Replaces NullCommandBus.Instance in PanelContext with a real
LiveCommandBus when a live session is active. Panels publish
SendChatCmd; the host routes it to the right wire opcode + emits
a ChatLog.OnSelfSent local echo (optimistic; retail-equivalent
for Talk).
Pieces:
- ChatChannelKind enum (UI.Abstractions) - mirrors holtburger's
ChatChannelKind (references/holtburger/.../client/types.rs:35-49).
- SendChatCmd record (UI.Abstractions) - (Channel, TargetName?, Text).
- LiveCommandBus (UI.Abstractions) - single-handler-per-type;
Register<T> throws on double-register; Publish<T> logs missing
handler but does not throw.
- ChannelResolver (UI.Abstractions) - port of holtburger's
resolve_legacy_channel (client/commands.rs:50-62) mapping
ChatChannelKind to legacy ChatChannel ids verbatim from
holtburger-protocol/.../chat/types.rs:8-24 (Fellow=0x0800,
AllegianceBroadcast=0x02000000, Vassals=0x1000, Patron=0x2000,
Monarch=0x4000, CoVassals=0x01000000).
- WorldSession.SendTalk / SendTell / SendChannel - 3-line wrappers
around existing ChatRequests.Build* + SendGameAction. Internal
GameActionCapture seam + InternalsVisibleTo for tests.
- GameWindow registers SendChatCmd handler: Say -> SendTalk +
ChatLog echo, Tell -> SendTell + echo, channel kinds ->
ChannelResolver.Resolve -> SendChannel + echo.
12 new tests across SendChatCmd + LiveCommandBus + ChannelResolver
+ WorldSessionChat. NullCommandBus.Instance retained for back-compat
when no live session.
Solution total: 893 green (51 + 229 + 613).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds 14 widget signatures to IPanelRenderer + ImGuiPanelRenderer impl:
TextColored, CollapsingHeader, TreeNode/TreePop, Checkbox, Button,
Combo, SliderFloat, PlotLines, BeginTable/TableNextColumn/EndTable,
InputTextSubmit (Enter-key submit), Spacing, Dummy, TextWrapped.
InputTextSubmit uses ImGuiInputTextFlags.EnterReturnsTrue and clears
the buffer + emits via `out submitted` on the frame Enter is pressed.
PlotLines passes `ref values[0]` with empty-array guard. CollapsingHeader
defaultOpen=true uses ImGuiTreeNodeFlags.DefaultOpen (= 0x20).
FakePanelRenderer test double records (Method, Args) tuples and
exposes knobs to drive ref/out values. 17 new tests dispatch through
IPanelRenderer (not the concrete fake) so tests fail to compile when
the interface itself lacks a method - real RED -> GREEN signal.
Tests: 26 -> 43 in UI.Abstractions.Tests. Total solution 881 green.
Foundation for Phase I.2 (DebugPanel) and I.4 (ChatPanel input field).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three fixes to the Vitals HUD path:
1. EnchantmentMask Vitae/Cooldown bit values (parser regression).
ACE's enum at references/ACE/Source/ACE.Entity/Enum/EnchantmentCategory.cs
has Vitae=0x4 and Cooldown=0x8. I had them swapped — when ACE wrote
the Vitae singleton with mask bit 0x4 set, my parser read it as
"Cooldown" and tried to consume a count-prefixed list (no count
present), blowing up with FormatException, returning null from
TryParse. PlayerDescription consequently failed to parse on every
live login. Fix: swap the bit values + bucket constants to match ACE.
2. Vitae applies regardless of StatModKey. Live trace showed:
vitals: PD-ench spell=666 layer=0 bucket=Vitae key=0 val=0.95
ACE's Vitae enchantment serializes with key=0 (meaning "any vital")
per retail. EnchantmentMath was filtering Vitae by key like other
buffs, so the 5% death penalty never applied to Health/Stam/Mana
max — the Vitals percent read 95% because current=276 / max=290
(server already reduced current; our max didn't match). Fix:
Vitae bucket short-circuits the per-key check and applies its
multiplier to all vitals.
3. Absolute current/max in HUD overlay. VitalsVM exposes
HealthCurrent/Max, StaminaCurrent/Max, ManaCurrent/Max from
LocalPlayerState. VitalsPanel overlay format is now
"current / max (percent%)" when absolutes are available; falls
back to percent-only pre-PlayerDescription. Matches the retail
look the user requested ("HP 400/400" style).
Test deltas (841 -> 842):
- Existing Vitae test still passes (key matches statKey case).
- New Vitae key=0 test pins the "any vital" semantics.
- Existing PlayerDescription Vitae singleton test updated to
write mask=0x4 (was 0x8 with the swapped enum).
Live verification: with +Acdream's Vitae-666 active and Endurance.current=290:
HP : current=138, max=145×0.95≈138 → bar 100% (was 95%)
Stam : current=276, max=290×0.95≈276 → bar 100%
Mana : current=190, max=200×0.95≈190 → bar 100%
Overlay reads e.g. "276 / 276 (100%)".
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes ISSUES.md #5. The Vitals devtools window now draws three bars
(HP / Stamina / Mana) once the server sends the first PlayerDescription
(0x0013), instead of HP only. Built test-first per CLAUDE.md TDD rule —
16 new tests went red before the implementation went in.
New AcDream.Core.Player.LocalPlayerState (cache):
- {CurrentStamina, MaxStamina, CurrentMana, MaxMana} as uint? — null
until first received.
- StaminaPercent / ManaPercent: 0..1 fraction or null when either
field is missing or max is zero. Clamps to 1.0 if current > max
(server can briefly report this during buff transitions).
- OnPlayerDescription preserves any previously known good value when
an incoming field is null — partial profiles don't wipe state.
- Changed event for future subscribers.
GameEventWiring.WireAll:
- New optional 6th parameter: LocalPlayerState? localPlayer = null.
Existing 5-arg call sites still work; without the parameter the new
PlayerDescription handler still parses + feeds the spellbook but
skips the cache update.
- PlayerDescription (0x0013) shares AppraiseInfo wire format with
IdentifyObjectResponse (0x00C9) per AppraiseInfoParser docstring,
so the new handler reuses the existing parser and pulls
CreatureProfile.{Stamina, StaminaMax, Mana, ManaMax}.
- Player's full learned spellbook also lands here (previously only
item-scoped Identify responses fed the spellbook).
VitalsVM:
- Constructor adds optional LocalPlayerState? parameter (default null
keeps every existing caller compiling).
- StaminaPercent / ManaPercent now read through to LocalPlayerState
every access — no VM-side caching, so a server-side delta to the
cache surfaces next frame without any explicit refresh.
GameWindow:
- Public readonly LocalPlayer field alongside Combat / Chat / Items /
SpellBook so plugins + future panels can bind directly.
- WireAll call updated to pass LocalPlayer.
- VitalsVM construction passes LocalPlayer so the existing
VitalsPanel automatically picks up the two new bars.
Test counts:
- AcDream.Core.Tests: 550 → 561 (+11 LocalPlayerStateTests)
- AcDream.UI.Abstractions.Tests: 23 → 26 (+3 VitalsVM through-cache)
- AcDream.Core.Net.Tests: 192 → 194 (+2 PlayerDescription wiring)
- Total: 765 → 781
Build: 0 warnings, 0 errors.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a second real panel behind ACDREAM_DEVTOOLS=1. Shows the tail
of ChatLog (last 20 entries by default) formatted per ChatKind:
"Caith: hello" — LocalSpeech
"Regal says distantly: hi" — RangedSpeech
"[ch 7] Caith: g'day" — Channel
"[Tell] Regal: psst" — Tell
"[System] Your spell fizzled!" — System
"[Popup] A door stands..." — Popup
Why now: proves the D.2a IPanelRenderer contract survives beyond a
single progress-bar panel. ChatPanel exercises Text() + Separator()
on a variable-length list where VitalsPanel was a fixed three-widget
layout. No renderer primitives needed to grow — the contract held,
which is the whole point of the abstraction layer.
Files:
- src/AcDream.UI.Abstractions/Panels/Chat/ChatVM.cs (new)
Snapshots ChatLog tail every frame. Cheap at default 500-entry
cap. Per-kind formatting lives here (not in the panel) so the
D.2b retail-look swap inherits plain-text fallbacks.
- src/AcDream.UI.Abstractions/Panels/Chat/ChatPanel.cs (new)
IPanel implementation. Separator + N Text lines. "(no messages
yet)" fallback when the log is empty.
- src/AcDream.App/Rendering/GameWindow.cs
Registers the ChatPanel alongside VitalsPanel in the devtools
init block. Uses the existing GameWindow.Chat field already
fed by H.1's wire layer + GameEventWiring.WireAll.
- tests/AcDream.UI.Abstractions.Tests/ChatVMTests.cs (new)
12 tests covering tail selection, display-limit bounds, every
ChatKind's formatting, null-log + zero-limit guards, no stale
caching across appends.
Also fixes one stale "Hexa.NET.ImGui" mention in VitalsPanel's xmldoc
(pivoted to ImGui.NET in 55aaca7; doc needed a trailing update).
Build: 0 warnings, 0 errors. Tests: 23 UI.Abstractions (up from 11,
all Core + Core.Net still green), 0 failures.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds the backend-agnostic UI contract layer called for by the 2026-04-24
staged UI strategy (docs/plans/2026-04-24-ui-framework.md). This is the
stable layer both the Phase D.2a Hexa.NET.ImGui backend and the later
D.2b custom retail-look backend implement.
New module `src/AcDream.UI.Abstractions/`:
* IPanel — a drawable panel (id/title/visible/Render)
* IPanelHost — owns the panel list, drives per-frame dispatch
* IPanelRenderer — drawing primitives (Begin/End/Text/SameLine/
Separator/ProgressBar). Kept small + retail-friendly
on purpose — if a widget can't be expressed with
dat-sourced sprites+fonts later, don't add it here.
* ICommandBus — user-intent publisher; NullCommandBus is D.2a default
* PanelContext — per-frame record struct (DeltaSeconds + Commands)
* Panels/Vitals/
VitalsVM — reads CombatState.GetHealthPercent for the local
player. Stamina/Mana return null in D.2a; they await
a LocalPlayerState cache of PlayerDescription (0x0013)
which is filed as a follow-up issue.
VitalsPanel — first real panel. HP bar always drawn; Stam/Mana
appear automatically when the VM returns non-null.
Invariant documented in IPanel's XML doc: no `using Hexa.NET.ImGui` in
panel files, ever. If a widget needs something IPanelRenderer can't
express, the interface grows; panels never reach through.
References AcDream.Core for CombatState. Zero runtime/UI dependencies
— this project compiles headless, perfect for unit testing the
ViewModels.
No visible change yet. Next commits: (2) tests, (3) ImGui backend,
(4) GameWindow hookup + visible panel behind ACDREAM_DEVTOOLS=1.