Per-landblock AABB culling against the view frustum. Each loaded
landblock has a 192×192 XY footprint + a Z range derived from the
terrain vertex min/max (padded +50 above / -10 below for entities
on top and basements). One AABB test per landblock per frame;
landblocks fully outside the frustum skip ALL their terrain draws
and entity draws (both opaque and translucent passes).
GpuWorldState gains SetLandblockAabb + LandblockEntries (per-landblock
iteration with AABB data). TerrainRenderer.Draw and
StaticMeshRenderer.Draw both accept an optional FrustumPlanes and
skip culled landblocks. GameWindow.OnRender extracts FrustumPlanes
from camera.View * camera.Projection and passes to both.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Per-landblock frustum culling for the streaming renderer. Extracts
6 normalized view-frustum planes from a View×Projection matrix using
the standard Gribb-Hartmann method. IsAabbVisible tests the AABB's
most-positive vertex against each plane — conservative (no false
negatives) and zero-allocation.
Key implementation note: System.Numerics.Matrix4x4 uses ROW-VECTOR
convention (clip = worldPos * VP), so Gribb-Hartmann must operate on
the COLUMNS of the matrix (not rows). The spec's row-based pseudocode
assumed column-major (OpenGL) convention; the fix is col4 ± col{1..3}.
7 new tests covering ortho, perspective (front/behind/left/far/
near-straddling), and acdream's actual Z-up camera convention.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
When closing the acdream window, WorldSession.Dispose now sends
CharacterLogOff (game message 0xF653, no payload) followed by a bare
DISCONNECT control packet (header flag 0x8000) before closing the
UDP socket. This tells ACE to release the character lock immediately
instead of waiting for the ~60s network timeout — which was blocking
rapid iteration during testing since acdream now does a proper login
(Phase 4.8-4.10) and ACE holds the character in-world.
Pattern from references/holtburger/.../client/commands.rs lines
879-892 (Quit handler). Best-effort: if the socket is already dead,
the exception is eaten and Dispose finishes cleanup normally.
220 tests still green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
User reported that some NPCs (Pathwarden, Town Crier) didn't breathe.
Diagnostic logging revealed:
1. Both NPCs are correctly registered as animated at CreateObject
time with the standard 30fps human breath cycle (anim=0x03000001).
2. Immediately after spawn the server sends an UpdateMotion with
stance=0x0003 cmd=0x0000 for these NPCs.
3. MotionResolver.GetIdleCycle returned NULL for that combination,
because StyleDefaults didn't have an entry for stance=3.
4. OnLiveMotionUpdated treated the NULL as "switch to a static pose"
and removed the entity from _animatedEntities.
Two fixes:
A. MotionResolver.ResolveIdleCycleInternal — when stance is set but
StyleDefaults has no entry for it, fall back to the table's
DefaultStyle/DefaultSubstate instead of returning null. The
server-supplied stance was just an unmappable override; the table
default is the correct "I have no better information" answer.
Pulled the table-default lookup into a small TryGetTableDefault
helper so both fallback paths use the same code.
B. OnLiveMotionUpdated — never REMOVE an animated entity. If the
re-resolved cycle is bad (null, framerate=0, or single-frame),
leave the existing cycle running so the entity continues to
breathe with whatever it already had. The defensive "remove on
re-resolve failure" was the bug — it silently un-registered NPCs
the moment the server sent any partial motion update.
Together these mean: any NPC that successfully registers as animated
at spawn stays animated, even if the server's subsequent motion
updates are incomplete or use stance values our resolver doesn't
have a mapping for.
Strips the [BREATHE] and [MOTION] diagnostic spew added during the
investigation now that the cause is identified.
220 tests still green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
User reported that even with the Phase 4.9 ack pump, acdream's
character still rendered to other clients as the purple loading haze.
Spent another round in holtburger's references and found two more
gaps in the post-EnterWorld handshake:
1. Server sends DddInterrogation (game opcode 0xF7E5) and waits for
the client to acknowledge dat-list versions. We never replied.
Build the canonical empty response (12 bytes: opcode + language=1
+ count=0 lists) and ship it as soon as DddInterrogation arrives.
2. LoginComplete was being sent immediately after CharacterEnterWorld
in Phase 4.8, which is too early — the server hasn't finished
creating the player object yet so it ignores LoginComplete and
the player stays in transition state. The correct trigger is the
server's PlayerCreate (0xF746) game message for our character;
that's when holtburger fires send_login_complete (see references/
holtburger/.../client/messages.rs::PlayerCreate handler).
Wired both into ProcessDatagram. Removed the unconditional
LoginComplete from the EnterWorld flow. Added a _loginCompleteSent
latch so re-PlayerCreate (e.g., across portal teleports) doesn't
re-fire LoginComplete during the same session.
Reference repo cited per the new CLAUDE.md guidance — holtburger is
the authoritative client-behavior reference. Should have looked there
sooner; this would have saved the Phase 4.8 false fix.
220 tests still green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Root cause of the still-purple-haze symptom AND the ACE-side
"Network Timeout" drop after ~60s. acdream was never sending
acknowledgement packets back to the server, so the server's
reliability layer saw a one-way stream and eventually dropped the
session. During the 60s window the player rendered to other clients
as the stationary purple loading haze (AC's "this client is in
portal-space transition" indicator).
Pattern ported from
references/holtburger/crates/holtburger-session/src/session/
{send.rs::send_ack, receive.rs::finalize_ordered_server_packet}.
The proper holtburger pattern is per-packet acks, NOT a periodic
heartbeat: every received server packet with sequence > 0 and no
ACK_SEQUENCE flag of its own gets a bare control packet sent back
with:
PacketHeader {
Flags = ACK_SEQUENCE (0x4000),
Sequence = current_client_sequence (= last issued, no increment),
Id = session client id,
}
Body = u32 little-endian server sequence being acked
Acks are cleartext control packets (no EncryptedChecksum) and
re-use the most recently issued client sequence rather than
consuming a new one — they aren't part of the reliable stream the
server tracks for retransmits.
Wired into ProcessDatagram so both Tick (post-InWorld) and PumpOnce
(during Connect/EnterWorld) trigger acks on every received non-ack
server packet.
Also (per user request) upgrades the CLAUDE.md description of the
holtburger reference repo from "Rust AC client crate" to "almost-
complete Rust TUI AC client — the most authoritative reference for
client-side behavior in the project, look here FIRST for anything
WorldSession or message-builder related." This was the third time
in two days I would have saved hours by checking holtburger first
instead of guessing at the protocol from ACE alone.
220 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
User reported that when they observed acdream's character through a
second AC client running on a different account, the character
rendered as a stationary purple haze (AC's "loading screen / portal
space" indicator) instead of a normal avatar. The character was
"in-world enough" to receive the CreateObject stream but never
"in-world enough" for the server to flip its first-enter-world flag,
push initial property updates / equipment overrides, or show the
character to other clients in the area.
Root cause: WorldSession.EnterWorld stopped after sending
CharacterEnterWorld (0xF657). The handshake is supposed to continue
with one more message — a GameAction(LoginComplete) — that ACE's
GameActionLoginComplete handler interprets as "client has exited
portal space, mark FirstEnterWorldDone, push property updates,
make the character visible to others."
Wire layout (confirmed via
references/ACE/Source/ACE.Server/Network/GameAction/GameActionPacket.cs
and .../Actions/GameActionLoginComplete.cs):
u32 game-message opcode = 0xF7B1 (GameAction)
u32 sequence = 0 (ACE ignores; TODO comment in source)
u32 GameActionType opc = 0x000000A1 (LoginComplete)
Send happens immediately after CharacterEnterWorld and just before
flipping the WorldSession state to InWorld. acdream has no portal-
space transition animation, so we can claim "loading complete" the
moment we've sent the EnterWorld message — the dat-side world is
already loaded by then.
1 new test (97 Core.Net total). 220 tests green overall.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The previous fix in f792931 set MaxCompletionsPerFrame to int.MaxValue
on the theory that synchronous loading made the cap pointless. That
ignored the GPU upload cost: applying 25 landblocks in one Tick
allocates ~25 terrain VBOs + hundreds of entity GfxObj sub-mesh VBOs
+ all unique texture uploads in a single frame, which observably
crashes with OutOfMemoryException on the first frame after login.
The pending-spawn list (also added in f792931) is what actually
fixes the spawn-drop bug — it makes the cap safe by parking
late-arriving spawns until their landblock loads. With both fixes:
- Cap=4 spreads the 25-landblock first-frame load over ~7 frames
(~116ms at 60fps, below human perception)
- Spawns for the 21 not-yet-loaded landblocks land in pending and
back-fill as each one arrives over the next 6 frames
- No data lost, no OOM
219 tests still green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Fifth and final Phase A.1 hotfix. Replaces the previous "drop on
miss" semantics in GpuWorldState.AppendLiveEntity with a per-landblock
pending bucket that survives the race where a CreateObject arrives
before its landblock has been streamed in.
Root cause:
The post-login spawn flood (40+ NPCs/items) drains in a single
WorldSession.Tick() call. The synchronous streamer enqueues all 25
visible-window landblocks in one shot but StreamingController.Tick
was capped at MaxCompletionsPerFrame=4, so only 4 landblocks landed
in GpuWorldState on the first frame. The center landblock 0xA9B4FFFF
may or may not have been in those first 4 (HashSet iteration order
is undefined). Spawns whose target landblock wasn't yet loaded were
silently dropped by AppendLiveEntity. Re-ordering the OnUpdate
(streaming first, live second) didn't fix it because the cap still
limited to 4 per frame; spawns for landblocks #5+ kept dropping
until the queue drained, by which point the spawn flood was over.
The reordering was correct but insufficient. The cap was a relic of
the original async streamer design (limit GPU upload spikes per
frame). With the synchronous streamer there's no backlog to spread,
so the cap was pure latency for no benefit. Setting it to int.MaxValue
restores "drain everything you just enqueued" semantics.
The pending-spawn list is the *correct* architecture fix that makes
the system robust against any future ordering bug, not just the cap:
- AppendLiveEntity for an unloaded landblock parks the entity in a
per-landblock pending bucket instead of dropping it.
- AddLandblock drains pending entries for its landblock and merges
them into the loaded record before storing.
- RemoveLandblock drops pending entries for the same landblock —
if the player moved away, the spawns are no longer relevant; the
server resends them via CreateObject when the player returns.
Diagnostic counter PendingLiveEntityCount exposes the bucket size
so future regressions are visible without spelunking.
7 new GpuWorldStateTests pin the contract:
- AppendLiveEntity_LandblockAlreadyLoaded_AppendsImmediately
- AppendLiveEntity_LandblockNotLoaded_ParksInPending
- AddLandblock_DrainsPendingEntriesForThatLandblock
- AddLandblock_DoesNotDrainPendingForADifferentLandblock
- RemoveLandblock_DropsPendingForThatLandblock
- RemoveLandblock_LoadedThenRemoved_DropsItsEntities
- IsLoaded_ReturnsTrueForLoaded_FalseForPendingOnly
Also removes the diagnostic Console.WriteLine I added in the previous
debugging round and the old LiveAppendsResolved/Dropped counters that
were never read by anyone.
219 tests green (212 + 7 new).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Fourth Phase A.1 hotfix. Terrain rendered correctly after the 0xFFFF
fix and the canonicalize fix, but live NPCs and weenies remained
invisible. Root cause: in OnUpdate the live session was draining its
incoming-message queue BEFORE the streaming controller had a chance
to load the initial 5×5 window. The first frame's order was:
1. _liveSession.Tick() — drains the post-login CreateObject flood
(40+ NPCs + items at the player's spawn landblock)
2. _streamingController.Tick() — first call, loads the 5×5 window
AppendLiveEntity is a no-op when its target landblock isn't loaded
yet. So all 40+ spawns landed in step 1 before any landblock existed
in GpuWorldState, were silently dropped, and never came back even
after the landblocks finished loading in step 2.
Fix: swap the order. Streaming runs first so the initial window
exists in GpuWorldState before any CreateObject events drain. This is
correct because the streaming Tick is now synchronous (per the
531c9f9 hotfix) — by the time it returns, all landblocks in the
window are loaded and ready for AppendLiveEntity to find them.
A more robust solution would be a pending-spawn list inside
GpuWorldState that backfills entities when their landblock loads
later. That stays as a future improvement; the simple reorder is
correct for the dominant case (login → flood of spawns into the
already-known initial landblock).
212 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
After the 0xFFFF terminator fix in f83a8c1, terrain renders correctly
but live NPCs and weenies disappeared. Root cause: the server's
ServerPosition.LandblockId is in cell-resolved form (0xAAAA00CC where
the low 16 bits are the cell index within the landblock), but the
streaming system stores landblocks in GpuWorldState keyed by their
canonical 0xAAAAFFFF form. AppendLiveEntity was passing the raw
server id straight into the dict TryGetValue, missing every time, and
silently dropping the spawn.
Fix: canonicalize at the GpuWorldState boundary by masking with
(0xFFFF0000u | 0xFFFFu). The XML doc on the method explains the two
forms so future callers don't have to guess. Calling code stays
unchanged.
212 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
ROOT CAUSE of the "giant ball with spikes" terrain corruption that
the previous two hotfix attempts (lock + synchronous loading) failed
to address. Threading was a red herring all along.
AC dat conventions:
0xAAAA0xFFFF — LandBlock dat (terrain heightmap)
0xAAAA0xFFFE — LandBlockInfo dat (static-object metadata)
WorldView.NeighborLandblockIds correctly uses 0xFFFF. My
StreamingRegion.EncodeLandblockId from Phase A.1 Task 1 used 0xFFFE
by mistake. Every streaming load was therefore calling
LandblockLoader.Load with the LandBlockInfo id, which makes
DatCollection ask DatBinReader to read a LandBlock from the
LandBlockInfo file. The reader's internal buffer position lands in
the middle of the wrong file's bytes, ReadBytesInternal asks for an
out-of-range slice, throws ArgumentOutOfRangeException, and the
landblocks that DON'T throw return half-populated LandBlock objects
whose Height[] arrays contain garbage. Garbage Z values render as
the spike pattern.
The kicker: my Task-1 review fix added a test
(Constructor_SmallRadius_IDsMatchEncodingRule) that asserted
Assert.Contains(0x1234FFFEu, region.Visible). The test was passing
because it pinned the wrong value. I literally codified the bug.
Fix: change EncodeLandblockId's terminator from 0xFFFEu to 0xFFFFu
and update the test to assert 0x1234FFFFu. The XML doc on Visible
now explicitly explains the 0xFFFF/0xFFFE distinction so this can't
recur.
The previous two hotfixes (_datLock in c991fb2, synchronous streamer
in 531c9f9) stay in place — _datLock is defensive belt-and-suspenders
that documents which entry points read dats, and synchronous loading
is correct-by-default until we decide whether to reintroduce
background loading (Phase A.3 may make it unnecessary anyway).
212 tests green. With this fix the streaming should actually work.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Second hotfix attempt for the "ball of spikes" terrain corruption.
The previous _datLock fix was insufficient because dat reads happen
from many render-thread code paths I didn't enumerate (animation
tick, OnLiveMotionUpdated, OnLivePositionUpdated, the live spawn
hydration, ApplyLoadedTerrain) and locking each is invasive and
fragile.
DatReaderWriter's DatCollection is fundamentally not thread-safe:
DatBinReader's internal buffer position is shared per-database, so
two concurrent .Get<T> calls corrupt each other's read state. The
ArgumentOutOfRangeException at DatBinReader.ReadBytesInternal in
the failure log is the smoking gun — one read started reading a
LandBlock, another moved the reader's position, the first one
asked for the wrong number of bytes.
Until Phase A.3 introduces a thread-safe dat wrapper (or until we
preload all dats into pure in-memory dictionaries), the streamer
runs synchronously: EnqueueLoad invokes the load delegate inline
on the calling thread and writes the result to the outbox in a
single call. The render-thread DrainCompletions loop picks it up
on the same frame.
API surface unchanged — Channel-based outbox, EnqueueLoad/Unload,
DrainCompletions, Start (now no-op), Dispose all preserved. Move
back to async loading is a single-class change once dat thread
safety lands.
Cost: visible frame hitch when crossing landblock boundaries
(rendering the new landblock is now on the render thread). For
default 5×5 the hitch is one landblock per cardinal step, ~50ms
worst case. Acceptable for the MVP — correctness over hitches.
Updated the off-thread test to assert the new synchronous contract
(loader runs on the calling thread). The other 4 tests still pass
unchanged because their spin-drain pattern works with synchronous
delivery too.
The previous _datLock from commit c991fb2 stays in place as
defensive belt-and-suspenders — it's free in synchronous mode and
keeps the contract documented at every dat-reading entry point.
212 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Critical hotfix for the first live run of streaming. User reported
terrain rendered as "a giant ball with spikes with textures on" and
the log showed concurrent-read corruption:
streaming: load failed for 0xA8B3FFFE: ArgumentOutOfRangeException
at AcDream.Core.World.LandblockLoader.Load ... line 18
Line 18 is `dats.Get<LandBlock>(landblockId)`. Root cause: my spec
claimed DatCollection is thread-safe for reads. It isn't. DatCollection
delegates to per-dat DatDatabase instances holding file handles + cache
dictionaries + buffer readers, none of which have locks. The streaming
worker's BuildLandblockForStreaming was reading dats concurrently with
the render thread's ApplyLoadedTerrain and OnLiveEntitySpawned, which
corrupted the internal caches and returned half-populated LandBlock
objects whose Height[] array contained garbage values. Garbage Z
coordinates in the terrain mesh produced the "ball with spikes"
distortion.
Fix: add a single lock object `_datLock` on GameWindow and wrap the
three entry points that read dats on competing threads:
- BuildLandblockForStreaming (worker thread)
- ApplyLoadedTerrain (render thread via StreamingController.Tick)
- OnLiveEntitySpawned (render thread via WorldSession events)
Each is split into a public wrapper that takes the lock and a private
...Locked helper with the original body, so the locking surface is
minimal and easy to audit. The lock is re-entrant per C# semantics,
so nested helper calls within BuildLandblockForStreamingLocked don't
double-acquire.
Contention is acceptable for the MVP: worker loads hold the lock for
tens of milliseconds at most (a single landblock's CPU build), and
the render thread's dat reads are typically <1μs cache hits. A future
pass can reduce contention by pre-building the render-thread work on
the worker and passing it through the completion outbox.
Also updates the spec's erroneous thread-safety claim note in a
follow-up commit once visual verification confirms the fix works.
212 tests still green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Task 7 shipped the streaming MVP with stabs only; this commit ports
the pre-streaming scenery generator and EnvCell interior walker
into BuildLandblockForStreaming so every streamed landblock now
carries the full entity set the old one-shot preload produced.
Scenery (trees/rocks/bushes) from SceneryGenerator.Generate runs
per-landblock on the worker thread with a landblock-derived id
namespace (0x80000000 | (lbId & 0x00FFFF00) | local_index) so
scenery ids don't collide across landblocks.
Interior (EnvCell walls/floors/ceilings via Phase 7.1 CellMesh
plus static interior objects) runs on the worker thread with a
0x40000000-based id namespace. Cell sub-meshes are pre-built on
the worker and handed to the render thread via a
ConcurrentDictionary<uint, IReadOnlyList<GfxObjSubMesh>> which
ApplyLoadedTerrain drains before its per-MeshRef upload loop.
The per-MeshRef upload loop in ApplyLoadedTerrain now skips
non-0x01xxxxxx ids (EnvCell synthetic ids, Setup ids) so it no
longer attempts GfxObj.Get on ids that aren't GfxObj dat records.
The cross-thread cell-mesh dictionary is the only shared mutable
state between the worker and render threads — everything else
flows through the Channel<LandblockStreamResult> outbox.
212 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replaces the one-shot 3×3 preload in OnLoad with
StreamingController + LandblockStreamer. Runtime-configurable
window radius via ACDREAM_STREAM_RADIUS (default 2 → 5×5). OnUpdate
drives StreamingController.Tick once per frame with the current
observer landblock coordinates (camera-offset in offline, player
last-known in live).
_entities flat list replaced by GpuWorldState.Entities. Live
CreateObject handler uses GpuWorldState.AppendLiveEntity instead of
the old list-rebuild-and-replace pattern. Streamer is disposed in
OnClosing before GL teardown so the worker thread is joined before
we release resources.
Terrain build dependencies (heightTable, blendCtx, surfaceCache) are
stored as fields so ApplyLoadedTerrain can call LandblockMesh.Build
on the render thread without re-deriving them per landblock.
ICamera.Position fix: offline observer coordinate uses
_cameraController.Fly.Position (FlyCamera exposes Position; ICamera
does not), which is always up-to-date regardless of active camera mode.
MVP scope: stabs only. Scenery (trees/rocks/bushes) and interior
(EnvCell walls/floors + static objects) will land in Task 8 and
are currently DROPPED from streamed landblocks. The offline view
will show terrain + stabs but no vegetation and no building
interiors until Task 8 lands. Live mode is unaffected since
CreateObject spawns come through a different path.
212 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Called once per frame from OnUpdate. Owns a StreamingRegion and uses
delegates into LandblockStreamer + a terrain-apply callback so unit
tests can inject fakes. Handles first-tick bootstrap (whole window
loads), boundary recenter (diff against previous center), and
drain completions (up to N per frame to cap GPU upload spikes).
4 new tests, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Replaces GameWindow._entities flat list with a per-landblock dict
keyed by landblock id. The flat entity view is rebuilt on add/remove
so the renderer keeps its simple "iterate Entities" loop. Also
provides AppendLiveEntity for the CreateObject path that spawns
entities into an already-loaded landblock after hydration.
Not thread-safe — all mutation is render-thread only.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
TerrainRenderer's internal landblock collection is now a Dictionary
keyed by landblock id so the streaming system can release GPU
resources per-landblock as the visible window moves. AddLandblock
takes the id as its first parameter; if the same id is added twice,
the old buffers are freed before the new ones land (defensive but
cheap). RemoveLandblock is a no-op for unknown ids and deletes
VBO/EBO/VAO for known ones.
Single existing caller in GameWindow.cs updated to pass the id.
Build green. No unit tests — direct-to-GL methods need a live context.
Tasks 5-7 will validate end-to-end.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Code review follow-up to commit 0904372. Five Important fixes plus
three Minor polish items found by the reviewer before StreamingController
depends on this class under churn.
I1: Dispose is now thread-safe via Interlocked.Exchange on an int
guard. Two concurrent Dispose calls no longer double-dispose the
CancellationTokenSource.
I2: EnqueueLoad/EnqueueUnload now throw ObjectDisposedException when
called after Dispose instead of silently dropping the job. Jobs
vanishing into a completed channel was a debugging hazard.
I3: Start throws ObjectDisposedException when called after Dispose
instead of silently doing nothing (the old guard only checked
whether the thread was non-null, not whether the streamer was
still usable).
I4: New test Load_ExecutesLoaderOnBackgroundThread captures the
loader delegate's ManagedThreadId and asserts it differs from
the test thread's id, proving the whole reason this class
exists (off-thread execution) is actually happening.
I5: New LandblockStreamResult.WorkerCrashed record type for the
outer catch in WorkerLoop. Previously the crash path wrote
Failed(0, ex.ToString()) which collided with landblock (0, 0)
in the north ocean, making "worker crashed" indistinguishable
from "landblock 0 failed to load".
Minor polish:
- M1: Test spin constants (SpinTimeoutMs, SpinStepMs,
SpinMaxIterations) extracted so the 200 x 10ms pattern has one
source of truth.
- M2: DefaultDrainBatchSize public const on LandblockStreamer so
the batch cap has a name and a comment explaining why 4.
- M3: Safety-argument comment on the sync-over-async
WaitToReadAsync call explaining why it cannot deadlock (dedicated
thread, no SyncContext).
- M6: XML remarks on the class and on DrainCompletions documenting
threading contract (Enqueue = any thread, Drain = single consumer
thread).
112 Core + 96 Core.Net tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Background thread pulls load/unload jobs from an inbox channel, invokes
a caller-supplied Func<uint, LoadedLandblock?> (production wraps
LandblockLoader.Load, tests inject a fake), and posts results to an
outbox channel the render thread drains. Graceful shutdown via
CancellationToken; failed loads reported rather than retried.
4 new tests, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
LandblockStreamJob (Load/Unload) and LandblockStreamResult
(Loaded/Failed/Unloaded) are the channel payload types the next
task's LandblockStreamer will use. Separate file because they're
shared between the worker thread and the render thread and deserve
a focused home.
Folds in two carryover nits from the Task 1 fix review:
- Stale "radius + 1" comments in StreamingRegionTests updated to
match the real radius+2 threshold (no numeric-assertion changes).
- Single-step recenter test now asserts Visible.Count == 25 and
Resident.Count == 30, locking in the Visible/Resident semantic
split behaviorally.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Review follow-up from commit 11df793. Three fixes:
1. Visible semantics: StreamingRegion.Visible now strictly describes the
current (2r+1)×(2r+1) window, not window + hysteresis retainees.
Added a parallel Resident property exposing the actual loaded set
(window + hysteresis buffer). This matters because StreamingController
(next task) reads these to decide what to render vs what to unload;
conflating them in one set would have forced awkward post-processing
downstream.
2. Doc/code disagreement: updated the RecenterTo and RegionDiff doc
comments from "radius + 1" to "radius + 2" to match the actual
implementation (which is what the tests require). Also updated the
plan doc so future readers don't hit the same contradiction.
3. Edge-clamping test coverage: added a single-axis edge test
(cx=0, cy=50 → 15 entries) and an ID-encoding test (radius=0 at
0x12,0x34 → 0x1234FFFE) so a swapped-shift bug in EncodeLandblockId
or an asymmetric off-by-one would fail a test instead of passing
silently.
9 tests green, full suite regressions-free.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Pure data type describing the set of landblocks inside the current
streaming window, with a diff-style Recenter that returns (toLoad,
toUnload) pairs the LandblockStreamer consumes as jobs. Hysteresis
of radius+2 prevents load/unload churn at boundary crossings (spec
says radius+1 but tests confirm radius+2 is the correct buffer size).
First piece of Phase A.1 per docs/superpowers/plans/2026-04-11-foundation-a1-streaming.md.
7 new tests, all green. Total suite: 105/105.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The user reported the lifestone crystal (AlphaBlend part 3 of the
4-part 0x020002EE setup) rendered with one side consistently missing
— looked like "a box with one side missing, you can see into it"
while the whole thing rotated.
Isolated via experiment: routing the crystal through the opaque pass
(no blending, depth write on) produced a whole solid shape. Routing
it through the Phase 9.1 translucent pass (blending on, depth write
off) produced the hole. Mesh build was eliminated as the cause.
Root cause: our translucent pass matched WorldBuilder's state
(SrcAlpha/OneMinusSrcAlpha, DepthMask(false)) but NOT its culling
state. WorldBuilder enables GL_CULL_FACE with per-batch CullMode
(references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/
BaseObjectRenderManager.cs:361-365). Without face culling, the 58
triangles of the closed crystal shell drew in dict-iteration order;
back faces that happened to draw AFTER front faces composited over
them because depth-write-off meant nothing recorded depth within the
translucent set. One face of the crystal ended up permanently
overwritten by its own backside.
Fix: in pass 2 (translucent) enable GL_CULL_FACE with GL_BACK and
CCW front-face winding. Our mesh builder emits pos-side triangles as
(0, i, i+1), which is CCW in standard OpenGL conventions, so GL_BACK
correctly drops the inward-facing side. Back-face culling is disabled
again after pass 2 so subsequent renderers (terrain etc.) see the
default state.
Known limitation: neg-side polys on translucent surfaces — which my
pos/neg mesh-build fix would have emitted with reversed winding —
now get culled in the translucent pass. AC rarely uses double-sided
polygons on translucent surfaces so this is acceptable, and the
opaque pass still renders them correctly. A future Phase 9.3 can
track CullMode per sub-mesh and draw double-sided translucents with
GL_NONE if it turns out to matter.
Also strips the Portal/Lifestone [DIAG] spawn dump that served as
one-shot evidence gathering during the investigation.
194 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The lifestone (and likely any weenie with closed shells using NoPos /
Negative / Both stippling) rendered with visible holes where you could
see inside it — confirmed via the user's "see into it" description.
Root cause: GfxObjMesh.Build skipped any polygon whose PosSurface was
out of range, which is exactly what a NoPos-stippled or
negative-only polygon looks like. Backface culling isn't involved
(acdream has it disabled); we were simply dropping triangles.
Ported the pos/neg emission rule from
references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/
ObjectMeshManager.cs (lines 955-971 and 1510-1577):
pos side: emit when !Stippling.NoPos and PosSurface is valid
neg side: emit when Stippling.Negative, Stippling.Both, OR
(!Stippling.NoNeg && SidesType == CullMode.Clockwise)
The "Clockwise CullMode means NegUVIndices are on the wire" rule is
non-obvious but matches how Polygon.Unpack reads NegUVIndices, so
any closed mesh relying on that convention now renders correctly.
Neg-side triangles get the reversed fan winding and a negated vertex
normal. With culling off the winding only matters for lighting
consistency, but keeping the semantics right future-proofs the
fix if we ever enable back-face culling for a perf pass. The
dedup cache is keyed by (posIdx, uvIdx, isNeg) so the same vertex
can carry different normals on the pos and neg sides.
Pos-side winding is preserved at the original (0, i, i+1) order so
the existing single-triangle and fan-triangulation tests still pass
— neg side uses (i+1, i, 0), which is the same shape mirrored.
194 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Makes NPCs and other server-spawned entities actually move and
transition animations based on the live server feed. Before this,
Phase 6.6/6.7 only parsed the messages and fired events that nothing
consumed, so NPCs stayed frozen at their CreateObject spawn point
playing one idle cycle forever.
Changes:
- GameWindow now keeps a parallel _entitiesByServerGuid dictionary
built at CreateObject hydration time so motion / position updates
can find the target entity by its server guid.
- WorldEntity.Position and Rotation become get/set (like MeshRefs did
in Phase 6.4) so the position-update handler can reseat an existing
entity in place without reallocating MeshRefs.
- OnLiveMotionUpdated re-resolves the cycle via MotionResolver using
the server's new (stance, forward-command) override and either
swaps the AnimatedEntity's current cycle or removes it from the
animated set if the new pose is static.
- OnLivePositionUpdated translates the new landblock-local position
into acdream world space (same math as CreateObject hydration) and
writes it back onto the entity.
Subscriptions are added alongside the existing EntitySpawned hook so
the three handlers run synchronously on the UDP pump thread, matching
the existing pattern.
194 tests green (98 Core + 96 Core.Net).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Companion to the Phase 6.6 UpdateMotion parser. Without this, every
server-spawned entity stays frozen at its CreateObject origin forever
— NPCs don't patrol, creatures don't hunt, other players don't walk
past. UpdatePosition is the per-entity position delta the server sends
on every movement tick.
The wire format is straightforward but fiddly:
u32 opcode | u32 guid | u32 flags | u32 cellId | 3xf32 pos
(0..4) conditional f32 rotation components, present iff the
corresponding OrientationHasNo* flag is CLEAR
optional 3xf32 velocity iff HasVelocity
optional u32 placementId iff HasPlacementID
four u16 sequence numbers (consumed but not used)
Layout ported from references/ACE/Source/ACE.Server/Network/Structure/
PositionPack.cs::Write and ACE.Entity/Enum/PositionFlags.cs.
WorldSession dispatches PositionUpdated(guid, position, velocity) on
a successful parse. GameWindow wiring (guid → WorldEntity lookup and
transform swap) is deferred to the same follow-up commit that lands
Phase 6.6 wiring, after the in-flight Phase 9.1 translucent-pass work
merges so we don't step on GameWindow.cs edits.
96 Core.Net tests (was 89, +7 for UpdatePosition coverage).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Server sends UpdateMotion whenever an entity's motion state changes:
NPCs starting a walk cycle, creatures switching to a combat stance,
doors opening, a player waving, etc. Phase 6.1-6.4 already handles
rendering different (stance, forward-command) pairs for the INITIAL
CreateObject, but without this message NPCs freeze in whatever pose
they spawned with and never transition to walking/fighting.
Added UpdateMotion.TryParse with the same ServerMotionState the
CreateObject path uses, reached via a slightly different outer
layout (guid + instance seq + header'd MovementData; the MovementData
starts with the 8-byte sequence/autonomous header this time rather
than being preceded by a length field). Only the (stance, forward-
command) pair is extracted — same subset CreateObject grabs.
WorldSession dispatches MotionUpdated(guid, state) when a 0xF74C
body parses successfully. The App-side wiring (guid→entity lookup
and AnimatedEntity cycle swap) is intentionally deferred to a
separate commit because it touches GameWindow which is currently
being edited by the Phase 9.1 translucent-pass work.
89 Core.Net tests (was 83, +6 for UpdateMotion coverage).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The first-30-spawns dump was one-shot diagnostic to find the HighFrame=-1
sentinel bug. User confirmed breathing works post-fix (15 animated
entities registered at spawn 60, zero single-frame rejections — all
remaining rejections are framerate=0 static objects like chests,
doors, wells, which legitimately shouldn't idle-animate). The summary
animated-count line stays since it's useful for ongoing debugging.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Diagnostic spawn dump revealed the player character arrives with
`low=0 high=-1 framerate=30.00 partFrames=33`. The -1 is ACViewer's
"play the whole animation" sentinel (see
references/ACViewer/.../Physics/Animation/AnimSequenceNode.cs:96-113
set_animation_id). My Phase 6.1 code used the raw int values, so
the downstream registration filter evaluated `HighFrame(-1) > LowFrame(0)`
as false and threw away every animated entity whose AnimData used the
sentinel — which, from the live dump, appears to be basically all of
them.
MotionResolver.GetIdleCycle now does the same four-step clamp ACViewer
does: -1 HighFrame → NumFrames-1, clamp LowFrame and HighFrame to
NumFrames-1, and collapse to LowFrame if LowFrame > HighFrame. The
IdleCycle carried up to GameWindow is always in terms of real frame
indices the playback loop can step through. Static poses (framerate==0
or single frame after resolution) still skip registration correctly.
168 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The user reported the ground-floor of buildings flickers between the
cell mesh floor and the terrain polygon underneath. Classic Z-fight:
both surfaces are coincident in Z because buildings rest ON the
terrain, and depth-buffer precision picks a winner per-pixel per
frame. Add a 2cm Z lift to every EnvCell transform so the cell floor
wins cleanly. Human-scale invisible.
Separately: NPCs in Phase 6.4 aren't visibly breathing. To tell
whether they're being rejected by our registration filter (framerate
== 0, single-frame cycle, or one-frame animation) vs. just having
short cycles the user can't see, add four rejection counters around
the idleCycle check and print them in the summary line next to the
other spawn diagnostics. Next run will tell us exactly which bucket
eats NPCs.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Entities using 8-bit palette-indexed textures (PFID_P8), uncompressed 24-bit
RGB surfaces (PFID_R8G8B8), and 32-bit packed-BGR surfaces (PFID_X8R8G8B8)
were all rendering as solid magenta. PFID_P8 uses the same palette-lookup and
isClipMap (indices 0..7 → fully transparent) convention as the existing
INDEX16 decoder, reading one byte per pixel instead of two. PFID_R8G8B8 and
PFID_X8R8G8B8 decode on-disk B,G,R[,X] byte order to R,G,B,255 RGBA8 output
for OpenGL PixelFormat.Rgba upload; the X padding byte in X8R8G8B8 is
discarded rather than forwarded as alpha.
168 tests green (85 AcDream.Core.Tests + 83 AcDream.Core.Net.Tests), including
9 new SurfaceDecoder tests covering correct channel mapping, clipmap
transparency, truncated-data fallback, and palette-missing fallback for P8.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The user noted that the previous 35 u/s default felt too fast for
exploring scenery — overshooting buildings and skipping past entities
constantly. Drop default to 12 u/s (≈AC's run speed), and bind Shift
to a 50 u/s boost for fast travel between landblocks. Backwards
compatible: the new boost parameter on FlyCamera.Update has a default
of false, so any existing caller behaves the same.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Interior walls, floors, and ceilings were invisible because the Phase 2d
walker only consumed StaticObjects and skipped each cell's CellStruct
(VertexArray + Polygons + EnvCell.Surfaces). This commit ports the same
fan-triangulated per-surface bucket pattern from GfxObjMesh into a new
CellMesh module, then wires it into the interior walker so each EnvCell
now contributes both its static props and its room mesh. The cell's world
transform (rotation * translation(cellOrigin + lbOffset)) is baked into
MeshRef.PartTransform with WorldEntity at identity, matching how
StaticMeshRenderer composes model = PartTransform * entityRoot.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Phase 6.4 advanced CurrFrame as a float but only sampled the integer
floor, so animations stepped instead of flowing. Phase 6.5 takes the
fractional part as a blend factor t and slerps each part's
orientation + lerps its origin between PartFrames[floor] and
PartFrames[floor+1] (wrapping back to LowFrame at HighFrame). The
result is smooth motion at any framerate without changing the cycle
length or frame indices.
Defensive: if a part index exceeds the keyframe's bone list (rare,
typically when AnimPartChanges grew the part count above the
animation's NumParts) it falls back to identity instead of throwing.
160 tests still green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Phase 6.1-6.3 resolved the right cycle and rendered its first frame
as a static pose. Phase 6.4 actually walks the cycle over time so
creatures, characters, and props animate their idle motion — the
breathing the user noticed was missing after Phase 6.1.
MotionResolver gains GetIdleCycle() returning IdleCycle(Animation,
LowFrame, HighFrame, Framerate). The existing GetIdleFrame() now
shares a private ResolveIdleCycleInternal helper, so the resolution
algorithm (motion-table override, stance/command priority, fallback)
is identical for both entry points and stays in one place.
WorldEntity.MeshRefs becomes a get/set so the per-frame tick can
swap in fresh per-part transforms without rebuilding the entity.
Static decorations never get touched.
GameWindow keeps a Dictionary<entityId, AnimatedEntity> for entities
whose motion table resolved to a multi-frame, non-zero-framerate
cycle. AnimatedEntity caches a per-part template (gfxObjId +
surfaceOverrides + scale) snapshot taken from the hydration pass so
the tick doesn't redo AnimPartChange/TextureChange resolution every
frame — only the per-part transform matrices are recomputed.
OnRender calls TickAnimations(dt) before Draw. The tick advances each
entity's CurrFrame by dt*Framerate, wraps it inside [LowFrame, HighFrame],
samples the corresponding AnimationFrame, and rebuilds the entity's
MeshRefs by composing scale → quaternion rotate → translate per part
in the same order SetupMesh.Flatten uses, then baking the entity's
ObjScale on top in the same PartTransform * scaleMat order as the
hydration path.
160 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The Foundry's drudge statue Setup (0x020007DD) has DefaultMotionTable=0,
so MotionResolver returned null and the renderer fell back to
PlacementFrames[Default] — an upright pose, which is wrong. The retail
crouched/aggressive pose comes from a per-instance motion table the
server attaches via PhysicsDescriptionFlag.MTable (confirmed live as
0x090000DA for the statue).
CreateObject.TryParse was already walking the MTable field but
discarding the value. Now it captures it as Parsed.MotionTableId and
WorldSession.EntitySpawn forwards it. GameWindow passes it as the
motionTableIdOverride to MotionResolver.GetIdleFrame, so the cycle
lookup uses the server-supplied table when the dat-side default is
empty. With this in place the drudge resolves a real cycle and
renders in the correct crouched pose.
Trimmed the heavy STATUE motion-table dump diagnostics now that the
mechanism is verified; left a one-line summary so future regressions
remain debuggable. 160 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
CreateObject's MovementData was being skipped past, so the renderer
always fell back to the MotionTable's default style/substate. That's
correct for most NPCs and characters but wrong for entities the
server explicitly puts into a non-default stance — most visibly the
Foundry's Nullified Statue of a Drudge, which the server sends with
a combat stance + Crouch ForwardCommand override and which therefore
rendered as an upright drudge instead of the aggressive crouched
statue you see on the retail client.
CreateObject.TryParse now extracts ServerMotionState (Stance +
optional ForwardCommand) from the inner MovementData. The header=false
layout was confirmed via ACE/.../WorldObject_Networking.cs:326 plus
MovementData.cs::Write and InterpretedMotionState.cs::Write. Only the
two fields the resolver needs are read; remaining InterpretedMotionState
bytes are skipped via the outer length so we don't have to handle
alignment of fields we don't care about.
MotionResolver.GetIdleFrame now takes optional stanceOverride and
commandOverride. Resolution priority is server-stance+command →
server-stance + style-default substate → MotionTable default. If the
composed cycle key doesn't resolve we fall back to the table default
rather than returning null, so a partial server override never makes
the entity worse than Phase 6.1.
160 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Walks each entity's Setup → MotionTable → Animation chain to get the
per-part frame for its default idle pose, then uses that frame in
SetupMesh.Flatten instead of the static PlacementFrames lookup. For
creatures and characters this should produce the upright "Resting"
pose (e.g. for the Nullified Statue of a Drudge) instead of the
Setup-default crouch.
This is a minimal Phase 6 cut: render the FIRST frame of the IDLE
motion as a static pose. No per-frame interpolation, no walking, no
attack motions, no transitions. Those are larger pieces tracked in
docs/plans/2026-04-11-roadmap.md under Phase 6.
Algorithm ported from references/ACViewer/.../Physics/Animation/
MotionTable.SetDefaultState:
1. Look up Setup.DefaultMotionTable (0x09XXXXXX). 0 → no motion,
fall back to PlacementFrames.
2. MotionTable.StyleDefaults[DefaultStyle] → default substate.
3. cycleKey = (DefaultStyle << 16) | (substate & 0xFFFFFF)
4. MotionTable.Cycles[cycleKey] → MotionData.
5. MotionData.Anims[0].AnimId → Animation dat.
6. Animation.PartFrames[animData.LowFrame] → AnimationFrame
containing the per-part transforms for the idle pose.
Added:
- Core/Meshing/MotionResolver.cs: pure function GetIdleFrame(setup,
dats) that walks the chain and returns an AnimationFrame or null.
null is the "no motion data" sentinel and means caller should fall
back to PlacementFrames.
- SetupMesh.Flatten now takes an optional AnimationFrame override
parameter. Pose source priority is:
override → PlacementFrames[Resting] → PlacementFrames[Default]
So existing call sites that don't pass an override get the Phase 5d
Resting-fallback behavior unchanged. Static scenery is unaffected.
- GameWindow.OnLiveEntitySpawned (live-mode hydrator) calls
MotionResolver.GetIdleFrame and passes the result to Flatten.
Other Flatten call sites (offline scenery, interior EnvCells, scenery
generator) NOT yet wired — those use static dat hydration where the
entities don't have meaningful motion tables. The user-visible win
from this commit is in the live spawn pipeline only.
Things I'm not certain about and will check via the live run:
- Whether Animation.PartFrames are in entity-root-relative space
(matching PlacementFrames) or parent-relative (would need a parent
walk we don't do). ACViewer's UpdateParts applies frames per-part
without walking parents, suggesting root-relative — same convention
as PlacementFrames.
- Whether the resolver's null fallback is hit for creatures whose
Setup.DefaultMotionTable happens to be 0 (would silently regress
to Default placement). Worth checking if drudge looks the same.
Tests: 77 core + 83 net = 160, all green. No new tests yet because
the change is data-driven and best validated end-to-end via the live
run rather than synthetic dat fixtures (which would require fabricating
a complete MotionTable + Animation chain just to test the lookup).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The Nullified Statue of a Drudge renders correctly in scale + color +
texture after Phases 5a/b/c, but the user reported the figure on top
looks like the wrong drudge model — specifically the pose is wrong.
acdream shows a hunched aggressive crouch with arms forward, retail
shows an upright statue stance with arms at sides. Same drudge mesh,
different pose.
Diagnosis from a targeted statue dump:
[STATUE] objScale=3.500
[STATUE] base Setup 0x020007DD has 17 parts (full drudge body rig)
[STATUE] animPart index=1 newModel=0x01001B91 ← NO-OP, same as default
[STATUE] placementFrames count=1
The animPart change is a no-op (replaces part 1 with the id it already
has). The Setup is the standard drudge body. So the difference HAS to
come from the per-part placement frame. With only 1 placement frame,
there's exactly one pose to use — and our SetupMesh.Flatten only checks
Placement.Default.
Fix found by reading ACViewer's Physics/PartArray.cs::CreateMesh:
public static PartArray CreateMesh(PhysicsObj owner, uint setupDID) {
var mesh = new PartArray();
...
if (!mesh.SetMeshID(setupDID)) return null;
mesh.SetPlacementFrame(0x65); // ← always Resting after create
return mesh;
}
0x65 = 101 = Placement.Resting. ACViewer puts EVERY mesh into the
Resting pose immediately after creation, regardless of object type.
For drudges/characters/creatures:
- Default = aggressive battle crouch (what we render)
- Resting = upright idle pose (what retail's statue actually shows)
The statue's single placement frame is keyed by Resting, so our
"only check Default" code returned no frame and the parts ended up at
Setup-root with identity orientation — which happened to look like a
clawing-forward pose because each part's local mesh starts in roughly
that shape.
Fix: SetupMesh.Flatten now tries Resting first and falls back to
Default. Static scenery setups (which only define Default) are
unaffected; creatures and characters now render in their proper idle
pose. One-line conceptual change with effects on every multi-part
live entity in the world.
The reference-priority rule in CLAUDE.md saved me here: I'd already
chased this through ACE.Server and DatReaderWriter looking for a parent-
hierarchy walking algorithm before checking ACViewer's Physics/PartArray.
The pose fix lives in ACViewer's renderer, exactly where I'd expect
"the canonical client-side visual pipeline" per the rule's wording.
Tests: 77 core + 83 net = 160, all green. Existing scenery
SetupMesh tests still pass because their setups only define Default.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
User-reported visuals after Phase 5c ObjScale landed:
- Nullified Statue is bigger but "distorted" and half-sunken into the
foundry
- WASD/Space/Ctrl camera speed too fast
Fixes:
1. Scale multiplication order. Phase 5c used `scaleMat * PartTransform`,
which in C# row-vector Matrix4x4 semantics means "scale first (in
mesh-local space), then apply PartTransform." For multi-part meshes
where each part has an attachment translation, this scales the mesh
but leaves the attachment offset un-scaled — so child parts drift
relative to each other and the base anchor ends up below the ground.
Offline scenery hydration has always used the opposite order:
`PartTransform * scaleMat`, meaning "transform first, then scale the
resulting position." Matching that order fixes both distortion and
sinking in one change, and makes live entities consistent with
scenery's proven path.
2. FlyCamera.MoveSpeed 100 → 35. 100 world units/sec is ~half a landblock
per second at AC scale — fine for terrain-scouting but too aggressive
for inspecting specific entities like the foundry statue. 35 is a
little faster than walk pace and feels right for visual iteration.
The Nullified Statue of a Drudge renders correctly in color/shape
after Phase 5b's SubPalette fix, but the user reported it's rendering
at base drudge size when it should be larger. AC statues use the
PhysicsDescriptionFlag.ObjScale field to scale the base mesh; my
parser was consuming-and-skipping those 4 bytes.
Changes:
- CreateObject.TryParse: extract the u32 float from the ObjScale
field instead of advancing past it. Declaration moved to the top
of the method alongside other accumulators so the PartialResult
local function at the bottom can reference it for the truncation
fallback path. Same structural change for position and setupTableId
since PartialResult already needed them too.
- CreateObject.Parsed gains ObjScale (float?).
- WorldSession.EntitySpawn gains ObjScale; propagated through the
fire site in ProcessDatagram.
- GameWindow.OnLiveEntitySpawned bakes a scale matrix into every
MeshRef's PartTransform when ObjScale != 1.0, following the same
pattern the offline scenery hydration already uses. No change to
WorldEntity or StaticMeshRenderer — the scale is absorbed into the
per-part transform the renderer already multiplies through.
Tests: 77 core + 83 net = 160, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Implements the other half of ObjDesc: SubPalettes (palette-range
overlays) that repaint palette-indexed textures with per-entity color
schemes. Ported algorithm from ACViewer Render/TextureCache.IndexToColor
after the user pointed out I was prematurely implementing from scratch
instead of checking all the reference repos.
The Nullified Statue of a Drudge sends (setup=0x020007DD with a drudge
GfxObj animPart replacing part 1, plus 2 texChanges targeted at part 1,
plus 1 subpalette id=0x04001351 offset=0 length=0). The TextureChanges
swap fine detail surfaces; the SubPalette with length=0 ("entire palette"
per Chorizite docs) remaps the drudge's flesh-tone palette to stone.
Without this commit, the statue looked like a normal flesh drudge
because palette-indexed textures decoded with the base flesh palette.
Added:
- Core/World/PaletteOverride.cs: per-entity record carrying
BasePaletteId + a list of (SubPaletteId, Offset, Length) range
overlays. Documents the "offset/length are wire-scaled by 8"
convention and the "length=0 means whole palette" sentinel.
- WorldEntity.PaletteOverride nullable field. Per-entity (same across
all parts), in contrast to MeshRef.SurfaceOverrides which is per-part.
- TextureCache.GetOrUploadWithPaletteOverride: new entry point that
composes the effective palette at decode time. Composite cache key
is (surfaceId, origTexOverride, paletteHash) so entities with
equivalent palette setups share the GL texture.
- ComposePalette: ports ACViewer's IndexToColor overlay loop:
for each subpalette sp:
startIdx = sp.Offset * 8 // multiply back from wire
count = sp.Length == 0 ? 2048 : sp.Length * 8 // sentinel
for j in [0, count):
composed[j + startIdx] = subPal.Colors[j + startIdx]
Critical detail: copies from the SAME offset in the sub palette, not
from [0]. Both base and sub are treated as full palettes sharing an
index space.
- StaticMeshRenderer.Draw: three-way switch on (entity.PaletteOverride,
meshRef.SurfaceOverrides) picks the right TextureCache path:
- Both → palette override (it handles origTex override internally)
- Only tex override → GetOrUploadWithOrigTextureOverride
- Neither → plain GetOrUpload
- GameWindow.OnLiveEntitySpawned: builds PaletteOverride from
spawn.BasePaletteId + spawn.SubPalettes when the server sent any.
Reference note: the user asked "but I mean THIS MUST BE IN WORLDBUILDER"
which was the right push. WorldBuilder is actually a dat VIEWER and its
ClothingTableBrowserViewModel is a 10-line stub — it doesn't apply
palette overlays because it doesn't need to. The actual algorithm lives
in ACViewer (a MonoGame character viewer), which I should have checked
earlier. CLAUDE.md updated with a standing rule: always cross-reference
all four of references/ACE, ACViewer, WorldBuilder, Chorizite.ACProtocol,
plus holtburger. A single reference can be misleading; the intersection
is usually the truth.
Tests: 77 core + 83 net = 160, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Finishes the TextureChange half of ObjDesc. Characters' clothing now
renders with correct per-part textures (user-verified "looks good"
after previous "partial coverage" / "wrong clothes"). The Nullified
Statue still looks like a flesh-colored drudge because the statue's
color comes from SubPalettes (palette-indexed texture recoloring),
which is the remaining major Phase 5 piece.
The first attempt at TextureChange application was silently broken by
an ID-type mismatch: the server encodes OldTexture/NewTexture as
SurfaceTexture (0x05XXXXXX) ids, but my sub-meshes are keyed by
Surface (0x08XXXXXX) ids. The override dict was keyed by one type
and looked up by the other, so TryGetValue never hit and no override
actually applied.
Diagnosed via Phase 1 systematic debugging with resolve-level logging:
live: spawn +Acdream texChanges=20
live: texChange part=0 old=0x05000BB0 new=0x0500025D
...
live: resolve part=0 surface=0x08000519 origTex=0x05000BB0 [MATCH]
live: resolve part=0 surface=0x0800051C origTex=0x05000CBE [MATCH]
... 10/10 lines [MATCH]
The [MATCH] lines proved the server's OldTexture IS reachable via a
Surface→OrigTextureId lookup, just needed keying by the right value.
Fix:
- TextureCache.GetOrUploadWithOrigTextureOverride(surfaceId, origTexOverride):
loads the base Surface dat for its color/flags/palette, but
substitutes the override SurfaceTexture id in the decode chain.
Caches under a (surfaceId, origTexOverride) composite key.
- MeshRef.SurfaceOverrides is now Dictionary<uint, uint> keyed by
Surface id, value = replacement OrigTextureId. Null means no
overrides.
- GameWindow.OnLiveEntitySpawned now does TWO passes when texture
changes are present:
1. Group the raw server changes by PartIndex into (oldOrigTex →
newOrigTex) dicts
2. For each affected part's post-animPartChange GfxObj, iterate
its Surfaces list, resolve each Surface → OrigTextureId, and
if that matches a raw change's oldOrigTex, write an entry
Surface id → newOrigTex into the final override map
- StaticMeshRenderer.Draw: when sub-mesh surface id has an override,
call GetOrUploadWithOrigTextureOverride instead of GetOrUpload.
Verified live: +Acdream's clothing renders correctly, NPCs are
"much better" (characters previously naked are now dressed). Statue
has the full mechanical pipeline working (resolve diagnostic shows
2/2 Surfaces [MATCH] for the statue's override dict) but its visible
color comes from the separate SubPalette overlay that isn't wired yet.
Also added a statue-targeted diagnostic block that dumps its full
ObjDesc contents (texChanges + subPalettes + animPartChanges) by
name match, which is how I traced the Nullified Statue of a Drudge's
specific ObjDesc. Lives under `if (isStatue && ...)` so normal logins
aren't spammed.
Cross-referenced against two new references this session:
* references/Chorizite.ACProtocol (cloned from github.com/Chorizite/
Chorizite.ACProtocol.git on user's suggestion) — confirms the
ObjDesc field order and PackedDword-of-known-type convention.
* references/WorldBuilder/... (already in repo) — confirms the
Surface→OrigTexture→SurfaceTexture→RenderSurface chain and the
P8/INDEX16 palette decode path.
Tests: 77 core + 83 net = 160, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
statue identified (Phase 4.7h/i/j/k/l)
Makes three big improvements to the CreateObject decode path:
1. Extract AnimPartChanges from the ModelData section instead of
skipping them. Each change is (PartIndex, NewModelId); the server
uses these to replace base Setup parts with armor/clothing/statue
meshes. The player character has ~34 of them on a normal login.
2. Flow AnimPartChanges through WorldSession.EntitySpawn into
GameWindow.OnLiveEntitySpawned, which now patches the flattened
Setup's part list BEFORE uploading GfxObjs. Patching is a simple
"parts[change.PartIndex] = new MeshRef(change.NewModelId, oldTransform)"
keeping the base Setup's placement transform but swapping the mesh.
3. Read the WeenieHeader Name (String16L) that follows the PhysicsData
section. Required walking past every remaining physics flag (Parent,
Children, ObjScale, Friction, Elasticity, Translucency, Velocity,
Acceleration, Omega, DefaultScript, DefaultScriptIntensity) plus the
9 sequence timestamps (2 bytes each) plus 4-byte alignment. The
Name field is then the second thing in the WeenieHeader after
u32 weenieFlags.
Critical bug fix in the same commit: ACE's WritePackedDwordOfKnownType
STRIPS the known-type high-byte prefix (e.g. 0x01000000 for GfxObj ids)
before writing the PackedDword. The first version of AnimPartChange
decoding called plain ReadPackedDword, so it got 0x0000XXXX instead of
0x0100XXXX and every GfxObj dat lookup silently failed — the drop
counter showed 19+ noMeshRef drops including +Acdream himself.
Added ReadPackedDwordOfKnownType that ORs the knownType bit back in
on read (with zero preserved as the "no value" sentinel). After the
fix, noMeshRef drops = 0 across a full login.
LIVE RUN after all three changes:
live: spawn guid=0x5000000A name="+Acdream" setup=0x02000001
pos=(58.5,156.2,66.0)@0xA9B40017 animParts=34
live: spawn guid=0x7A9B4035 name="Holtburg" setup=0x020006EF
pos=(94.6,156.0,66.0)@0xA9B4001F animParts=0
live: spawn guid=0x7A9B4000 name="Door" setup=0x020019FF
pos=(84.1,131.5,66.1)@0xA9B40100 animParts=0
live: spawn guid=0x7A9B4001 name="Chest" setup=0x0200007C
pos=(78.1,136.9,69.5)@0xA9B40105 animParts=0
live: spawn guid=0x7A9B4036 name="Well" setup=0x02000180
pos=(90.1,157.8,66.0)@0xA9B4001F animParts=0
live: spawn guid=0x800005FD name="Wide Breeches" setup=0x02000210
pos=no-pos animParts=1
live: spawn guid=0x800005FC name="Smock" setup=0x020000D4
pos=no-pos animParts=1
live: spawn guid=0x800005FE name="Shoes" setup=0x020000DE
pos=no-pos animParts=1
live: spawn guid=0x80000697 name="Facility Hub Portal Gem"
setup=0x02000921 pos=no-pos animParts=0
live: spawn guid=0x7A9B404B name="Nullified Statue of a Drudge"
setup=0x020007DD pos=(65.3,156.8,72.8)@0xA9B40017 animParts=1
summary recv=60 hydrated=43 drops: noPos=17 noSetup=0
setupMissing=0 noMesh=0
The statue's exact data is now known and the hydration path runs
without errors. The user's "look at the Name field in the CreateObject
body" insight turned this from an unbounded visual hunt into a targeted
grep of ~60 log lines.
Tests: 77 core + 83 net = 160 passing (offline suite unchanged).
Live handshake + enter-world tests still pass.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Phase 4.7g visual verification turned up several issues and I needed
better visibility into what's actually streaming from the server.
Removes the "suppress after 10" limit on the spawn log and adds
drop-reason counters so I can distinguish "inventory item with no
position" (expected, ~16 per login) from "setup dat missing" and
"zero mesh refs" (unexpected failures).
Findings from a full live run with the new logging:
live: summary recv=60 hydrated=44 drops: noPos=16 noSetup=0
setupMissing=0 noMesh=0
Meaning: every positioned CreateObject is hydrating cleanly into
IGameState. The only drops are the 16 inventory/equipped items that
the server sends without a position (they inherit from their wearer).
The foundry statue is NOT being silently dropped at the codec layer —
it's in our render list somewhere, probably indistinguishable from
generic naked humanoids because we don't decode ObjectDesc yet.
User observations from the visual verification:
* NPCs + +Acdream visible, but naked (no clothing/armor)
* Doors now exist (Phase 4 win over offline-only)
* Portals render as black squares
* Foundry statue not identifiable (most likely a generic-looking
spawn due to missing ObjectDesc)
* Holtburg town crier sign half underground (small Z offset)
All of the "wrong appearance" findings trace back to the same root
cause: CreateObject.TryParse skips past ModelData without extracting
the palette swaps, texture changes, and animpart changes that define
each entity's unique visual presentation. Base setup mesh renders
as-is. Phase 5 work.
Next step in this session: port the ModelData parser (primarily the
AnimPartChanges list — replacing body parts with armored/statue
versions is the single biggest visual improvement for a character model).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The end-to-end pipeline. acdream can now connect to a live ACE server,
complete the full handshake + character-select + enter-world flow, and
stream CreateObject messages straight into the existing IGameState and
static mesh renderer. Gated behind ACDREAM_LIVE=1 so the default
offline run path is untouched.
Added:
- AcDream.Core.Net.WorldSession: high-level session type that owns a
NetClient, drives the 3-leg handshake, parses CharacterList, sends
CharacterEnterWorldRequest + CharacterEnterWorld, and converts the
post-login fragment stream into C# events. State machine:
Disconnected → Handshaking → InCharacterSelect → EnteringWorld →
InWorld (or Failed). Public API:
* Connect(user, pass) — blocks until CharacterList received
* EnterWorld(user, characterIndex) — blocks until ServerReady
* Tick() — non-blocking, call per game-loop frame
* event EntitySpawned
* event StateChanged
* Characters property (populated after Connect)
- NetClient.TryReceive: non-blocking variant that returns immediately
with null if the kernel buffer is empty. Enables draining packets
per frame from the main thread without stalling.
- GameWindow live-mode hookup:
* AcDream.Core.Net project reference
* TryStartLiveSession() called after dat hydration, gated behind
ACDREAM_LIVE=1 + ACDREAM_TEST_USER/ACDREAM_TEST_PASS env vars
* Subscribes EntitySpawned to OnLiveEntitySpawned
* Calls Connect() then EnterWorld(0) synchronously on startup
* OnLiveEntitySpawned hydrates mesh refs from the Setup dat
(same SetupMesh.Flatten + GfxObjMesh.Build + StaticMesh.EnsureUploaded
path used by scenery), publishes a WorldEntitySnapshot via
_worldGameState.Add + _worldEvents.FireEntitySpawned, and
appends to _entities so the next frame picks it up
* OnUpdate calls _liveSession?.Tick() each frame
* OnClosing disposes the session
* Position translation: server sends (LandblockId, local XYZ +
quaternion); we map landblock to world origin relative to the
rendered 3x3 center, add local XYZ, translate AC's (W,X,Y,Z)
quaternion wire order to System.Numerics.Quaternion (X,Y,Z,W)
LIVE RUN OUTPUT (ACDREAM_LIVE=1 against localhost ACE, testaccount):
[dats loaded, 1133 static entities hydrated]
live: connecting to 127.0.0.1:9000 as testaccount
live: entering world as 0x5000000A +Acdream
live: in world — CreateObject stream active (so far: 0 received, 0 hydrated)
live: spawned guid=0x5000000A setup=0x02000001 world=(104.9,15.1,94.0)
live: spawned guid=0x7A9B4013 setup=0x0200007C world=(135.7,9.9,97.0)
live: spawned guid=0x7A9B4014 setup=0x0200007C world=(132.5,9.9,97.0)
live: spawned guid=0x7A9B4015 setup=0x020019FF world=(132.6,17.1,94.1)
live: spawned guid=0x7A9B4016 setup=0x020019FF world=(136.3,5.2,94.1)
live: spawned guid=0x7A9B4017 setup=0x020019FF world=(104.1,31.0,94.1)
live: spawned guid=0x7A9B4037 setup=0x02000975 world=(109.7,33.0,95.0)
live: spawned guid=0x7A9B4018 setup=0x020019FF world=(110.9,31.0,94.1)
live: spawned guid=0x7A9B4019 setup=0x020019FF world=(107.5,31.5,94.1)
live: spawned guid=0x7A9B403B setup=0x02000B8E world=(150.5,17.9,94.0)
live: (suppressing further spawn logs)
First line: +Acdream himself. setup=0x02000001 is ACE's default humanoid
player mesh. world coords match Holtburg (landblock 0xA9B4 local
space). Subsequent spawns are weenies at various setup ids — likely
the foundry statue, street lamps, drums, etc. The 0x7A9B4xxx GUID
pattern is ACE's convention: scenery-type (0x7) + landblock (0xA9B4) +
per-object index.
All spawns flow through the SAME SetupMesh/GfxObjMesh/StaticMeshRenderer
pipeline used by scenery and interiors today. The plugin system's
EntitySpawned event fires on every new entity, so plugins can see
them without any networking awareness.
Tests: 160 passing offline (77 core + 83 net). The live handshake and
enter-world tests are gated and still pass when ACDREAM_LIVE=1.
User visual verification is the final acceptance for Phase 4. Run
with ACDREAM_DAT_DIR + ACDREAM_LIVE=1 + ACDREAM_TEST_USER=testaccount
+ ACDREAM_TEST_PASS=testpassword and look for +Acdream's model + the
foundry statue standing on top of the Holtburg foundry.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Decodes the CreateObject (0xF745) game message body far enough to hand
an entity off to acdream's existing IGameState/MeshRenderer pipeline.
Ported from ACE's WorldObject_Networking.cs (SerializeCreateObject,
SerializeModelData, SerializePhysicsData) and Position.cs.
Scope: the parser extracts exactly three fields —
- GUID (u32 right after the opcode)
- ServerPosition (landblockId + XYZ + rotation quaternion), if the
Position bit is set in the PhysicsDescriptionFlag
- SetupTableId (setup dat id for the visual mesh chain), if the
CSetup bit is set
Everything else in a CreateObject body (weenie header, object description,
motion tables, palettes, texture overrides, animation frames, velocity,
acceleration, omega, scale, friction, elasticity, translucency,
default scripts, sequence timestamps, ...) is consumed-or-skipped with
just enough bytes to advance past the correct flag-gated sections.
The parser stops at the end of PhysicsData — we don't need weenie-header
fields for rendering placement.
Components parsed in order (all from ACE's serialize routines):
1. Opcode u32 (must be 0xF745)
2. u32 GUID
3. ModelData header (byte 0x11 marker, byte subPaletteCount,
byte textureChangeCount, byte animPartChangeCount), followed by
PackedDword palette/subPalette fields, texture change records,
anim part change records, aligned to 4 bytes at end
4. u32 PhysicsDescriptionFlag
5. u32 PhysicsState (skipped)
6. Conditional Movement/AnimationFrame section
7. Conditional Position section (LandblockId, X, Y, Z, RW, RX, RY, RZ)
8. Conditional MTable/STable/PeTable u32 ids (all skipped)
9. Conditional CSetup u32 (extracted as SetupTableId)
The PackedDword reader is a new helper: AC's variable-width uint format
where values ≤ 32767 encode as a u16, larger values use a marker bit in
the top of the first u16 and a continuation u16. Ported from
Extensions.WritePackedDword.
LIVE RUN AGAINST THE ACE SERVER (test account, Holtburg):
step 4: CharacterList received account=testaccount count=2
character: id=0x5000000A name=+Acdream
character: id=0x50000008 name=+Wdw
sent CharacterEnterWorldRequest
step 6: CharacterEnterWorldServerReady received
sent CharacterEnterWorld(guid=0x5000000A)
step 8 summary: 83 GameMessages assembled, 68 CreateObject,
68 parsed, 52 w/position, 68 w/setup
First 10 parsed CreateObjects:
guid=0x5000000A lb=0xA9B40021 xyz=(104.89,15.05,94.01) setup=0x02000001
guid=0x80000600 no position setup=0x02000181
guid=0x800005FF no position setup=0x02000B77
guid=0x80000603 no position setup=0x02000176
guid=0x80000604 no position setup=0x02000D5C
guid=0x80000694 no position setup=0x020005FF
guid=0x80000697 no position setup=0x02000921
guid=0x80000601 no position setup=0x02000179
guid=0x80000605 no position setup=0x02000155
guid=0x80000695 no position setup=0x020005FF
The first line is +Acdream himself — GUID matches what we picked from
CharacterList, landblock 0xA9B4 is Holtburg (the area we already render),
setup 0x02000001 is the default humanoid player mesh. The other 67 are
NPCs/weenies/scenery-weenies in the same area; the 16 without positions
are inventory items whose position is inherited from the parent.
ALL 68 CreateObjects parsed cleanly — no short reads, no format errors.
Phase 4.7d proves byte-level compatibility with ACE's outbound network
serialization format. The remaining Phase 4 work (WorldSession type +
GameWindow wiring) is glue code above a codec that now speaks the real
AC wire format.
Tests: 77 core + 83 net (+1 live test) = 161 passing, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Drives the full post-handshake flow on a live ACE server. After the
3-way handshake completes, acdream:
1. Reassembles CharacterList and parses out every character on the
account (tested against testaccount which has two: +Acdream and
+Wdw). Full field decode: GUIDs, names, delete-delta, slotCount,
accountName, turbine chat, ToD flag.
2. Picks the first character and builds a single-fragment
CharacterEnterWorldRequest (opcode 0xF7C8, empty body beyond opcode)
on the UIQueue, wraps it with EncryptedChecksum + BlobFragments,
consumes one outbound ISAAC keystream word, and sends.
3. Waits for CharacterEnterWorldServerReady (opcode 0xF7DF) to confirm
the server accepted our encrypted outbound packet.
4. Builds CharacterEnterWorld (opcode 0xF657, body = u32 guid +
String16L accountName) and sends as a second fragment with
fragment_sequence 2, packet sequence 3.
5. Drains 10 seconds of post-login traffic: 101 GameMessages assembled,
68 of which are CreateObject (0xF745) — the entities around
+Acdream spawning into our session. Also saw DeleteObject (0xF746),
ObjectDescription (0xF74C), SetState (0xF755), GameEvent (0xF7B0),
LoginCharacterSet (0xF7E0), and a 0x02CD smaller opcode.
This is the Phase 4.7 win: acdream is authenticated, connected,
character-selected, logged in, and actively receiving the world state
stream, all with ZERO protocol errors. Every byte of every packet we
sent to the server was correct — the first bit wrong in our outbound
ISAAC math would have produced silent disconnect instead of 101
successful replies.
Added to AcDream.Core.Net:
- Messages/CharacterList.cs: full parser for opcode 0xF658, ported
from ACE's GameMessageCharacterList writer. Returns structured
record with Characters[], SlotCount, AccountName, UseTurbineChat,
HasThroneOfDestiny. Tested offline with hand-assembled bodies
matching ACE's writer format.
- Messages/CharacterEnterWorld.cs: outbound builders for
CharacterEnterWorldRequest (0xF7C8, opcode-only) and
CharacterEnterWorld (0xF657, opcode + guid + String16L account).
- Messages/GameMessageFragment.cs: helper to wrap a GameMessage body
in a single MessageFragment with correct Id/Count/Index/Queue and
Sequence. Also a Serialize helper to turn a MessageFragment into
packet-body bytes for PacketCodec.Encode. Throws on oversize
(>448 byte) messages; multi-fragment outbound split is TBD.
- GameMessageGroup enum mirroring ACE byte-for-byte (UIQueue = 0x09
is the one we use for enter-world).
Fixed: FragmentAssembler was keying on MessageFragmentHeader.Id, but
ACE's outbound fragment Id is ALWAYS the constant 0x80000000 — the
unique-per-message key is Sequence, matching how ACE's own
NetworkSession.HandleFragment keys its partialFragments dict. Our
live tests happened to work before because every GameMessage we'd
seen was single-fragment (hitting the Count==1 shortcut), but
multi-fragment CreateObject bodies would have silently mixed. Fixed
now and all 7 FragmentAssembler tests still pass with the Sequence-key.
Tests: 9 new offline (4 CharacterList, 2 CharacterEnterWorld, 3
GameMessageFragment), 1 new live (gated by ACDREAM_LIVE=1). Total
77 core + 83 net = 160 passing.
LIVE RUN OUTPUT:
step 4: CharacterList received account=testaccount count=2
character: id=0x5000000A name=+Acdream
character: id=0x50000008 name=+Wdw
choosing character: 0x5000000A +Acdream
sent CharacterEnterWorldRequest: packet.seq=2 frag.seq=1 bytes=40
step 6: CharacterEnterWorldServerReady received
sent CharacterEnterWorld(guid=0x5000000A): packet.seq=3 frag.seq=2 bytes=60
step 8 summary: 101 GameMessages assembled, 68 CreateObject
unique opcodes seen: 0xF7B0, 0xF7E0, 0xF746, 0xF745, 0x02CD,
0xF755, 0xF74C
Phase 4.7 next: start decoding CreateObject bodies to extract GUID +
world position + setup/GfxObj id, so these entities can flow into
IGameState and render in the acdream game window. The foundry statue
is waiting in one of those 68 spawns.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>