Commit graph

2453 commits

Author SHA1 Message Date
Erik
3eb28c57f2 fix(chat): the talk-focus button names the focus, not the target
581a61ef made the chat button display the tell TARGET's name once "Tell to X"
was picked. It should read "Tell" — the button names the focus, the same way
it reads "Chat", "General" or "Fellow" for the other focuses. Reported against
retail.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 06:33:48 +02:00
Erik
581a61ef0c feat(chat): the talk-focus menu's Tell-to / Squelch entries actually work
Both entries were deliberate no-ops — the code said so — and both showed a
static label where retail shows the selected player's NAME.

Retail builds them in gmMainChatUI::InitTalkFocusMenu @0x004CDC50 and rebuilds
their labels every time the menu opens, substituting the selection through
StringInfo::AddVariable_String (@0x004CD91C / @0x004CD982). So they now read
"Tell to Dww" / "Squelch (ignore) Dww", rebuilt on open from a live selection
provider, and grey out with nothing selected — retail arms the tell slot only
for a talkable target (SetTalkFocusEnabled(2, 1) @0x004CD9B0).

Picking "Tell to X" aims the chat bar at X. That needed one piece of plumbing:
the parser's plain-speech fallthrough returned a null target, so a line typed
under a Tell focus was dropped by the router for having no one to send to.
Parse/Submit now carry an optional default tell target for exactly that case.

"Squelch X" publishes the ALREADY-REGISTERED /squelch verb rather than
reimplementing the request — the ModifyCharacterSquelch wire builder
(CM_Communication::Event_ModifyCharacterSquelch @0x006A42D0) has been there all
along; only the menu path to it was missing.

UiMenu gains an OnOpen seam, because a menu whose Items are fixed at Bind can
only ever say "Tell to Selected". It fires before _open flips so the rebuilt
rows are measured and drawn in the same opening.

Solution builds clean; 14,480 tests pass on the standard hermetic lane filter,
0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 06:23:46 +02:00
Erik
10304f6dc2 fix(chat): announce enchantment expiry; stop double-printing tells
Two of the four reported chat defects.

**Only item spells announced their expiry.** ACE splits the two cases: an
enchantment expiring on an ITEM arrives as ordinary server chat ("The spell X
on Y has expired.") — which is why those were the only ones showing — while
one expiring on the PLAYER arrives as GameEventMagicDispelEnchantment carrying
no text at all, because retail's client writes that line itself.
ClientMagicSystem::NotifyOfEnchantmentRemoval @0x005686C0 is now ported: the
spell's own name plus " has expired.", at LogTextType 7 (Magic), including
retail's guards (ids >= 0x8000 skipped, a spell missing from the table prints
nothing) and its one special case — spell 0x29A gets " penalty" appended so
vitae reads "Vitae penalty has expired."

Retail's trailing "\n" is deliberately dropped: its scroll appends raw text,
AddText is line-based, and keeping it would print a blank line.

**Every tell printed twice.** ACE's GameActionTell replies with a
GameMessageSystemChat carrying the finished "You tell X, ..." line
(ChatMessageType.OutgoingTell), and we ALSO emitted an optimistic local echo.
Retail's own send path, Event_TalkDirectByName @0x00577CF4, has no
AddTextToScroll beside it — it just transmits and lets the server's reply
print. The local echo is removed, which also makes Tell consistent with Say,
which has always relied on the server echo.

CH3 had this half-right: it removed the legacy-channel echo for precisely this
reason, but kept the Tell echo on the stated grounds that "the server never
resends" it. That premise was false. Both test comments asserting it are
corrected rather than deleted, since the wrong claim is what made the bug
survive review.

Solution builds clean; 14,477 tests pass on the standard hermetic lane filter,
0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 06:11:33 +02:00
Erik
80a3a25594 fix(world): rotate the DAT-scenery root too — the flyers actually orbit now
0c552eec wired the SetOmega hook and I called it done. The birds kept flapping
in place, and the user's report — "flapping and moving up and down, not
orbiting" — is what identified the miss: part animation working, root frozen.

BindLiveOwner THROWS on a zero ServerGuid, so owner.Body is only ever assigned
for server-spawned entities. Ambient flyers are DAT scenery with no ServerGuid
and therefore no PhysicsBody at all. The whole

    if (owner.Body is { } body) { ... Frame::grotate ... }

block — and the omega application I added inside it — silently skipped every
object the fix was written for. It applied the mechanism to a branch these
objects never take.

So the omega now lives on the scheduler's own Owner record rather than on the
PhysicsBody, because most of this workset has no body, and the same grotate is
applied to entity.Rotation when there is none. That is not a shortcut around
the physics owner: for a DAT static the WorldEntity IS the only root retail
would be rotating.

Verified rather than assumed this time, both halves:
  - StaticRenderProjectionJournal.SynchronizeActiveAnimatedSources re-projects
    from the live entity every frame through
    RenderTransform.FromRoot(entity.Position, entity.Rotation, entity.Scale),
    so a rotated root reaches the renderer.
  - Compose builds LOCAL part transforms, so the renderer composes root x part
    and the offset mesh is carried around its circle.

Why it shipped broken: no test exercised a root rotation on the ServerGuid==0
branch, so applying omega body-only passed everything. The new test asserts the
rotation on the branch these objects actually take, and fails with the exact
production symptom (rotation stays identity) when the branch is disabled. Its
sibling pins the other direction — scenery without a SetOmega hook must never
acquire a spin.

Solution builds clean; 14,475 tests pass on the standard hermetic lane filter,
0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 05:52:44 +02:00
Erik
0c552eecac fix(world): honour SetOmega — the birds and butterflies fly again
Ambient flyers played their wing animation and stayed put.

A Static object whose Setup declares a DefaultAnimation joins retail's
CPhysics::static_animating_objects workset (CPhysicsObj::InitDefaults
@0x00513A7B) and is driven by animate_static_object @0x00513DF0. That function
has exactly one motion step:

    CPartArray::Update(part_array, dt, nullptr);            // animate
    Frame::grotate(&this->m_position.frame, &this->m_omegaVector);

Note the nullptr: unlike UpdatePositionInternal @0x00512C30, which combines the
animation's accumulated frame into the object's position, the static branch
DISCARDS it. These objects cannot move by animation translation at all. The
omega vector is the whole mechanism, and one thing writes it —
SetOmegaHook::Execute @0x00526F30 -> CPhysicsObj::set_omega @0x0050F6D0.

We decoded that hook and then dropped it on the floor: IAnimationHookSink's own
docs list SetOmegaHook among the unwired ones, and PhysicsBody.Omega was
assigned nowhere outside projectiles. The scheduler's GRotate call was already
correct — it was multiplying by a permanent zero.

The hook is now applied to the owning body at process_hooks time. Retail runs
process_hooks AFTER the grotate in the same pass, so a newly-set omega first
takes effect on the following frame; our Tick/ProcessHooks split already had
that order.

Scoped from the data rather than guessed. tools/AnimHookScan (new) walks the
dat: of 2,066 animations exactly 8 contain SetOmega, and all 8 are the
DefaultAnimation of one of the 8 setups that use it. No creature animation uses
it, so this belongs precisely where body.Omega is read and nowhere else.

The same scan is why the fix is believable as FLIGHT rather than a pirouette.
Every authored omega is pure yaw, and the setups' parts sit 5.6m, 4.2m, 12m and
36.8m from the origin they spin about. Rotating a frame whose mesh hangs 12m
off-axis carries it around a 12m circle — that offset IS the flight radius. An
installed-DAT test pins both properties, because the fix is only correct while
they hold and neither is visible from the code.

Also checked and deliberately NOT conflated: CSequence::set_omega @0x005248A0
writes CSequence::omega, a different field from CPhysicsObj::m_omegaVector,
fed by the motion table for creature turning. Only the latter drives grotate.

Solution builds clean; 14,473 tests pass on the standard hermetic lane filter
plus the new installed-DAT test, 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-21 05:42:59 +02:00
Erik
255b0aaeda fix(magic): the foci map never loaded — casts demanded full components a focus should waive
All checks were successful
CI / linux-portable (push) Successful in 3m18s
CI / windows-gate (push) Successful in 5m23s
CI / release (push) Successful in 2m3s
User report: with the correct focus, scarab and tapers in the pack, a level 1
spell would not cast, and the spell examine window listed the full legacy
component recipe where retail shows only scarab and taper. The question asked
was whether the 2013 client data is too old for foci. It is not -- the EoR
dats carry the map, and the whole client-side mechanism (the requirement
service, the scarab-only formula port, the examine-window routing) was already
built and wired. It was fed an empty table.

MagicCatalog resolved the school-to-foci map with
Resolve(enumValue: 0x10000001, enumCategory: 0x28). Retail's
SpellComponentTable::SchoolOfMagic2WCID @ 0x005BC1F0 calls
DBObj::GetByEnum(0x10000001, 4): master map -> category 0x10000001 -> key 4
-> the school->WCID EnumIDMap. The 0x28 on that call is the EnumIDMap DBTYPE
tag, and it had been read as a lookup category. The master map has no
category 0x28, the resolver returned 0, and the foci map loaded EMPTY --
silently, so a carried focus was never detected: HasRequiredComponents
demanded the full account-customized formula (refusing the cast) and
GetExamineComponents displayed it.

Found by measurement rather than re-reading the code: a SpellDump --foci probe
proved category 0x28 absent, then brute-forced the portal enum tree for ACE's
FociWCIDs and found them at 0x27000003 under category 0x10000001 key 4:

    school 1 -> 15271 Foci of Strife       (War)
    school 2 -> 15270 Foci of Verdancy     (Life)
    school 3 -> 15269 Foci of Artifice     (Item)
    school 4 -> 15268 Foci of Enchantment  (Creature)
    school 5 -> 43173 Foci of Shadow       (Void)

The new Lane=InstalledDat test pins exactly that: the loaded catalog must map
every school to ACE's FociWCIDs -- external constants from the server-side
authority, deliberately not derived from the code under test, so an empty or
wrongly-resolved map cannot pass vacuously.

The infusion-augmentation half of the retail gate (properties 0x126-0x129,
0x148) was already correct against the decomp, as were the scarab-only ID set
{1..6, 0x6E, 0x6F, 0x70, 0xC0, 0xC1} and the taper-count table.

Complete Release suite: 14,469 tests pass on the standard hermetic lane
filter, 0 failures; the new installed-DAT test passes against the real dats.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 21:28:22 +02:00
Erik
cd6eefd0ba feat(plugins): enforce apiVersion; launcher plugins default ON with "none" opt-out
Two gaps from the MossTank shipment review.

**apiVersion was declared in every manifest and checked by nothing.** The
loader now refuses an unsupported contract BEFORE loading any code from the
plugin — checking after the fact is not equivalent, because by then the
assembly is in a collectible context and the mismatch surfaces as a type-load
or missing-member failure from inside the plugin, which reads like the plugin
is broken rather than built for a different host. PluginApi (Current /
MinimumSupported) lives in Plugin.Abstractions beside the contract it
versions, and the refusal is a distinct PluginApiVersionException so callers
can tell "update the client or the plugin" from "this plugin is broken". The
tests pin the ordering too: a manifest with a future apiVersion AND a missing
dll must fail on the version, a supported one on the dll.

**A launcher-launched client loaded no plugins until the user typed ids.**
LA5 distinguishes an omitted allow-list (load all) from an explicit empty one
(load none); a fresh character profile's list is empty, so it composed to
load-none. Direct launches pass null and load everything -- which is why the
gap never showed in development: the two launch paths disagreed and the
launcher was the one users get. This REVERSES the LA5 default deliberately:
"nothing configured" now composes to the omitted list, so plugins are on by
default, including ones installed later. The opt-out is kept -- losing it
would be a real regression for stripped sessions -- respelled as the literal
id "none", and the launcher's plugin box says so.

The cross-host shared fixture composes its explicit-load-none case through
the new spelling, keeping the reader-side contract tests (App and Headless
both preserve an explicit empty list) exactly as they were.

Complete Release suite: 14,469 tests pass on the standard hermetic lane
filter, 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 21:28:04 +02:00
Erik
7e75be23d1 fix(ui): effects list stayed pinned at its authored height in a taller window
Some checks failed
CI / linux-portable (push) Failing after 3m15s
CI / windows-gate (push) Successful in 6m19s
CI / release (push) Has been skipped
The "Beneficial Spells in Effect" window rendered its rows only in the top
249px and painted the rest of the list as empty black background, with a
scrollbar thumb sized for a viewport far smaller than the visible one. It did
not depend on window size, and the last visible row was sliced mid-height --
a clip boundary, not a missing row.

Root cause is the #412 class again. The authored list element (0x10000123) is
a UiTemplateListBox, not a UiItemList, so EffectsUiController creates the item
list itself and attaches it as a child with fill anchors. That baseline is
captured lazily on the child's first ApplyAnchor -- which lands AFTER the host
has already been resized to the restored window height in the same frame. The
capture then measures a bottom margin of (hostH - 249) and ComputeAnchoredRect
preserves it forever: h = hostH - (hostH - 249) = 249, at every subsequent
size. Rows past 249px fail LayoutCells' cull test and never draw.

Capturing the baseline at creation, while the list's extent still exactly
equals the host's, makes the margins (0,0,0,0) so it tracks the host from then
on. Identical fix and reason to UiTemplateListBox's own viewport seed. The
spellbook's component list is built by the same pattern and had the same
latent defect; it is fixed alongside.

Why it shipped: every existing test in EffectsUiControllerTests supplies a
synthetic UiItemList as the list element, so `host is UiItemList` is true and
the controller uses it directly -- the create-and-attach branch that actually
runs against real dat was never exercised. The new test binds the real
fixture, which builds the real UiTemplateListBox. Neutralising the fix makes
it fail with the exact production numbers (expected 547, actual 249).

Measured, not guessed. tools/LayoutDump grew --resize, which reproduces
retail's raw-edge policy (UIElement::UpdateForParentSizeChange @ 0x00462640)
offline, and it ruled out the authored geometry, the import, the layout policy
and the window frame in turn -- all four are faithful. The 4px gap between the
scrollbar and the window's inner edge is likewise authored: the user confirmed
retail shows the same gap, so it is deliberately left alone.

Solution builds clean; 14,465 tests pass on the standard hermetic lane filter,
0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 21:00:16 +02:00
Erik
46ce6f238c feat: regen buffs, wand aura, spellbook assess, indicator press flash
Four reports from one gate round. Three were mine; the fourth I first
mis-explained, and the correction is the useful part.

**The vital regeneration rates were never cast.** Regeneration (health),
Rejuvenation (stamina) and Mana Renewal (mana) all landed in the catch-all
Other bucket, which is off by default. Retail words each of the three
differently and two of the six phrasings do not begin with "Increases the
caster's" at all:

    Increase caster's natural healing rate by 10%.                 <- and note "Increase"
    Increases your Health Regeneration Rate by 50%.                (Empyrean)
    Increases the rate at which the caster regains Stamina by 10%.
    Increases the caster's natural mana rate by 10%.

They are matched per vital, on by default, and ranked at the very tail of the
Life group so they finish the pass. The mana line had to be checked BEFORE the
generic "Increases the caster's X by N" match, which would otherwise read it as
a buff to a stat named "natural mana rate".

**Aura of Hermetic Link was the sixth aura line and the only one missed.**
"a magic casting implement's" is reached by none of the other alternatives, so
the wand's mana-conversion buff was silently in Other too.

**Right-clicking a spell in the spellbook did nothing.** I claimed this had
never worked; the user said it used to, and they were right -- I had checked
one file's history and concluded from it. The regression is 3e31b0ac, which
gave UiCatalogSlot its own RightClick case returning true unconditionally. On
any list that had not wired the examine seam -- the spellbook among them -- the
event was reported handled and UiRoot stopped bubbling. Two fixes: the row now
reports an unwired right-click UNHANDLED so bubbling continues, and the
spellbook wires the seam to the same appraisal window the spell bar uses.

Retail does this generically in the list rather than per window
(UIElement_ItemList::ListenToElementMessage @ 0x004E4F1F -> ExamineSpell
@ 0x00564A70), which is exactly why a per-controller seam could be forgotten
for one window and not another.

**No green flash when pressing an indicator.** Every indicator button authors
a full-size 0x100000F2 child whose DirectState is a draw-nothing File=0 image
and whose only other state, Normal_pressed, carries the green selector sprite
0x06004CE8 -- and the buttons author Normal_pressed with PassToChildren. But
UiButton.ConsumesDatChildren drops dat children at import, so the cascade had
nothing left to reach. The child is re-attached through the same repair the map
hotspot's rollover highlight already uses.

**tools/LayoutDump** is new, and is why the last two are diagnoses rather than
guesses: it prints an authored LayoutDesc tree -- geometry, edge modes, state
sets, PassToChildren, per-state media -- straight from the installed DATs.
"Does this button even have a pressed state?" was being answered by reading our
own importer and inferring; now it is read from the data.

Solution builds clean; 14,464 tests pass on the standard hermetic lane filter,
0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 20:38:28 +02:00
Erik
fe1f124cd8 feat(mosstank): cast buffs in retail's dependency order
MossTank was casting cheapest-first. That is a reasonable rule for surviving
a mana shortfall and a bad one for everything else, because AC's buff order is
not a preference -- each group raises the skill the next group is cast with:

  1. Creature Enchantment, and inside it:
       - the Creature Enchantment skill itself, which every remaining creature
         buff is then cast with;
       - Focus, then Willpower, then Endurance -- Focus and Self are the
         attributes the Item Enchantment and Life Magic skills derive from, so
         raising them raises the skill groups 2 and 3 are cast with;
       - the rest of the creature spells.
  2. Item Enchantment -- the banes and weapon auras.
  3. Life Magic last -- the protections and Armor Self.

Casting out of that order means casting at a lower skill than the character
could have had, which shows up as fizzles.

Grouping is by the spell's school rather than by name or category, so
protections land in group 3 because retail files them under Life Magic, not
because anything here says "protections go last".

Willpower is matched as "Self": retail's spell is named Willpower but its
description reads "Increases the caster's Self by 10 points", and MossTank
classifies from the description, so the name it matches is the one retail
actually writes. Verified against the spell table rather than assumed
(0x05A5 Willpower Self I).

Cheapest-first survives as the tiebreak inside a group, so a mana shortfall
still costs the cheapest of the last group instead of something the rest of
the pass depended on.

The two ordering tests were confirmed to fail when CastRank is neutralised --
the third guards the tiebreak and passes either way, by design.

Solution builds clean; 14,453 tests pass on the standard hermetic lane filter,
0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 20:07:31 +02:00
Erik
81e6a48603 feat(mosstank): banes, protections and weapon auras
Three whole categories of buff were missing, for two different reasons, and
both were my errors.

**Protections and weapon auras were silently dropped by the description
parser.** They are self-targeted and were sitting in the spellbook the whole
time, but retail words them differently and the pattern only accepted
"Increases the caster's X by N":

    Fire Protection Self  -> "Reduces damage the caster takes from Fire by 9%."
    Armor Self            -> "Increases the caster's natural armor by 20 points."
    Aura of Blood Drinker -> "Increases a weapon's damage value by 2 points."

So the weapon and wand buffs do exist as self-cast "Aura of" lines and are now
cast. Each category has its own toggle, matching VTank's separate
BuffProfile_Prots and BuffProfile_Banes.

The underlying flaw mattered more than the two missing patterns: anything
unmatched was DISCARDED. It now falls into an Other bucket (off by default)
instead, so nothing self-targeted is lost without a word. A test caught a
second instance immediately -- regeneration spells say "Restores..." and were
vanishing the same way.

**Banes were excluded because I misread a flag.** I took IsSelfTargeted as
"can be cast on you". It means "needs no selection". Retail's own bane text
says exactly how they work:

    "Increases a shield or piece of armor's resistance to slashing damage by
     10%. Target yourself to cast this spell on all of your equipped armor."

So banes ARE cast on the person, and the catalogue now includes every
beneficial non-untargeted spell rather than only flagged self-casts, leaving
EvaluateGate to decide what a given target accepts. Before casting anything
without the self flag, MossTank selects the player -- and restores whatever
was selected before the pass, so targeting yourself does not quietly steal
the selection.

They are matched on retail's "Target yourself..." sentence rather than on the
word "Bane", so the classification comes from what the spell says it does.

Solution builds clean; 14,450 tests pass on the standard hermetic lane filter,
0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 19:49:51 +02:00
Erik
5ca4a63272 feat(mosstank): the button is Force Buff — always recast everything
Virindi Tank's own term: Force Buff recasts the lot rather than only what has
lapsed. The button now does that, and says so.

BuffPlan gained a force flag that skips the already-in-force check. Forcing
means "ignore what is already up", NOT "ignore the settings" -- the trained-
skill filter, the attribute toggle and the difficulty margin all still apply,
and there is a test pinning that.

The loop had to change shape for this. It used to re-derive the plan every
tick and treat "plan is empty" as done, which works only because the ordinary
plan shrinks as buffs land. A forced plan never shrinks -- that is the point --
so the same loop would have cast forever. A pass now captures a queue at the
start and works through it by index, which is also cheaper: no rebuilding 80-odd
buff lines every frame.

A spell that will not go now advances the queue rather than blocking it. One
missing component used to mean everything behind it waited for the stall
timeout; now the status line names the refusal and the pass carries on.

Solution builds clean; 14,440 tests pass on the standard hermetic lane filter,
0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 19:17:32 +02:00
Erik
54005a864c feat(mosstank): cast back-to-back, and a settings view for the thresholds
Three things from the first working buff pass.

**Pacing.** Casts were three seconds apart because of a fixed interval I added
before there was a real busy signal. There is one now -- the shared busy count,
incremented by the cast and decremented by the server's UseDone -- so the
interval is gone and the server is the only throttle. MossTank casts the moment
the previous action is acknowledged, which is the spam behaviour VTank has. The
stall timeout moved 25s -> 30s so a slow server does not read as a stall.

**Stamina to Mana was surprising.** VTank does convert vitals by default
(Recharge-*-Mana), so the behaviour is right, but a buff pass quietly spending
your stamina is not something to discover by watching. It is now a setting,
with its own thresholds, and can be turned off outright.

**Settings view.** Spell difficulty margin, rebuff time, the three vital
thresholds, and three toggles. Two details worth recording:

* The difficulty margin is SIGNED, per the VTank wiki: "a positive number
  raises the skill necessary to cast spells, a negative number lowers it. To
  attempt higher spells at a low level use a negative number." So the range
  spans -100..+100 rather than starting at zero.
* It is a second registered panel with a complementary visible binding rather
  than a tab control. Two panels and an Action need no new markup vocabulary,
  and only one is ever on screen.

Adjuster buttons rather than typed fields: buttons are proven in plugin markup,
while an editable UiField would need keyboard routing plumbed through to plugin
panels first. Worth doing, but not as a side quest inside this change.

Also fixed: the App copy target names plugin files explicitly, so the new
markup would have been left out of the plugin directory and the settings panel
would have failed to load at runtime with the build perfectly green. Caught by
listing the output rather than trusting the build.

Solution builds clean; 14,438 tests pass on the standard hermetic lane filter,
0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 18:51:15 +02:00
Erik
1a7b0ed3d5 fix(mosstank): read the real busy signal, not the last-requested spell
A buff pass cast exactly one spell and then stalled at zero. The log timeline
made it unambiguous: one "casting Concentration", then every later pass queued
86 buffs and cast none until the 25s stall fired.

IsCasting was bound to RuntimeSpellCastState.LastRequestedSpellId. That
property records the last spell REQUESTED and is cleared only by Reset() at
session teardown -- it is honestly named, and I read a busy flag into it that
was never there. So it latched true on the first successful cast and stayed
true for the rest of the session, and every tick returned early at the busy
check.

It now reads the shared busy count: incremented by the cast path
(FreeHandsAndCastSpell @0x00566EF0) and decremented by the server's UseDone,
which is the actual in-flight signal. EvaluateGate reports PluginCastGate.Busy
as well, so a genuinely wedged counter names itself in the status line instead
of presenting as silence.

Solution builds clean; 14,437 tests pass on the standard hermetic lane filter,
0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 18:35:37 +02:00
Erik
b9674b1f1e fix(mosstank): unclickable button, empty skill list, dev font, and chat output
Four defects from the first in-world look, three of them with a definite root
cause rather than a plausible one.

**The Buff button did nothing.** Not a hit-testing problem -- the pointer found
the button perfectly. UiRoot's press handling asks the pressed widget whether
it owns the pointer; a widget that does not claim the press falls through to
"move the ancestor window", and a window drag returns early on release without
ever emitting a Click. UiButton and UiClickablePanel both override
HandlesClick for exactly this reason; UiSimpleButton never did. Latent since
that class was written, and invisible until it was put inside a draggable
window -- which is precisely what a markup plugin panel is.

Found by reproducing it headlessly through the real UiRoot dispatcher rather
than by reasoning about it: MarkupPanelClickTests drives press-and-release over
the button and asserts the bound action ran, with a separate test asserting the
pointer finds the button at all, so a future failure says which half broke.
My earlier guess -- that a modal at character select was swallowing the click
-- was wrong, and the screenshot of the panel live in world disproved it.

**"0 trained skills".** The skill-name table was read in OnLoad *before*
GameWindowCompositionPipeline.Run, which is what publishes the DAT collection,
so _dats was still null, the whole block was skipped, and the surface reported
an empty skill list with nothing to explain it. Bound in PublishDatCollection
instead -- the moment the data exists -- so it cannot run early again whatever
the phase ordering does, and a genuinely missing SkillTable now says so.

**Plugin text used the development bitmap font.** UiLabel and UiSimpleButton
gained a DatFont, and MarkupDocument now takes the retail interface font from
the host, so plugin panels render through the same glyph path (including
retail's two-plane outline) as authored panels.

**MossTank now writes to chat.** New BCL-only IPluginChat routes to retail's
ClientLocal log type (0x1A) -- the channel the client uses for its own notices,
local to this client, so a plugin cannot speak in the player's name. MossTank
announces the start, the finish with a cast count, and a stall.

Not addressed here: the cursor showing blue rather than amber. Traced but not
fixed -- CursorFeedbackController picks the cursor family from combat mode, and
CombatMode.Magic selects the blue Magic cursor where Default is amber. That is
a combat-mode question, unrelated to this change, and worth its own look rather
than a speculative fix folded in here.

Solution builds clean; 14,437 tests pass on the standard hermetic lane filter,
0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 18:27:28 +02:00
Erik
17ebfc434d feat(mosstank): buff trained skills and attributes, pick tiers by skill, manage mana
Reworks MossTank against user feedback and the Virindi Tank feature docs
(virindi.net is reachable again over https with a self-signed cert; the
research doc's "unreachable" note is stale).

VTank's stated default is the spec: "automatically buffs every Attribute and
Skill you have trained", and "all buff spells are recast when they go below 5
minutes". The previous pass buffed the whole spellbook and refreshed at 60s;
both are corrected.

The hard problem was working out WHICH stat each buff raises. The client's
spell table has no such link -- it arrives from the server with the
enchantment -- and the naming is too irregular to infer: Invulnerability
raises Melee Defense, Impregnability raises Missile Defense, Fealty raises
Loyalty, Sprint raises Run, Arcane Enlightenment raises Arcane Lore, and the
line called Willpower raises the attribute named Self. Any name-matching
scheme dies on that last one.

Retail states it outright in each spell's own description ("Increases the
caster's Life Magic skill by 10 points"), so BuffProfile derives the whole
mapping from shipped data at runtime. It also carries the one alias the data
needs: the spell text says "Assess Monster" where the skill table says "Assess
Creature", and without that the skill silently never matches.

Two data facts that would each have caused a real bug, found by dumping the
spell table rather than assuming:

* Family is NOT a spell-line identity in general. Retail groups the
  instantaneous vital transfers by SOURCE vital, so family 89 holds both
  "Stamina to Health" and "Stamina to Mana". Picking the strongest tier in a
  family would convert into the wrong vital about half the time. Buff lines
  group by family (correct for duration buffs, which is retail's own stacking
  bucket); the conversions are found by name stem instead.
* Instantaneous spells have no duration and must be excluded from buff lines
  entirely, or they are treated as buffs that never appear to land.

Tier selection now follows the character's skill in the casting school against
the spell's difficulty (VTank's SpellDiffExcessThreshold-Buff), which is why
PluginSpellInfo gained School as a SKILL id -- MagicSchool is retail's 1-5
school enum, not something a character trains.

Mana upkeep is the loop asked for: convert stamina to mana when mana is low,
Revitalize when that leaves stamina too low to convert, and refuse to drain
stamina past a floor. Unknown vitals read as zero and are treated as "no
information" rather than "empty", so it will not cast on a healthy character.

Panel no longer shows at character select. IsAvailable is now the runtime's
own lifecycle state rather than a proxy, and markup gained visible="{Binding}"
plus UiElement.VisibleSource -- evaluated before the visible gate, because
TickSelfAndChildren returns early when hidden and an element could otherwise
never un-hide itself.

Also: a generated SpellId enum of all 6,266 spells (tools/SpellDump --enum),
generated from portal.dat rather than copied, so it cannot drift and carries
no third-party licence; skill and spell names now come from the retail tables
for display; and the Buff click logs unconditionally, so "nothing happened"
can be told apart from "the click never arrived".

Solution builds clean; 14,433 tests pass on the standard hermetic lane filter,
0 failures, including 21 covering the buff profile, tier selection and mana
loop.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 18:09:02 +02:00
Erik
9d1117b923 feat(plugins): MossTank — a self-buffing plugin, and the automation surface it needed
First consumer of acdream's plugin automation surface, and the first slice of
the VTank-class plugin milestone
(docs/research/2026-07-29-vtank-plugin-automation-requirements.md).

MossTank shows a panel with a Buff button; clicking it casts every self-buff
the character is missing, skips what is already in force at an equal or higher
tier, and refreshes what is nearly expired.

The host/plugin line is the load-bearing decision here. The host publishes
spell DATA -- family, tier, difficulty, mana, duration -- plus a cast
primitive with a preflight gate. The plugin owns the POLICY. That is the
architectural conclusion the requirements research reached: VTank's engine
lived in plugin-land, built on Decal's primitives, and baking "best buff for
skill X" into the host would start pulling the engine inward one convenience
at a time.

Why the plan is driven off the spellbook rather than off trained skills, which
is the obvious reading of "buff every trained and specialised skill": the
client cannot honestly make that mapping. The link between a spell and the
stat it modifies arrives from the SERVER in the enchantment message and is
absent from the client's own spell table. What the client does know is which
spells the character has learned -- and a character only learns buffs for the
skills they use, so the spellbook reaches the same set without inventing a
mapping the client has no grounds for.

Surface added, all BCL-only so Plugin.Abstractions keeps its zero project
references:

* ICharacterInfo, ISpellCatalog, IMagicCommands, grouped behind one
  IAutomationSurface so IPluginHost grows by one member rather than three.
* IEvents.Tick. Automation is sequences, not single calls -- a buff pass casts
  several spells and must wait between them. Without a host tick a plugin
  would need its own timer thread re-entering the host off its update thread.
* NoOpAutomationSurface for hosts with no live session, so a plugin keeps one
  code path and checks IsAvailable.

Markup gained <button> and <label>; it previously supported only <meter>, with
a comment promising the rest. Buttons bind onclick to an Action property and
FAIL THE PANEL LOAD if it does not resolve -- a silently dead button is worse
than a panel that refuses to load, because the user clicks and there is
nothing to diagnose. Labels bind through a Func so a status line tracks its
binding instead of freezing at build time.

Enchantment reads use EnchantmentsInEffectSnapshot rather than the raw active
set: retail leaves a weaker same-family enchantment in the registry while a
stronger one is in force, and a plugin asking "am I buffed?" means in force.

BuffPlan is a pure function of (known buffs, active enchantments) precisely so
it can be tested without a session; 9 tests cover tier supersede, the
family-0 no-stack bucket that must not be de-duplicated, expiry refresh, and
plan stability across the rebuilds the tick loop performs.

Solution builds clean; 14,421 tests pass on the standard hermetic lane filter,
0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 16:22:28 +02:00
Erik
c254fea83d fix(app): apply the window icon from Load, not beside Window.Create
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The client shipped with a PE icon Explorer showed and a window that did not:
launched from the launcher it still drew the stock Windows application icon.

Silk's Window.Create only builds the managed object. IWindow.Initialize is
what, in Silk's own words, "creates the window on the underlying platform".
Applying an icon before that throws:

    after Window.Create : IsInitialized = False
    SetWindowIcon BEFORE Initialize : THREW InvalidOperationException:
                                      Window should be initialized.
    after Initialize    : IsInitialized = True
    SetWindowIcon AFTER  Initialize : returned without throwing

What made this quiet rather than obvious is the fallback. GLFW registers its
window class against a resource named GLFW_ICON and, not finding one, uses
IDI_APPLICATION - the generic Windows icon - rather than the executable's own.
So the PE icon kept showing on the file while the live window lost it, which
reads as a packaging problem and is nothing of the kind. The launcher was
unaffected because Avalonia takes a different path entirely, and that
asymmetry was the tell.

Apply now happens in OnLoad, beside the other window-dependent startup work,
and refuses with a message naming the ordering requirement if it is ever
called on an uninitialized window - the previous generic catch reported
"Window should be initialized" to a stderr nobody reads, which said nothing
about icons.

The regression guard reads the compiled call graph, because this is an
ordering edge with no observable return value: OnLoad must call Apply, and no
method that calls Window.Create may. Verified by reintroducing the bug and
watching it fail, then restoring the fix and watching it pass.

Solution builds clean; 14,408 tests pass on the standard hermetic lane filter,
0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 15:13:29 +02:00
Erik
400e7c766f Merge main into acdream-mosswart-icon
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2026-08-20 14:46:26 +02:00
Erik
a1ffe77af4 feat: mosswart client icon and Asheron's Call-inspired launcher icon
acdream had no application icon on either executable. Two marks now ship,
built from the game's own material rather than drawn freehand:

* Client - the retail mosswart head. Not an illustration of one: the actual
  creature mesh (Setup 0x02000B4F part 14, skin atlas 0x05001E11,
  ClothingBase 0x10000344) read out of client_portal.dat through acdream's
  own GfxObjMesh/SetupMesh port, then smoothed, lit and graded. Palette
  values are sampled from that texture, including the mustard belly the
  Mosswart lore calls a "foul yellow".

* Launcher - a forged ring enclosing a barbed crescent, rebuilt from
  measurements of the retail wordmark and the acclient.exe icon resource.
  An original construction in the same visual language, not a copy of the
  trademarked logo. Its warm field matches the retail client icon.

Three techniques carry the render quality, all in tools/IconForge:

* PN-triangle tessellation (smooth.py). The retail head is 104 triangles
  and renders faceted. Each triangle becomes a cubic Bezier patch built
  from its own corner positions and normals, so the silhouette genuinely
  rounds rather than merely shading smoothly - and it needs no mesh
  connectivity, which matters because UV seams would otherwise pull apart.
  Normals are welded across coincident positions first, but only within a
  crease angle, so ear fins and tusk edges stay sharp.

* Matcaps (ring.py). A Lambert rasterizer cannot produce chrome, because
  chrome is almost entirely reflection and there is nothing here to
  reflect. Sampling a lit-sphere image by the camera-space normal is the
  standard stand-in for an environment map.

* Distance-transform bevelling (chisel.py). Flat shapes become chiselled
  metal by treating distance-to-edge as height. The height field is
  blurred before differentiating; without that the medial axis of each
  stroke shows through as a hatched ridge.

Two facts worth recording, both discovered the hard way. Creature Setups
define no upright pose in PlacementFrames, so the exporter must be handed
the weenie's MotionTable id or all 17 parts stack on the origin. And a
mosswart's eyes sit on the sides of the skull like a frog's, so a dead-on
frontal turns them edge-on and the face stops reading as a mosswart at all;
the hero angle is az 266 / el 32.

Wiring: <ApplicationIcon> gives each executable its PE icon. The client's
runtime window icon is embedded rather than copied beside the binary - a
window icon has no sensible fallback if the file goes missing, and
embedding survives single-file publish. WindowIconLoaderTests guards the
resource names, which are coupled to LogicalName in the csproj by string
alone and would otherwise fail only as a silently icon-less window.

Both halves of the pipeline are deterministic and reproduce the committed
PNGs byte-for-byte, so an accidental edit shows up as a diff.

Solution builds clean; 14,378 tests pass on the standard hermetic lane
filter, 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 14:42:10 +02:00
Erik
1bd2b30291 fix(ui): restore retail vitals and window interactions
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2026-08-20 13:26:35 +02:00
Erik
4d84456c21 docs: close Campaign LU with its ledger and the four gate traps
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Ten slices, six planned and four the gate rounds added, all shipped through CI
and accepted live: the update flow "works, it updates as it should", launcher
self-update "pass", the client's exit back to the character selector "pass".

The plan now records what the gate rounds found that the plan could not, since
every one of the four was invisible to the automated suite:

- headless play and character refresh had never run once — the launcher passed
  the graphical host's argument shape to the headless host, which reads
  arguments[0] as a command;
- refresh was harmful as well as broken, opening a second connection the server
  treats as a new login;
- Stop WAS the ungraceful exit, killing the client five seconds in;
- Play was below the fold behind the settings form.

And three findings worth keeping: the verification cache cannot see a same-size
same-timestamp change (measured — the CI runner's /tmp is ZFS, 141 of 200
same-size rewrites kept an identical mtime), testing the launcher exercises the
INSTALLED client rather than your source, and a locally built launcher stamps
1.0.0 and therefore can never be offered an update.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-20 08:13:29 +02:00
Erik
7037681a1f fix: state the verification cache's real limit instead of a claim that is false on ZFS
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Run 174's Linux job failed on
ASilentlyCorruptedPackageOfTheSameSizeStillFailsAndDropsTheCache. It passed in
isolation on that same machine, and passed under full-suite load there too, so
it looked like a flake. It is not.

Measured on the runner:

    same-mtime collisions: 141 / 200
    fs type: zfs

Its /tmp is ZFS, whose timestamp granularity is coarse enough that a same-size
rewrite usually lands on the SAME last-write time. So the startup fast path —
size plus write time — cannot see that modification, and the test was right to
fail. LU1's commit message claimed "truncating or touching the package still
blocks launch"; on a coarse-timestamp filesystem the second half of that is
false. NTFS's 100 ns resolution is why it never showed on Windows.

Rather than relax the test until it passes, the contract is now stated as two
facts that are true everywhere instead of one that is not:

- A same-size corruption whose write time moves is caught at startup. The test
  moves the timestamp explicitly instead of trusting the clock, so it asserts
  the mechanism rather than the filesystem's resolution.
- A corruption preserving BOTH size and write time is NOT caught at startup and
  IS caught by a forced full verification — which is exactly what the
  launcher's Verify files button runs. New test, so the escape hatch is
  covered rather than merely mentioned.

PreparedAssetVerificationCache now documents the limit with the measurement, so
the next reader does not have to rediscover it from a red pipeline.

Verified on Windows (11 passed) and five consecutive runs on the ZFS runner
itself (11 passed each). Full solution 14,375 passed, 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 22:03:52 +02:00
Erik
6ab5d8ce0f feat(launcher): LU9/LU10 — stop logs out for real, sessions read plainly, logout lands on character select
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Five things from the user's gate.

STOP NOW ACTUALLY LOGS OUT. The UI gave the client five seconds and then
killed it. That is not enough for a graphical client to send its logout, wait
for the server to acknowledge, and tear down a mapped 28 GB world — so Stop
routinely ended in a kill, which sends the server nothing, which is exactly
what leaves the account held. Thirty seconds now, with the kill still there as
a genuine last resort, and the status says "Logging out…".

THE SERVER-SIDE HOLD IS MODELLED INSTEAD OF DISCOVERED. A session that ends
without the host running its own teardown may leave the account logged in
server-side for minutes. Launching again inside that window does not queue or
retry — it fails with a bare "CharacterList not received", which reads as a
broken launcher rather than a busy server. The orchestrator now records whether
each session ended gracefully (the host reported its own exit AND exited zero —
a killed or crashed child can satisfy neither) and refuses that account for
three minutes afterwards, saying how many seconds are left. A graceful exit
never starts a hold.

READABLE TERMINAL TEXT. "Exited: connection-error (code 5)" becomes "Could not
reach the server — the server may hold this account for a few minutes";
"Exited: process-exit (code 0)" becomes "Exited gracefully — logged out
cleanly". Live sessions still show the host's own status line, which is the
most informative thing available while one is running.

COLUMN HEADERS on the sessions list — ACCOUNT / CHARACTER / STATUS / DETAIL,
sharing the row template's widths so they stay aligned.

LOGOUT LANDS ON THE CHARACTER SCREEN (LU10). The toolbar X was already wired
correctly: IndicatorBarController's EndCharacterSessionButtonId 0x100000FA runs
retail's EndCharacterSession, and LiveSessionController's logout transaction
already ends by resetting the world generation and calling
CharacterSelectionState.Begin. What was missing is where that lands: the
retained UI built its character-selection and character-creation bindings only
when NO character selector was supplied, so a launcher-started session logged
out into a client with no screen to return to. The selector decides how a
session STARTS; it must not decide whether the select screen EXISTS. Both
binding sets are now unconditional.

The composition test that pinned the old gate is updated to pin the new
contract — the retained UI must not branch on the selector at all — rather than
being deleted.

App 5380 passed, Launcher.Core 336, Launcher 76, Headless 169. Not pushed; the
user is testing locally.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 21:27:26 +02:00
Erik
18bbd37779 feat(launcher): LU8 — logging in IS the character refresh; put Play above the fold
Two things the user hit while gating LU7.

1. "Refresh characters" disconnected the session they were playing. It opened a
   SECOND connection to the same account purely to read the roster, which the
   server treats as a new login — so refreshing while logged in kicked them
   out. It was also redundant the whole time: every ordinary login already
   carries the roster in the host's own status stream, and the orchestrator
   already folds it into the profiles (ApplyRosterLocked runs for play sessions,
   not just probes). Removed, along with "Add cached character", which existed
   to paper over a roster the launcher can now always obtain by itself. The
   account page says what happens instead: characters appear after you log in.

   ProbeAsync stays in Core — headless bots and the CLI use it, and it has its
   own tests. What is gone is offering it to a player as a button whose only
   effect they could observe was being disconnected.

   AnOrdinaryLoginFoldsTheReportedRosterIntoTheStore pins the replacement,
   including that it persists so the tree is still populated after a restart.

2. "There is no headless or gui option" under a selected character. The buttons
   were there — below the fold. The character page led with a plugins/login-
   commands form whose two 96px text boxes pushed the Launch card past the
   bottom of the scroll area, so the primary action was invisible unless you
   scrolled. Launch now comes first and the settings form sits under it. A
   player should never have to scroll to find Play.

Full solution 14,374 passed, 0 failed under the release-gate filter.

Not pushed — the user is testing locally first.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 20:48:15 +02:00
Erik
2bff44a9fa fix: launcher-started headless sessions and character refresh never ran at all
The launcher spawned the headless host as

    acdream-headless --config <path>

but HeadlessCommandLine.Parse reads arguments[0] as the COMMAND and accepts
only "validate" or "run". So every launcher-started headless session and every
"Refresh characters" died on its first instruction with

    Invalid command. Run --help for usage.        (exit 64)

The user's own cache shows it six times over two days. It was invisible because
the failure is an exit code in a status file, not something the UI says out
loud — which is how it survived a whole campaign whose gates exercised the
headless host through its CLI directly, never through the launcher's spec.

The graphical host takes a bare "--session-config" and has no command word;
this sibling call was written to match it. Both headless call sites now pass
"run" first. A probe is an ordinary "run" whose session config carries
mode: "probe" — the difference is in the document, not the command line, so
one fix repairs refresh and headless play together.

LauncherHeadlessCommandLineContractTests is the connection that was missing:
it takes the argument vector the launcher will really use and hands it to the
parser the host will really use, for probe and for headless play, and pins that
the graphical arguments are deliberately NOT a headless command line. The two
sides cannot drift again without failing here. Headless.Tests already
referenced both assemblies, so this needed no new coupling.

Also LU7, at the user's direction: a selected character now offers only Play
and Headless. Choosing a character means choosing to play AS that character, so
"Character select" — which deliberately picks no character — belongs to the
account page alone, where it already lives. The per-character GuiSelect command
and its capability are removed rather than left as dead surface.

Full solution 14,374 passed, 0 failed under the release-gate filter.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 20:33:51 +02:00
Erik
955c618013 fix: make locale-independence real, not assumed — parsing, casing, comparison
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Follow-up to the retail-text fix. "Green under sv-SE" is not the same as "runs
on any locale", so this establishes the latter by running the suite under
cultures chosen to break different things, and fixing what they broke.

ar-SA found a genuine defect the Swedish runner cannot see: the resolution
parser read "1920x-1" through the ambient culture, and ar-SA's negative sign is
not ASCII '-', so the parse failed and the height silently became 0 instead of
-1. Both copies of that parser (App settings targets and the UI settings store)
now parse invariantly.

Audited every remaining culture-sensitive operation in src/ rather than fixing
only what a test happened to catch:

- Numeric Parse/TryParse with no IFormatProvider: 11 sites, all reading
  MACHINE-readable input — env vars (ACDREAM_LIGHT_DEBUG, ACDREAM_NET_DROP_*,
  streaming/quality knobs), CLI arguments, "1920x1080" settings keys, a chat
  command's price argument, and the launcher's bake thread count, which is
  handed straight to a child process command line. All pinned to
  InvariantCulture.
- ToUpper()/ToLower() with no culture: none. The Turkish-I class was already
  clean, and tr-TR confirms it.
- StartsWith/EndsWith/IndexOf(string) with no StringComparison: one —
  ChatInputParser's "@" prefix test, which is a culture-sensitive comparison
  for a single ASCII character. Now the ordinal char overload.

Verified: 13,958 tests pass identically under the machine default, sv-SE,
tr-TR, ar-SA, and de-DE. (The two launcher test assemblies are excluded from
this run only because a running acdream-launcher.exe holds its own binary; the
one launcher change here is the thread-count parse.)

Dates remain on the current culture by intent, unchanged from the previous
commit.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 20:11:32 +02:00
Erik
6a15dd063c fix: retail text and golden-string tests must not follow the machine's locale
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Run 170's Windows gate went red on 37 tests across four assemblies while the
same commit passed 14,370/0 locally. The failures were all one family:

  Expected: "You have 1 500p"     <- built with the machine's culture
  Actual:   "You have 1,500p"     <- production, correctly invariant

The runner is Swedish; this dev box is not. These tests had been passing on CI
only because that machine's registry locale had been pinned by hand — machine
state, which came undone (almost certainly the reboot after today's hang).
Re-pinning it would be a workaround on one machine for a defect in the repo,
so this fixes the repo instead.

Two genuinely different bugs were hiding in that one symptom.

1. TESTS that build an expected string with the ambient culture and compare it
   to invariant production output, and test-side recording sinks whose traces
   are compared against literal golden strings. Those only ever passed on a
   machine that happens to format like the invariant culture. Pinned to
   InvariantCulture: the vendor purse/cost expectations, and the motion-funnel,
   animation-sequencer, framebuffer-resize, resource-slot, and runtime-attack
   trace sinks.

2. PRODUCTION that formats player-visible retail text with the ambient culture.
   This one matters beyond CI: retail is a US client, so it shows "2.50",
   "1,500p" and "(-20)" to everyone. On a Swedish machine acdream was showing
   "2,50", "1 500p" and "(-20)" with U+2212 MINUS SIGN — the audience for this
   alpha is literally Swedish. Converted 76 sites to InvariantCulture across the
   item/creature appraisal formatters, the character stat panel's buff and vitae
   parentheticals, the appraisal and link-status controllers, the chat
   /framerate and /location output, the camera sensitivity toast, the
   time-override toast, the F3 dump, the sky diagnostics, and the world-frame
   invariant-failure message.

   DATES are deliberately left on the current culture (CharacterController's
   birth/login stamp, RuntimeHouseState's purchase expiry). Retail has no answer
   for a non-US player's date format, and forcing "08/19/2026 7:00:00 PM" on
   them is a UX decision, not a retail-fidelity one.

Apparatus, so the next occurrence is reproducible instead of mysterious:
tests/TestCultureInitializer.cs adds an opt-in ACDREAM_TEST_CULTURE knob to
every test assembly, linked in through a new tests/Directory.Build.props.
Unset — what CI and everyone runs — it changes nothing.

  ACDREAM_TEST_CULTURE=sv-SE dotnet test ...

reproduced all 37 CI failures on this machine plus 6 more the runner's own
locale does not surface (the Unicode-minus family), and drove the fix.

Verified both ways on the full solution under the release-gate filter:
default culture 14,370 passed / 0 failed, and ACDREAM_TEST_CULTURE=sv-SE
14,370 passed / 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 19:56:09 +02:00
Erik
09305be6c6 feat(launcher): LU5/LU6 — one Play button per character, and sessions say who is playing
LU5. The per-character panel offered "GUI — enter world", "GUI — character
select" and "Headless" as three equal-looking buttons, above a "Default launch
mode" combo. It now leads with one primary **Play** that enters the world as
the selected character, with Character select and Headless kept as deliberate
secondary choices.

The combo is gone. It was never consulted by anything: every launch button
passes its own mode and LauncherOrchestrator.LaunchAsync overrides the
profile's stored mode with it (CloneCharacter(character, mode)). A setting that
changes nothing is worse than no setting, and this one made the three buttons
look like they obeyed it. The stored value is untouched.

Worth recording for whoever reads the LU5 acceptance: the launcher-side
plumbing was already correct end to end — orchestrator, selector composition,
and the client's own "skip character select when a selector is present" gate.
What actually made launching a character fail was #420, a client crash on the
character-select screen, fixed separately. Every play session in the user's
cache had no character selector, which is consistent with them only ever
reaching the select-screen paths.

LU6. Rows read `server / account / character`, then the launch mode
(Gui/GuiSelect/Headless/Probe), then the raw LauncherActivityState enum name,
then a status string. The launch mode is launcher bookkeeping — it says how the
process was started, which tells the person watching nothing and is meaningless
once the client is up.

Rows now show the account, the character (or "Character select" while one is
still being chosen, "Character refresh" for a roster probe), and one plain word
derived from the host's own status stream: Starting -> Character select ->
In game -> Stopping -> Stopped / Failed. A Play launch and a character-select
launch both read "In game" once the player is actually in it.

The orchestrator now KEEPS the identity from the host's enteredWorld event
instead of only formatting it into a status sentence, so a character-select
session stops being anonymous the moment someone enters the world.

Tests: LauncherSessionRowViewModelTests (16 — every state's wording, in-game
independent of launch mode, the character-select placeholder and its
replacement, probe labelling, stop gating). Full solution 14,370 passed,
0 failed, 0 skipped under the release-gate filter.

Campaign LU slices LU5 and LU6.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 18:54:37 +02:00
Erik
0a2defb618 feat(launcher): LU4 — first-run setup ends with "Setup complete" and an OK button
Setup used to finish by leaving a full progress bar and a status line on
screen, with the same Validate / Cancel bake / Close / Build and install row
underneath. Nothing said "you are done" and nothing said what to press.

The wizard now swaps its whole form for a plain completion panel: "Setup
complete", one sentence saying the content was built and verified, and a single
OK that closes the dialog and returns to the launcher.

Raised at exactly one point — after _onInstalled publishes the record — so the
launcher behind the dialog is already in its launch-enabled state when OK is
pressed, and the "Client setup required" banner is gone the moment the user
gets back. The cancelled and failed branches deliberately never reach it and
keep their existing status/error reporting.

Tests: FirstRunSetupEndsWithACompletionPanelThatOkReturnsFrom (form hidden,
panel shown, record published before OK, wizard reopens as an ordinary form
afterwards) and AFailedFirstRunSetupNeverShowsTheCompletionPanel.
Launcher 61 passed.

Campaign LU slice LU4.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 18:51:08 +02:00
Erik
a01ff42640 feat(launcher): LU2/LU3 — one update question at startup, and it restarts itself
The update surface was a panel the user had to reason about: Check again,
Rollback client, Stage launcher, Install client, Cancel, Close, plus an
installed/available version table, a minimum-launcher-version sentence, and a
"restart required" banner they had to act on. Reaching it meant knowing to
press "Check for updates" in the header.

Now: the feed is checked once at startup. If nothing is out of date, nothing
appears. If something is, one dialog says what is new and offers Update or
Not now.

Launcher before client, deliberately. A client release can declare a minimum
launcher version, so updating the launcher first is what makes the client
update installable at all — and it means nobody is ever shown "install
launcher X or newer before the client update", which is not a sentence a
player should have to read.

A launcher update now restarts into the new build by itself. That reuses the
existing, proven handoff rather than inventing a second one: LauncherSelfUpdate
Bootstrap.TryApplyStagedUpdateNowAsync starts the staged payload in helper mode
against the CURRENT process, exactly as ordinary startup does, and the launcher
then shuts down. Restarting by spawning a fresh copy of the current launcher and
letting its startup notice the staged plan would look simpler and be wrong: the
helper would wait on the new copy while the old one still held its own
executable mapped, so the file replacement could fail. The staged-helper launch
is extracted into one private method both paths call, so they cannot drift.

Deleted: the header "Check for updates" button, OpenCommand, CheckCommand,
InstallClientCommand, StageLauncherCommand, RollbackCommand, CloseCommand, the
version table, IsLauncherMinimumBlocked/MinimumLauncherStatus, the restart
banner, and LauncherUpdatePhase plumbing through the view model.

NOT deleted — none of the safety changed: manifest validation, bounded verified
download, safe ZIP extraction, versioned install with an atomic current.json
switch, the update session barrier, and rollback all still live in
AcDream.Launcher.Core/Updates. Rollback simply has no button; it remains
reachable as Core API with its own tests. The complexity the user objected to
was the panel, not the machinery underneath it.

An unreachable feed stays silent. A friend with no internet must still reach
their characters, so a failed startup check shows nothing at all rather than an
error to dismiss.

Tests: LauncherUpdateViewModelTests rewritten against the new surface (8 tests
— nothing-to-do stays silent, client update installs, launcher update stages
then restarts without touching the client, no-restart-seam fallback, silent
offline, Not now, refused while a session runs, failed install reports why).
Tests for the deleted commands are removed with them, not skipped.
Launcher 59 passed, Launcher.Core 335 passed.

Campaign LU slices LU2 and LU3, landed together because the new prompt replaces
the old one in the same files.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 18:49:19 +02:00
Erik
00d1278228 feat(launcher): LU1 — stop hashing 28 GB before the launcher window appears
Measured on the user's machine: %LOCALAPPDATA%\acdream\pak\acdream.pak is
29,908,271,024 bytes and SHA-256 over it takes 24.1 s at 1.16 GB/s. App
.OnFrameworkInitializationCompleted ran exactly that hash synchronously,
before constructing the window, and the digest came back identical to the one
install.json already recorded. So the launcher took roughly half a minute to
appear in order to re-confirm a fact that had not changed. A friend does not
see it only because they have no package installed yet — verification
short-circuits at "nothing installed" — so it would hit them the moment
first-run setup finished.

Startup now checks the cheap facts (size, last-write time) and skips only the
hash, and only when a previous FULL hash of that same file agreed with the
install record. Everything that should hash still does: install, update, the
crash-recovery backup path, and a new explicit "Verify files" button.

The remembered fact lives in a SIDECAR (install.verification.json), not as a
new field on the install record: LauncherInstallRecordStore reads install.json
with JsonUnmappedMemberHandling.Disallow, so a new property there would make an
older launcher build reject the record outright and demand a fresh ~28 GB bake
after a rollback. An unknown sidecar is simply ignored by builds that predate
it. The cache type never throws — it sits in front of a guarantee, so every
failure mode (missing, corrupt, unknown schema, unwritable) degrades to
"hash it again" rather than to a failed launch.

Two subtleties worth keeping:
- The write time is re-read after the hash and the entry is only written when
  it is unchanged. A writer racing a multi-second hash would otherwise be
  remembered under the OLD timestamp, and the next startup would trust a
  digest that never covered those bytes.
- A hash that disagrees with the record invalidates the entry, so a stale
  "verified" fact cannot outlive the evidence that produced it.

Tests: PreparedAssetVerificationCacheTests (10) counts hash invocations through
the store's injectable hasher and covers second-startup skip, forced full
verification, touched package, same-size silent corruption, resize, a cache
digest that disagrees with the record, three unreadable-cache shapes, and
backup recovery still hashing. Plus two LauncherWindowViewModel tests for the
Verify files command. Launcher.Core 335 passed, Launcher 57 passed.

Note for the first run after this ships: the very first startup still pays one
full hash to learn the digest for the installed file, and every startup after
that is instant.

Campaign LU slice LU1. Plan: docs/plans/2026-08-19-launcher-usability-campaign.md

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 18:40:34 +02:00
Erik
a34e8f2a17 fix #420: seed face-segment media states so character select stops crashing the client
Every launcher-started play session on 2026-08-19 died a few seconds after
login. The user's own session evidence shows it three times in a row:
started -> connected -> characterList -> exited code 1 "crashed", with
client.err.log carrying

  System.ArgumentNullException: Value cannot be null. (Parameter 'key')
     at System.Collections.Generic.Dictionary`2.FindValue(TKey key)
     at AcDream.App.UI.UiButton.OnDraw(UiRenderContext ctx)

UiButton allocated its per-face-segment media-state array as `new string[n]`,
leaving every element null, while the single-face sibling _faceMediaState was
correctly seeded to "" (DirectState). NextMediaState returns `current`
unchanged on three of its four arms — including retail's own "committed state
authored with an empty media array keeps the previous media playing" rule — so
on a multi-segment button whose committed state carries no media the null
survived the first SyncMediaStates and reached
ElementInfo.StateMedia.TryGetValue(null), throwing mid-paint and taking the
process down.

Seed the array with "" at construction. That is what the constructor's
existing comment already claimed the media machine did ("the media machine
begins on the element's BASE media"); only the segment array was left out.

Verified by reverting the one-line fix: the new regression test throws
ArgumentNullException from UiButton.ActiveFile, the same frame as the live
crash. AcDream.App.Tests UiButton filter: 41 passed, 3 skipped.

Found while investigating Campaign LU item 4 ("launching the selected
character doesn't work") — this is why nothing worked. Also lands the Campaign
LU plan doc, whose recon section records the mechanisms the remaining slices
build on.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-19 18:32:28 +02:00
Erik
ff01423f3f ci: put the launcher's update pointer in a release, and delete the dist branch
Some checks failed
CI / linux-portable (push) Failing after 3m22s
CI / windows-gate (push) Successful in 5m27s
CI / release (push) Has been skipped
The dist branch existed to carry ~120 MB payloads that could not go on main.
Once payloads became release attachments it held one 500-byte manifest.json,
so it was a whole branch for a reason that no longer applied.

The pointer is now a release asset too: each publish recreates a one-asset
 release naming the versioned build. Forgejo has no
/releases/latest/download/ route (404), so a pointer is still required — but
keeping it in a release means nothing about distribution lives in git: no
payload branch, no bot commits on main, and no push that could retrigger the
pipeline (which is why writing the manifest to main was not the answer either).

Recreating the tag deletes the old release AND its tag; the tag outlives its
release and would otherwise block recreation.

Versioned releases are retained, so older builds stay downloadable.
tools/publish-dist.ps1 is removed — publishing is CI's job now.
2026-08-19 14:40:41 +02:00
Erik
600c331ac6 feat(launcher): Gitea-backed alpha update feed replaces the GitHub Releases source
The launcher reported "no client available" because its update source was
pinned to a GitHub Releases manifest in a PRIVATE repo — nothing anonymous
could ever be fetched from it. Switch the feed to the PUBLIC Gitea repo so a
friend needs no account, and add the two commands that publish it.

- ReleaseManifestClient.ProductionManifestUri now points at
  git.snakedesert.se/erik/acdream raw on the `dist` branch. No update
  machinery changed: the existing strict reader already accepts any HTTPS
  manifest, so this is a URL swap plus a build script.

- tools/publish-bin.ps1 publishes the payloads into /bin and writes
  bin/manifest.json (schema v1, SHA-256 + size per artifact):
    client-win-x64.zip    AcDream.App + acdream-headless
    launcher-win-x64.zip  acdream-launcher + co-deployed acdream-bake
  Stamps InformationalVersion ONLY — never -p:Version, which also rewrites
  project-reference versions inside the committed packages.<rid>.lock.json
  files and churned every one of them with a throwaway build stamp.

- tools/publish-dist.ps1 pushes /bin to the Gitea-only `dist` branch from a
  throwaway worktree, leaving the developer's checkout, index, and HEAD
  untouched. It refuses a GitHub remote outright.

Why `dist` and not main: the launcher payload is ~103 MB because the launcher
and its co-deployed bake CLI are each self-contained single files (deliberate,
see AcDream.Launcher.csproj). GitHub hard-rejects files over 100 MB, and all
three refs currently track main, so payloads on main would break every GitHub
push. `dist` is a single-commit orphan branch that each publish REPLACES, so
superseded builds never accumulate. /bin stays gitignored repo-wide and is
force-added only on that branch.

Verified live: manifest and both payloads serve anonymously over HTTPS, and a
downloaded client payload matches its declared SHA-256 and size byte for byte.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-18 19:49:06 +02:00
Erik
79a4489e03 test: replace final fixed-delay oracles 2026-08-18 13:12:26 +02:00
Erik
9c6b143a03 test: replace campaign labels with behavior names 2026-08-18 12:25:00 +02:00
Erik
dfc841b779 test: stabilize load-sensitive release contracts 2026-08-18 11:50:23 +02:00
Erik
c8c764a40e test: remove ambient timing from double-click contracts 2026-08-18 11:38:31 +02:00
Erik
c38f6b8852 build: make release restore reproducible 2026-08-18 10:29:00 +02:00
Erik
0a934cf578 fix: prevent launcher exit disposal deadlock 2026-08-18 08:43:29 +02:00
Erik
a1d15a82dd perf #418: widen the destination-lane budget only while the reveal hold is active
While a destination reservation hides the world behind the authored
tunnel, the streaming frame meter now runs a hold-widened profile
(StreamingWorkBudget.WidenForDestinationHold): the time ceiling rises
from the authored 2 ms to an absolute 8 ms default
(ACDREAM_STREAM_WORK_HOLD_DEST_MS is a measurement-only override), every
count/byte dimension scales by the same factor so elapsed time stays the
authoritative guard (the measured binder is Time at both ceilings), and
the reserve fraction is re-derived (0.75 -> 0.9375) so the
NON-destination lane's absolute per-frame caps are unchanged. The
widening keys off the existing BeginDestinationReservation/
EndDestinationReservation bracket only, is derived per-Tick from the
CURRENT budget (mid-hold quality swaps compose), and a frame with no
reservation uses the authored budget verbatim (test-pinned). Portal
holds ride the same bracket as login holds by construction - intended,
and pinned by a kind-parity test through the real coordinator plus a
live @telepoi portal hold (kind=portal gate-ready 3589 ms).

Why: issue #418's next-hypothesis (1). Measured result: the ~5 s
publication drip collapsed to ~2 s (loaded 625/625 at ~3.0 s, tunnel at
64-66 fps), the portal-hold gate-ready fell to ~3.6 s - and login
gate-ready/total stayed at 8.4-8.8 s / 12.6-12.7 s, exposing the real
remaining pacer: the login-cold render-thread upload/registration
barrier behind GpuWorldState.IsRenderReady, which ran concurrently under
the old drip. Full attribution appended to docs/ISSUES.md #418; no
divergence-register row (the streamed result and reveal gate are
byte-identical; only the scheduling rate during a hidden hold changed).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 20:55:43 +02:00
Erik
11106c70e7 perf #418: publish landblocks under the meter, not one per streaming tick
Phase-1 measurement (new [publish-timing]/[stream-tick] probe surfaces,
ACDREAM_PROBE_REVEAL_TIMING=1) refuted the ~31 ms-per-admission
hypothesis: the hold runs at ~64 fps with the streaming tick at ~32 Hz,
the whole 625-block window costs only ~500 ms of publication CPU (far
blocks ~0.17 ms, near 2-43 ms), and steady state showed ZERO meter
yields with ~0.22 ms of the 2 ms budget used - yet exactly one block
published per tick against a ~400-deep completion queue.

The real limiter: Runtime's collision-generation activation is a
deliberate two-poll transaction (the first
TryAcquireCollisionPrefixMutationPermission poll parks residents and
refuses by design), and LandblockPresentationPipeline.Advance's metered
arm returned Completed=false on ANY nonterminal commit, which
DrainAndApply treats as end-of-frame. One landblock per 32 Hz tick =
the flat 32/s, with the authored budget ~90% idle.

Fix: the metered arm now uses the same Runtime-owned gate the unmetered
arm and the synchronous CompletePublication API always used
(CanContinueMutationSynchronously). The second poll runs in the same
frame under the same meter, so the unchanged 2 ms elapsed-time ceiling
is now genuinely the authoritative per-frame bound; with any real debt
(live residents parked mid-game, pending withdrawals, dispatch backlog)
publication defers to the next frame exactly as before. No budget
values change, no reveal-gate/readiness change, and the streamed result
is byte-identical - only the frame scheduling of identical operations.

Measured A/B (this binary, two runs): totalMs 12689 / 12734 vs baseline
26728/27395/27503; loaded slope 32/s -> bursts of 100-360/s, 625/625 in
~6-7 s vs ~23 s. The remaining ~12.7 s floor is fully attributed in
docs/ISSUES.md: ~8 s of real budgeted readiness work plus retail's
authored tunnel exit (TunnelContinue 2-5 s + two 1 s fades, golden
constants), so the <12 s acceptance needs a lead decision on the
hold-time budget, not another hidden limiter.

New regression pin:
MeteredLoaded_NonterminalCommitWithoutDebt_CompletesInOneMeteredAdvance.
Gates: Release build 0 errors; App tests 5576/3 skips/0 failed;
Runtime tests 1756/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 20:11:35 +02:00
Erik
39967e78bd perf #418: parallelize landblock builds across a striped worker pool
Login publishes the 25x25 window at a flat 32 blocks/s (~27 s in the
tunnel). The reveal-timing probe A/B (695a27b4) showed the consumer
budget env ceilings change nothing, which was read as producer-limited:
one "acdream.streaming.worker" thread, ~31 ms/block. This replaces the
single worker with min(ProcessorCount-2, 8) workers, floor 1.

Design: striped/affinity dispatch. Each worker owns one unbounded lane
channel plus its own high/low priority queues; jobs route to
lane = ((id >> 16) * 2654435761) % N (the low word of a landblock id is
constant, so the id is mixed before reduction). Striping was chosen
over a shared queue + in-flight conflict tracker because it preserves
the per-landblock contract structurally rather than by bookkeeping:
every job for one id lives on one lane, so per-id enqueue order IS
execution and completion-arrival order, and the same-landblock
supersede rules (PromoteToNear removes queued LoadFar/Unload) keep
seeing every queued job for that id. Contract, point by point:

- Per-landblock ordering: same id -> same lane -> serial FIFO.
- ClearLoads: broadcast to every lane inside the same _inboxGate lock
  that serializes enqueues, so any load enqueued before
  ClearPendingLoads() returns sits ahead of its lane's ClearLoads copy
  in that lane's FIFO and is dropped at read time, exactly like the
  single-thread path. Already-dequeued builds still complete (now up
  to one per worker instead of one total); StreamingController's
  SweepCollapsed already unloads those uniformly.
- Priority: per-lane high/low split unchanged. Cross-lane, priority is
  not globally ordered (a lane cannot run another lane's job), which
  the contract permits; near-tier jobs hash-spread across lanes and
  are preferred within each.
- Outbox: SingleWriter flipped to false; nothing assumed single-writer
  (PublishResult already used TryWrite + an Interlocked backlog, and
  the consumer's peek->read head-stability holds because only the
  single reader ever moves the head). Cross-landblock arrival order
  was verified arbitrary-tolerant before relying on it:
  StreamingController.AdmitCompletions classifies each result
  independently into per-priority FIFOs (generation staleness +
  per-landblock retirement blocking); per-landblock arrival order is
  preserved by striping.
- Crash surface: per-worker. The first real crash publishes
  WorkerCrashed (prefixed "worker N:" in pools > 1), sets
  _workerFailure, completes every lane, and cancels the pool (a crash
  still ends all processing, as before); siblings that merely observe
  the closed lanes (ChannelClosedException) exit quietly instead of
  reporting spurious crashes; the outbox completes only when the LAST
  worker exits so no in-flight completions are dropped.
- Disposal: joins every worker under the same _disposeGate; Start
  stays idempotent and dispose-serialized.

Thread-safety audit of the production build closures
(SessionPlayerComposition), per shared object:

- DatCollection (every read in LandblockBuildFactory.BuildLocked:
  LandblockLoader.Load, SceneryGenerator.Generate, SetupMesh.Flatten,
  CellMesh.Build, GfxObjBounds.Get, GfxObjDegradeResolver): NOT
  thread-safe; already serialized under the shared _datLock, which
  BuildLocked holds for the whole read transaction. Unchanged; the
  probe run measured hold 0-13 ms / wait <= 12 ms during the login
  window, so the lock is not the new bottleneck and the build was NOT
  serialized beyond it.
- PakPreparedAssetSource / PakReader (BuildPreparedCollisionClosure,
  outside the lock): immutable TOC array + read-only
  MemoryMappedViewAccessor random-access reads + ConcurrentDictionary
  verdict caches - safe for N concurrent readers (Slice I3 design;
  the headless SharedPreparedCollisionCache wrapper is fully
  lock-protected).
- LandblockMesh.Build (outside the lock): pure math over the dat
  record + the composition-time height table + the immutable
  TerrainBlendingContext record; the shared SurfaceCache is a
  ConcurrentDictionary and BuildSurface is deterministic, so its
  lookup-or-build race is last-write-wins-benign (the code already
  documented exactly this).
- PhysicsDiagnostics probe statics: read-only bools + thread-safe
  Console writes.

MEASURED OUTCOME (gate 4): the timing acceptance did NOT pass, and per
the task contract that is reported, not tuned around. With 8 workers
on this 16-core machine all 625 builds complete in ~203 ms
(ACDREAM_PROBE_TELEPORT BUILD lines t=3475390..3475593) - the producer
is off the critical path - but loaded= still advances at exactly
+32/1000 ms and SUMMARY totalMs measured 27395 and 27503 across two
runs (baseline 26728). The 32/s pacer is in the consumer
admission/publication path and is not governed by the
StreamingWorkBudgetOptions env ceilings. #418 stays IN-PROGRESS on the
consumer side; see docs/ISSUES.md for the evidence chain.

Tests: per-landblock ordering under 4-worker contention, cross-lane
ClearLoads drop, per-lane near-before-far preference, pool-of-1 serial
equivalence, disposal joining every worker, lane-spread guard, and
worker-count validation (LandblockStreamerPoolTests). Two existing
tests asserted a GLOBAL cross-landblock execution order - a serial
implementation detail, not the contract - and now pin workerCount: 1
with justification comments (LoadNear_OvertakesQueuedFarLoads,
TwoQueuedLoads_RetainTheirDistinctOriginAndGeneration).

Gates: Release build 0 errors; App suite 5575 passed / 3 skipped
(5568 + 7 new); Runtime suite 1756/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 19:34:20 +02:00
Erik
695a27b48a probe: ACDREAM_PROBE_REVEAL_TIMING — wall-clock attribution of the login/portal hold
[reveal-timing] lines from the reveal coordinator: per-dimension
first-ready edges (render neighborhood, composite textures, collision,
gate, materialization), 1 Hz progress with the resident-landblock count
(new GpuWorldState.LoadedLandblockCount), and one SUMMARY line at the
viewport reveal. Measurement-first groundwork for the login-load speedup:
the readiness barrier observes its dimensions serially, so the edges give
each dimension's observed tail while the progress lines expose the
pacing shape (a budget-paced linear drip reads directly off the counts).
Probe-gated in StreamingDiagnostics per Code Structure Rules §5; no
behavior change, one branch per Evaluate poll when unset.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 19:04:15 +02:00
Erik
0bb47f2711 fix #417: world ambience kept playing at character select after the in-world logoff
The character-session reset manifest had no audio step: retail's logoff
destroys the world's sound sources with the world, but our OpenAL world
pool and ambient scheduler are process-lifetime — the continuous ambient
beds played on at character select and the scheduler kept RE-FIRING
deadlines against the stale listener (Suspend/StopAll had zero callers;
WorldGenerationQuiescence only cycles around teleport-style generation
replaces).

New WorldAudioSessionGate: the reset manifest's 'world audio' step stops
all sixteen world-pool voices (SuspendWorldAudio) and drops every ambient
deadline (StopAll); the pool reopens at the entered-world edge through the
new default-null LiveSessionEnteredWorldBindings.ResumeWorldAudio binding,
invoked first in ApplyEnteredWorld. The ambient soundscape needs no
explicit resume — the next objcell observation rebuilds it exactly as a
cell change always did. Covers logout, reconnect, and full stop uniformly.
UI-pool sounds (interface bank, portal cues) untouched by design.

App tests 5568/3 skips, Runtime 1756/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 18:46:04 +02:00
Erik
91c1962b0d fix #416 #415: the retail button state/media machine — roster hover highlight clears; probe wait verbs bind without an artifact dir
#416 (char-select roster highlight never cleared on hover-leave): three
decomp-grounded mechanisms replace the media-keyed _availableStates
approximation.
- UIElement_Button::UpdateState_ @0x00471CF0: the button machine commits
  ONLY states authored on the button's OWN ElementDesc (AccessStateDesc
  gate); unauthored requests no-op, preserving custom semantic states.
- UIElement::SetState @0x00464E70: an unauthored state id is coerced to
  state 0 (the unnamed base state) and committed — ported into
  UiDatElement.TrySetRetailState with the base-descriptor PassToChildren
  cascade arm.
- The SetState media rule @0x004651c0: a committed state replaces the
  playing media ONLY when its media array is non-empty. UiButton now keeps
  per-face-segment media states under that rule (segments model retail's
  PassToChildren children), and LayoutImporter records the raw MediaCount
  including the File=0 draw-nothing images the drawable filter drops —
  the roster bar children's base state is exactly such an image, and it is
  what clears the bar.
The row template truth (probe, installed DAT): the row authors EMPTY
Normal/rollover/Highlight descriptors with PassToChildren; the three bar
children author rollover/Highlight media, NO Normal state, and a File=0
base image. An empty-media Normal_pressed still never blanks a Normal-art
button (the media rule keeps the previous art — the exact behavior the
old gate approximated), and the Appearance spins' property-only Highlight
now genuinely commits: label recolors, arrow art lingers — the retail
split AP-222 approximated with a requested-keyed label hack, now retired.
Live-verified at char select: hover +alex shows the grey bar, moving off
clears it, the selected row keeps its amber bar.

#415 (probe wait world-* verbs dead): the filed snapshot-reset diagnosis
was wrong — the automation bridge simply never bound without
ACDREAM_AUTOMATION_ARTIFACT_DIR. A facts-only
WorldRevealFactsAutomationRuntime now binds whenever the retained UI
exists; checkpoint/screenshot verbs still require the artifact directory
and now report that instead of a generic timeout.

App tests 5568/3 skips, Runtime 1756/0, UI.Abstractions 926/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 16:25:36 +02:00
Erik
7aa08045d8 fix #414: cursor disappears at character select after the in-world logoff
Session teardown (PlayerModeController.Exit/ResetSession ->
CameraController.ExitChaseMode) fell back to the dev free-fly camera, and
CameraPointerInputController.ApplyCursorForCameraMode faithfully applies
CursorMode.Raw (GLFW disabled cursor: hidden + captured) for fly mode —
so the character-select screen after an in-world logoff had no mouse.
Fresh boot starts in Orbit and never fires a mode change, which is why
only the post-logout path was affected.

Teardown now lands on Mode.Orbit — the exact state a fresh boot presents
at character select — and always notifies, so the pointer controller
restores CursorMode.Normal even when torn down from the dev fly camera.
The dev fly<->chase flow is untouched (it rides ToggleFly, never
ExitChaseMode).

Proven live both directions with a driven logout (UI probe 0x100000FA ->
dialog accept 0x17) under Win32 GetCursorInfo sampling: before, flags
flipped 1->0 exactly at the roster re-push that re-shows character select
and stayed hidden; after, zero hidden samples across the full timeline.
Files #415: the UI-probe 'wait world-visible' verb reads the reset
transit snapshot and is dead after reveal completion (test apparatus
only).

App tests 5564/3 skips (+3), Runtime 1756/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 15:17:50 +02:00
Erik
70f7f72d62 Merge campaign-newline-fix: retail source-level escape normalization
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>

# Conflicts:
#	docs/architecture/retail-divergence-register.md
2026-08-17 14:21:10 +02:00
Erik
d233f81dce feat(session): the in-world logoff — LogOut animation, reverse wormhole, live return to character select
Retires AD-74 (Exit to Character Selection 'behaves as Exit Game') and
files AD-110 (the composed handoff edge) — register rows in this commit.

Retail derivation (named decomp):
- gmGamePlayUI::UseTime @0x004EA3A0: confirmed Yes drains into
  CPlayerSystem::LogOffCharacter(0) when grounded (transient_state &
  CONTACT); the grounded three-way branch now also covers the
  indicator-bar end-session control (it was Options-only).
- CPlayerSystem::LogOffCharacter @0x00563520: SaveToServer FIRST (the
  existing pre-logoff flush hook), then RequestLogOff @0x00562DD0:
  'Logging off...' chat (type 0), 0xF653 via Proto_UI::LogOffCharacter
  @0x00546A20, logOffRequestTime = now + 3.0 (+20.0 when
  IsPlayerKiller @0x0058C910 — PWD bits 0x20|0x2000000), and
  CommandInterpreter::HandleLogOff @0x006B3330 -> Disable.
- The log-off ANIMATION is server-driven: ACE broadcasts
  MotionCommand.LogOut (0x1000011E, Player.cs:596 SendMotionAsCommands)
  and it plays on the local player through the existing inbound
  unpack_movement funnel during the 3 s hold — retail plays nothing
  locally; Disable() is the whole client-side effect.
- gmSmartBoxUI::UseTime @0x004D6E64: hold elapsed ->
  BeginTeleportAnimation(TAS_WORLD_FADE_OUT) @0x004D6E83 (enter cue
  @0x004D638E, unconditional) -> TunnelFadeIn -> Tunnel. The tunnel
  plays the SAME forward 40 fps animation; nothing renders backwards,
  and NO exit cue ever fires on logout (the char-select swap preempts
  the TunnelContinue/FadeOut tail).
- Inbound 0xF653 echo (dispatch case 3 @0x0055C963) ->
  ExecuteLogOff @0x0055D780: world teardown with the LOGON CONNECTION
  KEPT (ExitWorldDisconnect @0x00541E00 removes every connection
  except logonRecID_ — one connection against ACE) and
  Proto_UI::SetEventCounter(0) @0x00541E79; the fresh CharacterList in
  the same batch re-shows character management (gmGamePlayUI::Update
  @0x004E9CD0 -> QueueUIMode(0x1000000a)). ACE mirrors it:
  SendFinalLogOffMessages (Session.cs:249) sends 0xF653 + CharacterList
  + ServerName >=6 s after the request and leaves the session
  AuthConnected — a second EnterWorld needs no re-handshake.

Implementation:
- RuntimeWorldTransitState: the canonical logout lifecycle
  (Requested/PresentationActive/Confirmed, retail 3 s/+20 s holds,
  cancel/reset/ownership convergence).
- WorldSession: RequestCharacterLogOff (non-blocking 0xF653),
  IsCharacterLogOffConfirmed, ReturnToCharacterSelect (InWorld ->
  InCharacterSelect + game-action sequence reset; transport untouched).
- LiveSessionController: BeginCharacterLogOff (flush-first request) and
  CompleteCharacterLogOff — the return-to-selection transaction
  (ReconnectCore minus the transport swap: retire the world
  generation's routes, host reset, state flip, fresh generation
  re-bind, roster re-applied from the pushed CharacterList; failures
  degrade to the full StopCore teardown).
- RuntimeLocalPlayerMovementState.DisableCommandInterpreter +
  DispatcherMovementInputSource gate: retail's Disable() — held keys
  produce no movement while the server LogOut motion plays; cleared by
  the generation reset.
- LocalPlayerTeleportController: the logout pump as the third arm of
  the one wormhole machine (request/hold/wormhole/confirmed handoff;
  teleport starts refused during logout; the handoff runs the session
  transaction whose world reset retires the tunnel as the fresh
  selection state re-shows the character screen).
- UI: both end-session surfaces share the retail three-way grounded
  gate and now run the REAL flow; Options' Exit Game keeps the app
  exit (window close -> the existing graceful-shutdown logoff).

Tests: +5 transit lifecycle, +4 session transaction, +7 logout pump.
Runtime 1756/0 (baseline 1747), App live-DAT 5523/3 (baseline 5512/3
+ 11 this round), Core.Net 1004/0, full solution green (0 failures).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 14:02:40 +02:00