Commit graph

121 commits

Author SHA1 Message Date
Erik
41c1a59392 perf(net): frame recurring sends in place
Write normal game-message and ACK packet framing directly into bounded stack spans, hash fragments without materialization, and send the populated slice to the socket. Preserve exact wire bytes and ISAAC failure ordering with differential and zero-allocation tests.
2026-07-25 06:02:52 +02:00
Erik
e928c5dd02 perf(net): borrow inbound packet storage
Decode headers, optional fields, fragments, and single-fragment messages directly over pooled datagrams. Copy only fragment state that crosses a datagram lifetime, preserve synchronous dispatch and ACK ordering, and lock the path to the owned decoder with differential and zero-allocation tests.
2026-07-25 05:58:55 +02:00
Erik
6718ee45a0 fix(ui): preserve retail item titles and spacing
Carry PublicWeenieDesc material type into the live object model so examination titles use the DAT-authored material prefix. Preserve retail AddItemInfo empty appends and embedded armor separator, restoring the deliberate blank rows between appraisal sections.

Co-authored-by: Codex <codex@openai.com>
2026-07-24 05:21:01 +02:00
Erik
2c00d53db2 fix(net): sign-extend retail capacity bytes
Mirror PublicWeenieDesc::UnPack MOVSX behavior so ACE's FF capacity sentinels remain -1 instead of becoming 255. This suppresses non-container capacity prose through the normal retail appraisal checks, with raw-wire and formatter regression coverage.

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

Co-authored-by: Codex <codex@openai.com>
2026-07-23 18:04:19 +02:00
Erik
f1a7912160 fix #234: port retail appraisal floaty and inscriptions 2026-07-23 12:12:57 +02:00
Erik
643cdfe66e feat(ui): port retail appraisal panel
Preserve retail's one-pending-appraisal busy lifetime, parse the complete gated response, and mount the authored examination layout in the shared main-panel host. Keep known 3D preview and inscription-write gaps explicit in AP-110.
2026-07-23 11:34:08 +02:00
Erik
6b1ae4fb76 feat(items): port retail shared cooldown overlays
Preserve public shared-cooldown metadata, resolve the authoritative cooldown enchantment with retail expiry semantics, and project the exact ten DAT-authored radial steps through the shared retained item-slot architecture.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 10:41:16 +02:00
Erik
7d452aa6a2 refactor(net): own session wiring subscriptions 2026-07-21 10:45:15 +02:00
Erik
aea957f845 fix(net): conform character entry and session shutdown 2026-07-21 10:33:03 +02:00
Erik
68578fa5fa fix(net): honor retail graceful logout handshake
Send the active character id, drain until the authoritative server confirmation, then emit retail's zero-sequence connection disconnect with the negotiated receiver iteration. The connected gate now waits for ACE to remove the exact UDP session before reconnecting, eliminating fixed-delay races.
2026-07-20 23:31:23 +02:00
Erik
a96767ba6d feat(ui): share indicator detail panels
Port the authored Link Status, Vitae, and Mini Game detail roots and register every indicator page with retail's one-active gmPanelUI owner. Helpful/Harmful and the new pages now replace Inventory, Character, or Magic at one canonical window position while preserving the DAT restore-previous flag.

Correct the retail ping wire to its payload-free request/response, publish measured RTT, and port Vitae recovery XP from the live modifier and player properties. Keep transport packet-loss averaging and mini-game gameplay explicitly tracked under AP-110.

Release build and all 5,814 tests pass with five intentional skips. Connected visual gate pending.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 10:27:41 +02:00
Erik
eab23cbdd1 feat(world): port retail portal-space viewport
Replace the opaque teleport cover with the DAT-authored CreatureMode tunnel, exact retail camera/light/animation timing and easing, and animation-hook audio routing. Compose portal and fade passes below retained UI so gameplay windows and input remain active through F751 travel.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-15 21:59:23 +02:00
Erik
ac2ca8f965 feat(ui): port retail spellbook interactions
Resolve the authored spell shortcut row prototype so the spellbook presents the retail icon, name, separator, selected overlay, and scrollbar geometry. Port exact school and level filters, stable display ordering, selection exposure, and learned-spell drags into the open favorite bar.

Route deletion through the shared retail confirmation dialog and send CM_Magic::Event_RemoveSpell only after an affirmative answer, leaving the inbound server notice authoritative for list state.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 16:26:30 +02:00
Erik
07be994d97 feat: port retail magic lifecycle and retained spell UI
Complete the retail cast-intent, target, component, enchantment, and busy-state paths; mount the DAT-authored spell bar, spellbook, component book, effects panels, and shared panel lifecycle; and add scoped input plus conformance coverage.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 10:55:22 +02:00
Erik
7b7ffcd278 fix(gameplay): reconcile wield ownership and target facing
Preserve PlayerDescription inventory/equipment ownership across authoritative manifest replacement, make weapon switching and combat/UI consumers read the same canonical object state, and carry the complete outbound player position frame across landblocks.

Route target-facing and mouse-look through the shared MovementManager and MotionInterpreter completion owner. Match retail input aggregation, toggle ordering, turn/sidestep remapping, per-axis hold keys, and synchronous movement publication without render-only heading state.

Initialize the live streaming origin from the first accepted canonical player Position, defer other projections until that origin exists, and retain logical entity identity through hydration.

Advance the project ledger from completed M2 to active M3, synchronize CLAUDE.md/AGENTS.md and durable memory, and record the next cast-lifecycle, spellbook/enchantment, and two-client portal gates.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 08:19:23 +02:00
Erik
8a5d77f7f4 feat(net): port retail physics spawn and event timestamps
Parse the complete PhysicsDesc plus F754/F755 packets, correct every PhysicsState bit, and gate all nine retail update channels with generation-safe immutable snapshots. Preserve ForcePosition, teleport, placement, velocity, parent, pickup, delete, and same-generation CreateObject ordering from the named client.

Separate accepted logical lifecycle notifications from retained UI qualities, make GUID replacement and session reset clear every projection exactly once, and add packet, wraparound, malformed-input, parent FIFO, canonical-position, reconnect, and GUID-reuse conformance coverage.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 00:22:17 +02:00
Erik
84b7d2d7cd fix(ui): port live experience quality updates (#217)
Parse retail PrivateUpdatePropertyInt64 and route authoritative Total/Available Experience through both local-player projections so Attributes, the level meter, and Skills refresh together. Preserve the existing retail XP curve and right-align the Total XP value.

Close the user-confirmed item-give gate for #216 and record the named-retail/ACE/holtburger conformance evidence.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 20:43:48 +02:00
Erik
30d294506c feat(inventory): port retail item giving (#216)
Preserve SmartBox drag-release coordinates, route the picked 3-D target through the retail AttemptPlaceIn3D policy, and send authoritative GiveObject requests with the selected stack quantity. Honor PlayerDescription's player secure-trade option and document the remaining trade-system boundary.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-13 20:28:48 +02:00
Erik
66bdae7a83 feat(ui): port retail dialog factory lifecycle
Replace the single mutable confirmation service with retail's property-backed DialogFactory model: fresh DAT roots, context ids, queue groups, priority preemption, callback/close-notice ordering, and context cancellation. Route /die, server confirmation aborts, and guarded item use through focused semantic owners.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 16:30:05 +02:00
Erik
9ea579bdd0 feat(chat): port retail client command families
Expand the typed client-command boundary across travel, character queries, local UI and layout controls, AFK and consent, emotes, friends, squelch and filters, and fill-components. Preserve retail packet layouts and queue ownership, import the confirmation dialog, and keep authoritative social state in Core.

Co-Authored-By: Codex <codex@openai.com>
2026-07-13 14:50:15 +02:00
Erik
815ce0dec4 fix(inventory): sequence secondary wield blockers
Preserve retail AmmoType from CreateObject and port BlocksUseOfShield so bow, caster, and two-handed switches remove incompatible shields, while mismatched missile ammo is also returned to the pack. Each blocker remains server-confirmed before AutoWield re-enters.

Co-Authored-By: Codex <codex@openai.com>
2026-07-12 23:12:07 +02:00
Erik
ab6d96d113 feat(combat): port retail held weapon parenting
Select the default combat mode from ordered equipped objects so bows request missile stance. Parse CreateObject parent metadata and ParentEvent, then render held objects as separate children composed from setup holding locations and placement frames each animation tick.
2026-07-11 13:02:26 +02:00
Erik
2644d1d527 fix(ui): port exact selected health policy
Replace the toolbar's PWD-bit approximation with retail ObjectIsAttackable composed with the exact player and pet short-circuits. Carry second-header PetOwner through CreateObject, session, and ClientObject state so self, pet, and Free-PK cases match retail while friendly NPCs and attackable non-creatures remain name-only.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 11:42:04 +02:00
Erik
fa1da02783 feat(ui): port retail selected-item mana
Parse and route the complete 0x0264 guid/fraction/valid response, send exact 0x0263 item-mana queries, and reproduce retail meter visibility plus guid-zero cancellation for mana and health selection changes. Keep the behavior in Core state and the retained selected-object controller with wire/state/UI conformance coverage.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 11:16:21 +02:00
Erik
6005c51c4d fix(ui): finish retail stack selector polish
Keep the horizontal thumb at its raw pointer position so both endpoints are reachable, honor the stack entry's authored right alignment, and preserve PublicWeenieDesc plural names from CreateObject through the object table. Port retail's singular s/es fallback when no plural was sent.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 10:22:11 +02:00
Erik
b5b230c860 feat(ui): preserve exact retail shortcut records
Carry signed index, object id, and raw spell word losslessly through PlayerDescription, session storage, drag mutation, and AddShortcut wire serialization while keeping gmToolbarUI object-only. Retire AP-103 and record the live ACE relog persistence gate.

Co-Authored-By: Codex <codex@openai.com>
2026-07-11 09:17:33 +02:00
Erik
a8da4fd05a feat(ui): port retail item interaction policy 2026-07-11 01:26:14 +02:00
Erik
5931a820ea docs(ui): repair retail fidelity ledger 2026-07-10 17:05:12 +02:00
Erik
3cbe4b00a1 feat(ui): port retail radar and compass 2026-07-10 16:14:37 +02:00
Erik
217a4bad69 Merge branch 'main' into claude/peaceful-visvesvaraya-e0a196
# Conflicts:
#	docs/ISSUES.md
#	docs/architecture/retail-divergence-register.md
2026-07-09 23:18:52 +02:00
Erik
f423884bd1 feat(physics): R5-V4 behavioral slice — head stance dispatch (all mt) + #164 autonomy bit + mt-0 wire flags
Three unpack_movement parity items (facade deferred per the handoff's
own optional clause — see r5-wiring-handoff §V4 status):

1. HEAD style-on-change (0x00524440 @00524502-0052452c): both GameWindow
   routing heads (remote + player) now dispatch DoMotion(style, ctor
   defaults) when the UM's stance differs from the interp's current
   style, BEFORE the movement-type routing — for EVERY type. Previously
   style applied only through the mt-0 funnel copy, so a chase/turn UM
   (mt 6-9) carrying a stance change started the move in the OLD stance
   (a monster charged in NonCombat posture until the next mt-0). The
   RetailObserverTraceConformanceTests exclusion note updated — the
   trace filter stays (head calls can't appear in a
   MoveToInterpretedState replay) but the production gap it pointed at
   is closed.

2. #164 (closes): the action-replay loop threads each action's autonomy
   into the dispatch params (Autonomous = the 0x1000 splice, raw
   305982) — replayed actions enter the interpreted actions list with
   their real autonomy instead of ctor-default false.

3. mt-0 wire flags consumed (UpdateMotion parsed them since R4-V3):
   0x1 StickToObject → CPhysicsObj::stick_to_object port (0x005127e0:
   resolve target, PartArray radii — 0 when shapeless, guid-as-is for
   acdream's flat entity table — → PositionManager.StickTo; unresolvable
   target → no stick), at BOTH case-0 tails in retail order
   (@00524583-0052458e: funnel apply → stick → longjump flag);
   0x2 StandingLongJump → Motion.StandingLongJump, UNCONDITIONAL write
   (absent flag clears — retail @0052458e). ServerMotionState gains the
   StandingLongJump field.

Conformance: ChaseArm_WithStanceChange_AppliesStanceBeforeTheChase
(harness mirrors the routing-head dispatch) +
Actions_ReplayCarriesAutonomyIntoTheInterpretedList. Suite 4041 green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-05 10:18:26 +02:00
Erik
7016b26ce7 feat(R4-V4): REMOTE cutover - per-remote MoveToManager; RemoteMoveToDriver + PlanMoveToStart DELETED (closes M1-remote, M4/M5/M6/M8-remote; retires AD-8, AD-9, AP-8, AP-9)
Every remote's server-directed movement now runs the verbatim retail
MoveToManager. EnsureRemoteMotionBindings constructs it per remote with
the full V2 seam set (position/heading/velocity providers, the P4
TargetTracker adapter via setTarget/clearTarget storing the tracked
guid on RemoteMotion) and binds InterruptCurrentMovement ->
CancelMoveTo(0x36) - the retail interrupt chain (TS-36 remote side).

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

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

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

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

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 11:53:53 +02:00
Erik
769ebef30d fix(ui): retail target-cursor shape (pending over UI, world-object driven) + visible UseDone refusals
Visual gate round 2 (user, retail oracle): the target cursor over UI must
be the 0x27 four-arrows PENDING cursor — retail's UpdateCursorState
(0x00564630) keys valid/invalid solely off the SmartBox found object,
i.e. the WORLD entity under the cursor. And "can't heal myself" turned
out to be TWO stacked causes, both fixed:

- Cursor: UI hover no longer forces TargetInvalid (that arm was a
  non-retail invention) and the doll/status-bar hover providers are
  gone (UiElement.UseTargetGuidProvider deleted). Valid/invalid now
  come from (a) a hovered occupied item slot's own item, or (b) the
  world entity under the cursor via a new worldTargetProvider — the
  B.4b screen-rect picker extracted into GameWindow.PickWorldGuidAtCursor
  and shared by click + hover.
- Self-heal: the world picker always skipped the local player
  (skipServerGuid), so clicking your own toon in target mode could
  never acquire self. Target-use picks now include self (retail lets
  you kit-heal yourself by clicking your character); plain selection
  keeps the exclusion. The doll click still self-targets.
- Silent refusals: the [use-target] log proved the UseWithTarget action
  WAS sent (kit 0x00220008 / TargetType 0x10, target self) — ACE
  refused with WeenieError.YouArentTrainedInHealing (0x04FC) and we
  never parsed UseDone (0x01C7). Now dispatched + surfaced as a chat
  line via WeenieErrorText (interim subset map, register AP-74, #166
  ports the retail String-table lookup).

Full suite green (3,295).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 10:27:33 +02:00
Erik
b7dc91a053 feat(ui): D.2b item interaction + retail cursors + live character sheet
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02
UI architecture review mandated before commit:

- ItemInteractionController: single owner of double-click use/equip/
  container-open, targeted-use mode (health kits), drag-out drop;
  toolbar shortcut drags don't drop the real item. ItemEquipRules for
  multi-slot (coat) coverage via equip masks.
- Cursor phase: CursorFeedbackController (semantic priority chain:
  drag > resize > window-move > target-mode > text) + RetailCursorCatalog
  (enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState
  0x00564630) resolved through the portal EnumIDMap chain by
  RetailCursorResolver; RetailCursorManager applies dat cursor art to the
  OS cursor. Register row AP-72 covers the OS standard-cursor fallback.
- Character window goes live: CharacterSheetProvider owns sheet assembly,
  XP-curve/raise-cost math and the raise flow — extracted out of
  GameWindow per Code Structure Rule 1 instead of committing the ~430-line
  feature body there. Optimistic XP/credit debits go through eventful
  store APIs (new ClientObjectTable.UpdateInt64Property +
  LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw
  property-dictionary writes; register row AP-73 covers the still-missing
  raise ledger (#163).
- RetailWindowFrame: the shared nine-slice window mount recipe; the
  character window uses it, remaining windows migrate via #164.
- Status-bar buttons toggle inventory/character windows; retail row-major
  backpack ordering; WorldSession.SendUseWithTarget + raise/train sends.

GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the
sheet/raise logic is unit-tested in CharacterSheetProviderTests instead
of trapped in the god object. Build green; full suite 3,286 tests pass.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 09:18:43 +02:00
Erik
cb74e64343 feat(L.2g-S1): retail movement-event staleness gate (DEV-6)
Port retail's three-stamp inbound gate for 0xF74C UpdateMotion:

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

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

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

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-02 15:44:06 +02:00
Erik
78e163a41e feat(L.2b): outbound movement wire parity — RawMotionState default-difference, JumpPack, contact byte
Ports the three retail outbound-movement packers verbatim (decomp-derived
golden bytes, confirmed via the Ghidra bridge, cross-checked vs holtburger):

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

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

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

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

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

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 22:30:01 +02:00
Erik
db0cac03c4 fix(D.2b): PickupEvent removes the 3D render, not the weenie — unwield lands in the pack
PickupEvent (0xF74A) and DeleteObject (0xF747) are semantically distinct:
- 0xF747 = weenie DESTROYED → evict from ClientObjectTable (weenie_object_table)
- 0xF74A = object LEFT THE 3D WORLD VIEW (moved into a container) → remove
  the 3D WorldEntity, but the weenie persists in ClientObjectTable

Before this fix, both paths fired EntityDeleted identically, causing
ObjectTableWiring to evict the weenie from ClientObjectTable. The follow-up
InventoryPutObjInContainer (0x0022) then tried MoveItem on an unknown guid
and no-op'd, so the unwielded item simply vanished.

Fix: add `bool FromPickup` (default false) to DeleteObject.Parsed. WorldSession
sets it true on the PickupEvent path and false on the DeleteObject path.
ObjectTableWiring.Wire's EntityDeleted handler skips table.Remove when
FromPickup is true, preserving the weenie for the container-move echo.

GameWindow.OnLiveEntityDeleted (3D entity removal) is untouched — it fires
for both pickups and destroys, as intended.

Divergence register: AP-65 added (data ghosts for other-player pickups until
teleport/relog clear; harmless — no UI queries ContainerId 0).

Tests: +5 (DeleteObject FromPickup parser regression; wiring retain/evict
semantics; Parsed default/explicit FromPickup). 343/343 pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-22 23:39:27 +02:00
Erik
de8baa1aa1 feat(net): D.2b-B B-Wire — DropItem/GetAndWieldItem/NoLongerViewingContents builders + Send wrappers
Task 9 of the B-Wire inventory-wire plan. Adds three outbound C→S GameAction
builders to InventoryActions.cs (DropItem 0x001B, GetAndWieldItem 0x001A,
NoLongerViewingContents 0x0195) plus matching opcode constants after TeleToPoiOpcode.
Adds SendDropItem/SendGetAndWieldItem/SendNoLongerViewingContents wrappers to
WorldSession.cs (after SendRemoveShortcut, ~line 1157), following the exact same
NextGameActionSequence() + SendGameAction() pattern as the existing Send* family.
Three byte-layout tests added to InventoryActionsTests.cs (12 total, all green).
Core.Net build clean. Unblocks B-Drag (drop) and container-open (NoLongerViewingContents
on close) call sites in the inventory controller.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:58:30 +02:00
Erik
7013651a90 fix(net): D.2b-B B-Wire — ParseInventoryServerSaveFailed reads weenieError
0x00A0 InventoryServerSaveFailed carries (itemGuid, weenieError) per ACE
GameEventInventoryServerSaveFailed.cs and holtburger events.rs:147. The
old parser returned only the itemGuid as uint?, silently dropping the
error code. Replaced with a typed InventoryServerSaveFailed record that
reads both u32s (8-byte guard). Parser was unwired (no callers in
GameEvents.cs or GameEventWiring.cs) so the signature change is safe.
1 new test in GameEventsInventoryTests.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:55:56 +02:00
Erik
01910e3fab fix(net): D.2b-B B-Wire — ParsePutObjInContainer reads containerType (4th field)
0x0022 InventoryPutObjInContainer carries 4 u32s per ACE
GameEventItemServerSaysContainId.cs: itemGuid, containerGuid, placement,
containerType. The parser was reading only 3 (12 bytes) and silently
dropping containerType. Fixed the record struct to add ContainerType and
raised the length guard to 16. GameEventWiring caller uses only
.ItemGuid/.ContainerGuid/.Placement — adding a positional field is
source-compatible. 1 new test in GameEventsInventoryTests.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:55:14 +02:00
Erik
43afcc2adb feat(net): D.2b-B B-Wire — ParseViewContents (0x0196)
GameEvents.ParseViewContents parses the ViewContents GameEvent payload:
containerGuid + count + [guid, containerType]×count. Records
ViewContentsEntry and ViewContents added. 3 unit tests added in
GameEventsInventoryTests.cs (two-entry, zero-count, truncated).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:54:25 +02:00
Erik
79c0374d53 feat(net): D.2b-B B-Wire — InventoryRemoveObject (0x0024) parser
Top-level GameMessage (UIQueue), not a GameEvent. Server sends when an
object leaves the client's inventory view (sold / dropped / destroyed).
Layout: opcode(4) + guid(4) = 8 bytes — the smallest inventory wire.
3 tests: happy path, wrong opcode, truncated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:52:21 +02:00
Erik
87e354f583 feat(net): D.2b-B B-Wire — SetStackSize (0x0197) parser
Top-level GameMessage (UIQueue), not a GameEvent. Server sends after a
stack merge / split to update count + value. Layout: opcode(4) + seq(1)
+ guid(4) + stackSize(4) + value(4) = 17 bytes. 3 tests: happy path,
wrong opcode, truncated. Client consumer: ACCWeenieObject::ServerSaysSetStackSize.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:51:42 +02:00
Erik
7b25d78506 feat(net): D.2b-B B-Wire — PrivateUpdatePropertyInt (0x02CD) parser
Mirror of PublicUpdatePropertyInt (0x02CE) but with no guid field —
targets the local player's own object. Burden (EncumbranceVal, PropertyInt 5)
changes ride this opcode on every pick-up / drop. Layout: opcode(4) + seq(1)
+ property(4) + value(4) = 13 bytes. 3 tests: happy path, wrong opcode, truncated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:50:56 +02:00
Erik
745a92bbae feat(core): D.5.3/B.2 — ShortcutStore + AddShortcut/RemoveShortcut wire + senders
ShortcutStore lands in AcDream.Core.Net.Items (not AcDream.Core.Items) because
it depends on PlayerDescriptionParser.ShortcutEntry; placing it in AcDream.Core
would create a circular dependency (Core.Net already references Core). The test
lives in AcDream.Core.Tests which gets Core.Net transitively via App.

BuildAddShortcut signature corrected from the old (seq, slotIndex, objectType,
targetId) 4×u32 layout to the retail ShortCutData wire format confirmed in the
action-bar deep-dive: Index(u32), ObjectId(u32), SpellId(u16), Layer(u16).
The old BuildAddShortcut_ThreeFields test is replaced by two new tests that
verify both item and spell shortcut packing.

WorldSession gains SendAddShortcut / SendRemoveShortcut following the
SendChangeCombatMode sender pattern.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 15:09:58 +02:00
Erik
91970c4fe9 feat(D.5.4): capture full item field set in CreateObject parser
WeenieClassId + Value/StackSize/MaxStackSize/Burden/capacities/Container/Wielder/
ValidLocations/CurrentWieldedLocation/Priority/Structure/Workmanship. Nullable =
flag absent (don't clobber on merge). Cursor walk unchanged; +cursor-integrity test.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:50:27 +02:00
Erik
242bc9286d feat(D.5.2): PublicUpdatePropertyInt (0x02CE) parser
New standalone parser for the server's live PropertyInt update targeting
a VISIBLE object (carries guid). Wire layout: u32 opcode + u8 sequence +
u32 guid + u32 property + i32 value (17 bytes total).

The sequence byte is parsed-past but not honored (latest-wins; DR-4).
The companion PrivateUpdatePropertyInt (0x02CD) targets the player's own
object (no guid) and is not parsed here.

Three tests: uiEffectsUpdate (round-trip guid/prop/value), wrongOpcode
(returns null), truncated (returns null on 16-byte input).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:29:23 +02:00
Erik
8df0b64676 feat(D.5.2): capture UiEffects from CreateObject weenie header
Previously, weenieFlags bit 0x80 (UiEffects) was read + discarded with
`pos += 4`. Now it is captured into `uiEffects` and surfaced as
`Parsed.UiEffects` — the sole wire path for the effect bitfield since
PropertyInt.UiEffects (18) has no [AssessmentProperty] and never appears
in appraise responses.

Test builder gains `uint uiEffects = 0` param; write line updated to use
it. Three new parse tests: UiEffects_Captured, UiEffectsThenIconOverlay
(cursor-arithmetic regression), and NoUiEffectsBit_LeavesUiEffectsZero.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:28:31 +02:00