncommitted results match), 3.5 (Runtime rename), and 3.6 (PlayerMovementPlacementTransactionTests.cs rewritten — its xmldoc now states plainly that the render-root publish moved to RuntimeSetPositionState.cs, but the sticky-release relocation claim was false and is retracted; this disposition's coverage loss is the sticky release path, not silently absorbed elsewhere). - Stale `PhysicsEngine.Resolve`/`Resolve` doc citations in CellTransit.cs, PlayerMovementController.cs, and HeadlessSessionWorldProjection.cs are corrected to name the surviving canonical entry points by symbol (SetPosition, AdjustSetPosition/AdjustPosition, ResolveWithTransition) rather than fragile line numbers. Retires AP-1 and AD-1 in docs/architecture/retail-divergence-register.md: both rows described production zero-delta placement routing remaining on the legacy resolver pending the Slice 4B2/4B route cutover; that resolver no longer exists, so the condition each row tracked is now structurally false rather than merely narrowed. AP-145 (routed through the prior commit) and this commit's AP-1/AD-1 together bring the section counts to 101 AP / 47 AD active rows. Builds on the AP-145 fix (previous commit) — this commit's staged tree was independently rebuilt and its four suites independently rerun on top of that commit before this commit was created, in addition to the combined rebuild/rerun below. Full-solution build: 0 errors (21 pre-existing warnings, all unrelated). Suite results (combined tree): Core 4270/4271 passed (1 skip; the single DatSoundCacheTests concurrent-decode-dedup failure is a known load-sensitive race, confirmed passing standalone and unrelated to this change), Runtime 1176/1176, Headless 86/86, App 4132/4135 (3 skips). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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392c1e22c1 |
fix(physics): bind a parented child to the parent's live incarnation (#319)
A player-parented child never received a canonical cell. Its FullCellId stayed 0 for its whole attached lifetime, so it could not follow the player across a boundary. Scope was wider than the local player: every REMOTE player's equipment too. ROOT CAUSE. EquippedChildRenderController hardcoded ParentInstanceSequence: 0 for a parented CreateObject. Correct for creatures and statics, which really are sequence 0; wrong for players, whose ObjectInstance is Character.TotalLogins (ACE Player_Networking.cs:37). The relation filed under (playerGuid, 0) while the record carried TotalLogins, so both route-7 write sites — D1's attach re-cell and D2's propagation lookup — keyed on an incarnation that never matched. TryCommitParent did not validate the sequence, so the attach succeeded and printed normally. Silent. A ROUTE 7 REGRESSION ( |
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e0f96a55bf |
fix(physics): C4 route 3 — portal placement authority (local player)
Removes a duplicate placement authority for local-player portal arrival. Portalling worked before this change and works after it — this is not a bug fix, EXCEPT that it found and fixed one dead-code production bug. THE PRODUCTION BUG: TryExecuteCanonicalPortalPlacement re-read the accepted destination at Place time, but TryBeginPortalReveal already consumes that slot at Aim time — so the arm was 100% dead code and every real portal Place refused with host-token-unavailable. Found only because we refused to accept 7 skipped tests instead of chasing the count to zero. RETAIL IS THE GENERIC PATH FOR THE THIRD ROUTE RUNNING: SmartBox::TeleportPlayer @0x00453910 = SetPositionSimple(dest, 1) with flags 0x1012, followed by PlayerPositionUpdated. BOTH INVERSIONS, WITH THEIR ANCHORS: unlike route 2, the leash IS armed here (ConstrainTo @0x0045418A) and velocity is zeroed (set_velocity @0x004541B4); unlike route 4b-3, the local teleport_hook runs AFTER placement (@0x004538AE). THE THREE-ROUND DEFECT CHAIN, HONESTLY: - Round 1 released the player at the pre-teleport position while the anim stream marched on — the contract wrongly assumed Place re-fires (process rule 1's third occurrence this campaign). - Round 2's fix inferred commit from a global PendingCount, which three non-committing paths also clear — making the SAME bug complete cleanly and silently. Strictly worse than round 1: round 1 at least tripped portal-complete-before-materialized. - Round 3 latches the commit where it actually happens (ReconcileAndAcknowledgePortal), keyed on reveal generation and teleport sequence, via TryConsumePortalCommit. Two of the three required regression tests landed and are sabotage-verified on both hosts (ParkedPlace_ForgottenByOrdinaryMergeDoesNotLatchAsCommitted / HeadlessPortalPrepareDestinationForgottenByOrdinaryMergeDoesNotLatchAsCommitted). The third (force-arm-takes-the-slot) was judged unnecessary on review: with the inference gone, PendingCount is only a "don't ask yet" guard at both gates, so a force operation occupying or vacating the slot no longer changes an input the commit decision reads — the case collapses into what the landed test already discriminates. THE B2/P3 RESOLUTION: both round-2 reviews were right about different branches of the same synchronous call. RuntimePlacementProjectionSubscription .OnPlacement acknowledges the FIFO head only when TryApply returns true; a Place whose portal authority went stale (transit ended/superseded while parked) used to return false, wedging every later entity's placement receipt behind it forever. Both sinks (RuntimePlacementPresentationSink, HeadlessRuntimePlacementProjectionSink) now acknowledge-and-ignore a stale-authority Place instead of refusing it. The regression test (RuntimePlacementPresentationSinkTests .PortalPlace_StaleTransitHostOrSequenceIsAcknowledgedAndIgnored) had been asserting the old, wrong `false` behaviour; it now asserts and sabotage-verifies the fix. Also lands: AP-144 (register discipline — the portal movement-event send reuses the stricter UsePositionFromServer gate where retail's SendMovementEvent is the looser autonomy_level != 0 test, diverging only at level 1, currently unreachable), AP-145 + issue #318 (the local-player collision-shadow presentation write bypasses its own publisher's ShadowObjects write via a direct cache .Set(), self-healing only once dedup diverges — filed, not fixed, pending a composition test), AD-42 deleted (its last citation retired by the canonical portal arm), AD-2 updated (the wait-cue's trigger predicate now covers a second cause), and two documentation corrections: the enter_world misattribution (both call sites are in SmartBox::HandleCreateObject, only one in the player branch — portal arrival is TeleportPlayer, not enter_world) and the stale "local player never reaches this path" comment on the generic-remote-render-pose write. Suite: 11,090 passed / 4 skipped / 0 failed. No new skips, nothing weakened. STILL OWED: the connected two-client gate, with ACDREAM_PROBE_LOCAL_TELEPORT=1, scored only if [local-tp] lines actually appear in the capture — and explicitly NOT scored as covering issue #318 (no composition test yet asserts PhysicsEngine.ShadowObjects directly). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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cd3129e9d6 |
fix(physics): C4 route 7 — child cell propagation moves from a render tick into Runtime
Retail re-cells children when their parent crosses a cell, recursively, to unbounded depth. acdream did it from a RENDER tick, so headless parented children were cell-less forever and the canonical cell had two writers. This slice makes Runtime the sole authority and demotes App's tick to presentation-only. Contract: docs/research/2026-08-04-c4-route-7-contract.md; the research that unblocked it is docs/research/2026-08-04-retail-parent-cell-propagation.md ( |
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36255af0f6 |
fix(physics): C4 route 5 — projectile authoritative placement (#276 partial)
Ports retail's missile Position handling into the canonical Runtime
placement owner instead of the deleted ApplyAuthoritativePosition
short-circuit. The Create/residence-window halves of the projectile
pipeline (RuntimeProjectile binding, TryBind's adopted-body branch,
the collision/shadow registration) were already canonical from prior
slices; this closes the remaining gap — how an ACCEPTED Position for
an in-flight missile is classified, placed, and presented.
Byte-decode (Step 1 hard gate, before any code was written):
CPhysicsObj::MoveOrTeleport @0x00516330-0x00516438 disassembled from
the PDB-paired binary (Capstone, x86 32-bit thiscall). `ret 0x10`
establishes four stack args; [esp+0x7c] (arg5, the velocity pointer)
is never referenced in any of the three branches (teleport/near/far).
The retail reviewer independently reproduced this by searching the
whole function body for the `24 7c` mod/rm+disp8 encoding a
`[esp+0x7c]` read would require and found zero occurrences. This
retired a fabricated `?? Vector3.Zero` fallback in the deleted method
— retail's PositionPack::UnPack initializes an absent velocity to
zero and MoveOrTeleport never installs it; the projectile's Vector
channel (RuntimeProjectilePhysicsUpdater.ApplyAuthoritativeVector)
remains the sole velocity authority for a missile. D-P5 in the
contract; the Runtime seam commits no velocity from the Position
packet at all.
The unbound-missile fix: RuntimeEntityObjectLifetime's
ClassifyRemoteAcceptedPosition now derives ProjectileAuthoritative
from a CONJUNCTIVE predicate — the Missile bit AND a bound
RuntimeProjectile whose Body is the canonical PhysicsBody — never the
bit alone. Retail places every non-player CPhysicsObj unconditionally
(there is no missile-specific placement gate in MoveOrTeleport or its
callers), so an unbindable or not-yet-bound missile taking the
ordinary remote tail is retail-faithful, not a fallback: the earlier
bit-only discriminator would have silently frozen it instead.
AP-141 records this as a deliberate, recorded divergence, not
fidelity. Retail mechanically WOULD arm a missile's ConstrainTo leash
on any nonzero MoveOrTeleport return: HandleReceivedPosition
@0x00453FD0's only kind test is player-vs-not, ConstrainTo
@0x00454272 has no kind test of its own, and CPhysicsObj::ConstrainTo
@0x00510520 creates a PositionManager on demand via
MakePositionManager @0x00510523 if one doesn't exist. acdream
deliberately does not construct that EntityPhysicsHost/
PositionManager/InterpolationManager chain for a ballistic body — the
route-5b split the C4 route 5 contract rejected — so a live missile
never shows an armed leash and never catches up via the near/
UnroutedCatchUp policy. This divergence is safe specifically because
ACE never sends UpdatePosition for a missile
(references/ACE/Source/ACE.Server/WorldObjects/WorldObject_Tick.cs:
333-334, SendUpdatePosition() commented out inside the
PhysicsState.Missile branch at :265) — every half of this row is
deterministic-test-gated only, never exercised against a real server.
AP-141 also records the surviving ConstrainTo re-anchor divergence
under clause (b): for the adopted-body case (TryBind's shared-body
branch — an ordinary remote whose Missile bit is set by a later
State packet, so it still carries a live RemoteMotion), acdream now
ports retail's teleport-branch and far-branch StopInterpolating
action (Interp.Clear()), but never re-arms or re-anchors the
inherited ConstrainTo leash the way retail's HandleReceivedPosition
@0x00454254/@0x00454272 does on every nonzero return. The risk
column's earlier wording — that a stale leash "would drag the body
toward a stale anchor" — was wrong and is retracted in this same
commit: ConstraintManager.ConstraintPos is write-only in both retail
and the port (never read by AdjustOffset), and
ConstraintManager::adjust_offset @0x00556180 only tapers or zeroes an
already-composed per-tick offset while InContact — a leash brakes
motion the interp/sticky chain already produced, it cannot pull
anything toward the anchor. The real residual is one tick of un-reset
brake accumulator, contact-gated, and it cannot move an airborne
far-snapped missile at all (the clamp branch does not run while
airborne).
NO CONNECTED GATE EXISTS for this route, by design: ACE never sends a
missile UpdatePosition (see above), so retail's own server never
exercises this code path in play. Every proof obligation here is
test-gated only — Runtime and App-level fixtures constructing the
packet directly — never a live client/server capture.
Three review rounds closed 8 MAJOR findings before this landed:
round 1 (A1 App discarded the seam's status; A2/R1 silent swallow on
an unbound missile; A3/R2 the adopted-body teleport_hook never
wired; A4/A5 zero Runtime/App test coverage); round 2 (a
ParentCellId regression introduced by round 1's own R6 finding,
which the retail reviewer retracted the following round as factually
wrong — the fix here is the REVERT to record.FullCellId, not the
relocation round 1 shipped; B2 the far-branch StopInterpolating skip
never extended to the adopted-body case; residual App/Runtime store-
path coverage; a per-packet closure contradicting the file's own
#315 cached-delegate pattern). Round 3 closed on coverage alone (no
defect): the Advance() retry arm's projectile branch — added at
round 2, semantically reordered at round 2's B5 fix (skip prediction
invalidation on a re-parked Contention, since it writes nothing) —
had never been executed by any test; two new tests drive it directly
and are sabotage-verified against both the reordering and the
retry-arm's own SyncProjectilePresentation call site. The one
recorded defect this campaign produced (the ParentCellId regression)
was caused by complying with a review finding that its own author
later retracted — the standing lesson recorded for future rounds is
that review findings are evidence to re-verify against the code, not
commands to obey unconditionally.
Complete Release suite: 11,063 passed / 4 skipped / 0 failed
(baseline 11,036 at
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6dc7ba51ee |
feat(physics): C4 route 4b-3 — remote teleport + cell-less through the canonical placement
Flips the last remote classification (SetPosition: teleport-advanced and
cell-less) onto 4b-1's RuntimeRemotePlacementDriveController, runs retail's
teleport_hook before the placement, and deletes the legacy remote-teleport
machinery. Contract: docs/research/2026-08-04-c4-route-4b-3-contract.md.
Retail: MoveOrTeleport @0x00516330's branch @0x00516386 -> teleport_hook
@0x005163EF -> SetFlags(0x1012) @0x00516414 -> SetPosition @0x00516420 ->
return 1 @0x00516438. The hook @0x00514ED0 runs BEFORE the placement and
regardless of its outcome. Retail places this branch unconditionally, at any
distance and any contact state (arg4 is read only @0x0051638E, after the
branch) — which is what retires AP-137's cell-less enqueue-vs-place delta.
D1 — the classifier's cell-less input is now the PRE-merge committed cell.
Retail's predicate is `this_1->cell == 0`, the BODY's own cell at
MoveOrTeleport entry (this_1 is assigned from this @0x00516334). acdream fed
the POST-merge canonical.FullCellId, which RefreshSnapshot ->
RefreshDerivedState -> SetFullCell has already stamped with the accepted wire
cell; a zero wire cell fails validation into RejectedData first. The shipped
remote cell-less predicate was therefore dead code, not merely different from
remotePlacementRequired. Threaded via a builder overload; route 1's overload
is untouched. The graphical !IsSpatiallyVisible arm of
projectionRequiresTeleportHook is deleted — a presentation predicate with no
retail analogue that fired the teleport machinery on a routine hot path.
Deleted: RemoteTeleportController (605), RemoteTeleportPlacement (85),
RemoteShadowPlacementSynchronizer (49), their 1,709 lines of tests, the
remotePlacementRequired predicate, the TeleportHookRequired plumbing, the
legacy pre-operation ConstrainTo fallback, and the player arm's legacy
!IsGrounded fallback. Net -2,030 lines.
Structural fix (two independent Opus reviews, round 1 FAIL/FAIL): three of the
four MAJORs were one defect — OnPosition carried two parallel inline copies of
the routing tail (player-guid, NPC-guid) that had drifted. Extracted
RunRemoteArmTail (3 call sites) and ApplyWireAirborneLeftoverBookkeeping (2),
both branches now share one implementation.
A1 ToConstraintArm mapped AirborneSnap -> AirborneNoOperation, so the NPC
arm armed ConstrainTo ZERO times for an out-of-contact wire-grounded
creature — a regression this slice introduced while closing a
structurally identical hole. Now maps to NearInterpolate; switch made
total with a throwing default proven unreachable.
R1 D2's write-nothing shape existed on the player arm only; NPC packets
fell through and wrote the body. Retail makes no player/NPC distinction.
R2 report_collision_end(this,1) @0x00514F31 was bound to
ShadowObjects.Suspend, a port of a DIFFERENT retail function
(remove_shadows_from_cells) that teleport_hook never calls. Now routes
to RuntimeCollisionReportingState.LeaveWorld, which wraps the private
ForceEnd in an admission-blocking transaction so a DoCollisionEnd
callback cannot recreate the contact table.
R3/A2 A teleported NPC synthesized ServerVelocity from the teleport distance
(~1,000+ m/s) and planned a run cycle from it. Both the install and
RemoteServerControlledVelocityCycle.Apply now gate on !isTeleportRoute.
BISECT HAZARD — A1's fix is correct only BECAUSE R1 landed. AirborneSnap is
reachable wire-airborne on the NPC arm only while D2's shape is missing there.
Reverting R1 alone silently inverts A1 into the opposite divergence: arming
where retail returns 0. Revert both or neither.
Also in the velocity hunk: the NPC block's two !IsPlayerGuid(update.Guid)
guards were dropped when it was wrapped in `if (!isTeleportRoute)`. Safe — all
five exit paths of the enclosing IsPlayerGuid block return, so the predicate is
unconditionally false below it — but it was unremarked by both reviews.
Register: AP-137 REWRITTEN (not deleted) to the surviving acdream-only
divergences — null classification during the login window and Rejected*
through UnroutedCatchUp keep a row. AD-42's RemoteTeleportController citation
retired; AP-136/AP-138 writer lists corrected to the two surviving non-Position
rebucket writers; AP-138 gains the teleport arm as a second producer of the
visible-without-collision residual (retirement path remains #309). AP-135 is
untouched and its two airborne bookkeeping writes are preserved on both arms.
AP-131 does not retire; #276 does not close.
Proof obligation 1: ParkCollisionResidents' overlap throw stays unreachable —
the teleport arm adds packets to the same TryBeginExclusiveAuthoredPlacement
one-operation-per-key machinery the far arm uses, opens no new operation shape,
and every DeferredCell outcome cancels synchronously with
restoreCancelledPark: true. The guarded property remains
HasOldPrefixPlacementDebt's stall, not a throw (4b-1's B2 caveat stands).
Correction to an earlier claim: LiveEntityPresentationController's
_activePlacementOwners was NOT write-never at HEAD —
remotePlacementRequired -> BeginPlacement -> Begin -> BeginAuthoritativePlacement
was a live writer chain. It becomes write-never BECAUSE this slice deletes that
chain, which is why deleting the dead half is behaviour-preserving.
Probe: ACDREAM_PROBE_REMOTE_TELEPORT=1 emits one [remote-teleport] line per
routed arm (guid, cause, hook-ran, placement status). TEMPORARY, strip with the
probe family.
Carried, disclosed not fixed: no dedicated bidirectional collision-partner test
for R2 (the wiring, not LeaveWorld itself, is what lacks coverage); the
stress test's teleport step drives hand-written field assignments rather than
the canonical arm; the per-packet runTeleportHook closure allocation (network
path, not the resolve path Slice I's 0 B discipline governs — file before
route 5 adds a fourth call site). B2: IRuntimeCollisionReportObserver has zero
production implementations, so retail's bidirectional DoCollisionEnd half still
reaches no gameplay consumer — this fix closes the wrong-function binding, not
that nobody listens.
Complete Release suite MEASURED at 11,013 passed / 4 skipped / 0 failed
(baseline 11,027/4/0; net -14 = ~33 deleted test cases against ~19 added).
Neither known flake fired (#302 PortalProjectionTests GC-allocation, #308
NakEmissionTests wall-clock).
STILL OWED: the two-client connected gate, which MUST use an NPC/creature
teleport target. Both round-1 MAJORs lived on the NPC arm and the velocity
cycle early-returns for 0x50xxxxxx guids, so a player target structurally
cannot observe A1, A2, or R3.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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7f1c1f5aa6 |
feat(physics): C4 route 4b-2 — remote far snap through the canonical placement
Flips the SetPositionSimple classification (contact, PlayerDistance >= 96 m) for remotes onto 4b-1's drive controller and deletes both legacy far blocks, both duplicated 96f/4f constant pairs, and both `?? Vector3.Zero` fabrications. The 4 m constant now exists exactly once. Teleport and cell-less stay legacy for 4b-3. Retail: MoveOrTeleport @0x00516330's far branch runs StopInterpolating @0x005163CB before SetPositionSimple @0x005163D9 and returns 1 @0x005163E8 regardless — the SetPositionError is discarded — so HandleReceivedPosition arms ConstrainTo @0x00454272 post-move on commit AND on failure. The x87 parity decode at @0x00516393-@0x0051639E puts exactly 96.0 on the far branch. SetPositionSimple @0x005162B0 builds flags 0x1012 at @0x005162C4. Non-commit outcomes still advance the body, because retail's SetPositionInternal @0x00515BD0 commits the destination via store_position @0x00515CE2 when no cell resolves. The partition is by STAGE, not heuristic, enforced by an exhaustive switch: Refused/Contention/NotApplicable/RejectedPreparation store (the placement never executed); Committed/Deferred/RejectedByPlacement do not (the engine ran and refused, matching retail's non-storing returns @0x00515CB2 and @0x00515CD5). Without this a refused far snap froze the remote with an emptied queue. Also fixes a shipped defect this route made live: ParkDeferred's quiescence parks withdrew the entity (InWorld=false, clock suspended, residency removed) and were never restorable, while Forget(restoreCancelledPark: true) runs for every accepted Position on every entity. The restorable decision now lives inside ParkDeferred AFTER SnapToCell, reading body.CellPosition.ObjCellId — the value RestoreParkWithdrawal actually restores at — against every live quiescence rather than one minimum-OperationId token. The three pre-snap fields are hoisted into locals because SnapToCell ends with InWorld = true. ParkCollisionResidents passes restorableOnCancel: false explicitly; the plain unplaceable park is provably unchanged. RestoreParkWithdrawal re-tests the prefix at restore time so a retained route-2 park cannot re-admit into a prefix that began quiescing during the park. CanAttemptDestination is retained as an OPTIMISATION only, with the two Core predicates it cannot reproduce written down at the pre-flight, plus the two properties that depend on it staying there. Four fix rounds and eight Opus reviews. The slice was fully green at 10,990, 10,997 and 11,004 while containing real defects — a frozen remote pinned as correct by its own test, a fallback that over-wrote on the exact retail paths that decline to store, and a park guard incomplete on two independent axes. Register: AP-137 (leftover classifications take AP-87's catch-up; states the cell-less enqueue-vs-place delta deferred to 4b-3, that RejectedData is applied anyway, and the headless divergence), AP-138 (the refusable far placement), AP-136 narrowed to match the relocation. #309's acceptance steps rewritten — step 5 previously asserted a recovery the code does not perform — and gated on a new ACDREAM_PROBE_PARK=1 signal so the check cannot pass while broken. Suite 11,009 passed / 4 skipped / 0 failed against a measured 10,968 baseline. The 10,973 figure recorded earlier was wrong and is corrected here. Connected gate outstanding: the two-client far-snap walk and #309. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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2e8e09acd0 |
feat(physics): C4 route 4b-1 — remote placement infrastructure (dormant)
Builds the machinery route 4b-2 and 4b-3 will flip on, and changes no remote behaviour: it has no production caller, so RemotePlacementDrivePendingCount is provably 0 and IsConverged is unchanged. Five pieces: a per-entity remote placement owner (RuntimeRemotePlacementDriveController), a Position-time service-window guard with a Runtime interface plus BOTH host implementations, N3's headless RetryPending pump, parked-count observability in the ownership ledger, and the service-window optimisation that avoids parks we can cheaply predict. Landed alone because it is where the park-withdraws-the-entity failure was decided; that decision is fixed at the source in the preceding commit and must not share a review signal with a behaviour flip. Two parts of route 2's controller are deliberately NOT ported, both verified against retail rather than assumed. There is no ack: SendPositionEvent is called only inside HandleReceivedPosition's local-player FORCE_POSITION gate @0x0045400C-@0x00454091, and the remote arm @0x0045414D has no equivalent. There is no re-issue funnel: retail never re-attempts a position it could not apply — stale timestamps merely bump error_count @0x004542AC — and re-issuing packet N after N+1 has merged would apply a pose the newer packet already superseded, which is correct for a one-shot ForcePosition and wrong for a 5-10 Hz stream. The service-window guard is an OPTIMISATION, not the correctness mechanism. The original contract had it the other way round, justified by a claim that retail cannot represent "arrived but not placeable" — false, and corrected in the review findings: retail's GotoLostCell/reenter_visibility path represents it exactly. A pre-flight guard also cannot be complete, because Core defers on the entity's CURRENT cell, on the swept QueriedCellIds footprint spanning neighbouring landblocks, and on residency evaluated after AdjustToOutside — conditions only Core can see. Review found and this commit fixes: DetachRoute cleared two maps of LIVE Core operations without cancelling them (route 2's AbandonPending is the correct mirror, not the first-entry controller) and its test asserted that blindness as convergence; the headless predicate answered "can ever publish" rather than "is published", and after the first fix still matched only 1 of the 9 landblocks this host publishes; OwnsPlacement admitted remote top-level Creates until gated on the Teleport flag as well as the disposition; Advance re-submitted without re-checking the window; and four comments cited a report that did not exist. Contract item 6 is met by the structural proof, not the earlier test: HasOldPrefixPlacementDebt refuses collision-prefix mutation permission before ParkCollisionResidents is ever entered, so its overlap throw is unreachable. That same mechanism is the unbounded stall filed as #310, which 4b-1 does not bound — it only avoids widening it. #311 files the remaining per-tick allocation in RetryPendingProjections; the early-out for the empty-FIFO case landed via a new HasPendingReceipts accessor so hosts still never touch .Placements. directly. Gates: complete Release solution 10,973 passed / 4 skipped / 0 failed (baseline 10,938). Four review rounds; every fix discrimination-verified by revert. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |