Adds the outbound HouseQuery action (0x021E, ClientCommandRequests.
BuildHouseQuery / WorldSession.SendHouseQuery — ACE GameActionHouseQuery.
Handle reads no payload) and inbound parsers for all four House wire
opcodes GameEventType already defined (0x0225-0x0228, gmHouseUI::PostInit's
registered notice handlers): GameEvents.ParseHouseData (BuyTime/RentTime/
Type/MaintenanceFree/Buy list/Rent list/Position — the Position field
reuses CreateObject.ServerPosition's existing 32-byte Cell+Pos.XYZ+
Rotation.WXYZ shape rather than a new type), ParseHouseStatus (WeenieError
u32), ParseUpdateRentTime, ParseUpdateRentPayment. Wire shapes verified
against ACE's HouseDataExtensions/HousePaymentExtensions (references/ACE/
Source/ACE.Server/Network/Structure/HouseData.cs, HousePayment.cs) — noted
that ACE's own UpdateRentTime/UpdateRentPayment writers are stubs (always
0u / always an empty list), captured as such rather than assumed live.
GameEventWiring.WireAll gets four new optional delegate holes
(onHouseData/onHouseStatus/onHouseUpdateRentTime/onHouseUpdateRentPayment)
following the exact trade-family precedent — registered only when non-null,
every existing caller compiles unchanged.
This is the "enum/parser groundwork" half of Slice 4's pre-authorized
fallback. NOT included (filed as an ISSUES entry): a RuntimeHouseState
GameRuntime owner (construction-transaction ceremony, fault-injection
points, disposal/convergence tracking — the same weight as
RuntimeTradeState's integration, judged disproportionate for tonight
alongside the completed Map tab), HousePageController's real Lines/
OnShown wiring, the DisplayPurchaseTimeText port, and the six other
Display* line builders. The House tab currently mounts with genuinely
empty content, matching retail's own PostInit (verified via
MapHousePanelSlotProbeTests' live-DAT probe, not assumed).
9 new HouseEventsTests (parser round-trips + truncation), 1 new
GameEventWiringTests case (all four opcodes reach their callbacks).
Core.Net.Tests: 1004/1004 passed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
authored gmSecureTradeUI window, and both retail open paths
Three-lane research first (docs/research/2026-08-14-trade-lane{A,B,C}):
retail gmSecureTradeUI decode, the byte-exact ACE/decomp/holtburger
three-way wire agreement, and the acdream seam map (which found both
open paths ALREADY classified by the ported policy - OpenSecureTrade on
Use-a-player, StartSecureTrade on drag-item-onto-player with the
DragItemOnPlayerOpensSecureTrade option - dead-ending at a stub toast).
- Core.Net: TradeRequests builders (0x1F6-0x204, retail's CM_Trade
senders byte-checked against ACE's readers; the ACE-discarded
AcceptTrade echo carries zero-count item lists - AD-94), corrected +
completed inbound parsers (0x1FD-0x208; the old AddToTrade parser
missed the SIDE dword, TradeFailure missed the reason), delegate-hole
registrars, six WorldSession sends. 10 golden-byte tests.
- Runtime: RuntimeTradeState, the third sibling J-owner (fellowship/
allegiance shape): session-scoped, clears at generation reset (new
stage Trade=14), staged teardown stage 11 (Identity/EntityObjects
shift 12/13, TeardownStageCount 14 - the FA2-era per-stage-flag test
caught the mapping exactly as designed), combined ownership ledger,
event routing with ACE's wrong-initiator RegisterTrade landmine
honored (partner = whichever guid is not mine). 7 conformance tests.
- App: SecureTradeUiController binds the dedicated authored LayoutDesc
0x2100000D (root 0x1000007A - gmSecureTradeUI::PostInit's exact ids):
partner name/status/count/grid, the authored 'Trade' accept toggle
(accept <-> decline withdraw), 'Clear All' (ACE clears BOTH sides -
surfaced honestly), the X close, drop-on-your-grid staging, per-mode
accept cues (partner icon's authored Highlight state + Trade button
Selected latch). Mounted via the vendor recipe (nine-slice chrome,
hidden until RegisterTrade). ItemInteractionController's two policy
arms now raise SecureTradeRequested instead of the stub toast; the
drag path queues the dragged item until the window registers
(ClientTradeSystem::AttemptToTradeItem @0x0056DF80's shape).
Register: AD-94 (accept-echo zero-count lists), AD-95 (numeric-only
count texts pending template verification).
Suites: App 4,990/3, Core.Net 905, Runtime 1,626 - all green. The
panel itself is user-gate acceptance (two-client connected trade), the
#372-class lesson: fixture-green alone is not acceptance for a mount.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Two MUST-FIX findings from the FA2 mechanism/blast reviews
(docs/research/2026-08-12-fa2-review-mechanism.md,
docs/research/2026-08-12-fa2-review-blast.md):
MF-1 (mechanism) -- RuntimeAllegianceState survived a generation reset,
contradicting retail (ClientAllegianceSystem::OnEndCharacterSession
@0x00569FA0 tail-calls AllegianceProfile::Clear at the same boundary
Fellowship already clears at), contradicting the precedent it cited
(RuntimeCharacterOptionsState.ResetSession clears-and-relatches, it does
not persist), and pinned by a test asserting the wrong behavior. Fixed:
RuntimeAllegianceState.ResetSession() clears the profile and drops
HasServerSeed; a new RuntimeGenerationResetStage.Allegiance stage runs it
on every generation reset, mirroring RuntimeFellowshipState exactly.
RuntimeGenerationResetTests' FellowshipClearsAtResetButAllegianceSurvivesReconnect
inverted to FellowshipAndAllegianceBothClearAtGenerationReset.
MF-2 (mechanism) / blast MF-2 -- 0x027C AllegianceInfoResponse fed the
Runtime allegiance owner (self-gated). Retail's own handler for 0x027C
(CM_Allegiance::DispatchUI_AllegianceInfoResponseEvent @0x006a7470) unpacks
into a stack-local profile destroyed on return; the consumer
(Handle_Allegiance__AllegianceInfoResponseEvent @0x0056a1d0) only prints
AddTextToScroll lines. Retail's panel is fed exclusively by 0x0020
AllegianceUpdate. The removed seeding also fabricated
RuntimeAllegianceSnapshot.Rank (0x027C carries no rank field) on any
client whose first allegiance message was a self @allegiance info query.
Fixed: dropped ApplyInfoResponseSelf, the onAllegianceInfoResponseSelf
delegate hole, and the self-gate; 0x027C is text-only again, matching
retail and the pre-FA2 shape.
Also covers blast SHOULD-FIX 1 in the same edit to LiveSessionEventRouter.cs:
the fellowship/allegiance delegate holes are now passed conditionally on
the owner being supplied, so GameEventDispatcher.GetUnhandledCount reads
correctly for callers without an owner (bare-ChatLog tests, a future
partial host) instead of silently reading 0 for 9 event types whose parse
result was discarded.
RuntimeAllegianceState.cs and the two owners' Apply* mutators also move
their ObjectDisposedException.ThrowIf checks inside the lock they already
take (mechanism SHOULD-FIX 2) -- the prior check-then-lock shape let an
inbound event on the decode thread race Dispose on the host thread and
repopulate state after _disposed = true, permanently falsifying
CaptureOwnership().IsConverged at teardown.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Adds the missing WorldSession.Send* link for every FA1 fellowship/
allegiance builder (SendFellowshipCreate/Quit/Dismiss/Recruit/
UpdateRequest/AssignNewLeader/ChangeOpenness, SendAllegianceSwear/
Break/Kick/UpdateRequest) and 15 new GameEventWiring.WireAll delegate
holes covering the 11 S->C fellowship/allegiance events. Delegate holes
(not state-object params) because Core.Net cannot reference
AcDream.Runtime, matching the onCharacterOptions/onConfirmationRequest
precedent.
Fixes a real bug found during implementation: GameEventDispatcher.
Dispatch invokes only the single most-recently-registered handler per
GameEventType (RegisterOwned REPLACES, it does not chain-invoke) --
contradicts the seam doc's "the dispatcher supports multiple owned
handlers per type" claim. A literal second registrar.Register call for
AllegianceInfoResponse would have silently killed the already-live
`@allegiance info` chat-text output the moment a caller supplied the
new self-gated Runtime callback. Both behaviors are folded into the
ONE existing registration instead.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
R1: the K4-load-bearing IsDirty pre-check moves into GameRuntime's two
once-allocated hook lambdas — SendBlob's closure environment is allocated
in FlushCharacterOptions's PROLOGUE, ahead of any guard inside the body,
so the clean-tick fast path must never enter the method at all. The body
keeps its check as idempotent defense only; the doc comment now describes
the real mechanism instead of overclaiming.
R2: RuntimeCharacterOptionsState gains a dirty-generation token. MarkDirty
bumps it on EVERY call (including while already dirty); TryFlush /
TryFlushIfAutoSaveDue capture it before invoking the callback and only
clear IsDirty when it is unchanged after — a dirtying change landing
DURING a flush (cross-thread, or re-entrant from the callback itself,
the re-review's NOTE-6 case) now stays dirty and flushes on its own later
trigger instead of being silently erased by the trailing clear. The S2
interleaving test now asserts the retained dirty state it previously
ignored; a deterministic re-entrancy test pins the same-thread shape.
R3: a trailer-truncated PlayerDescription parse carries zero placeholder
option words, not server truth — GameEventWiring now forwards
TrailerTruncated, LiveSessionEventRouter passes armServerSeed:
!trailerTruncated, and Replace withholds the 0x01A1 flush authorization
for truncated seeds while still installing the words (pre-existing local
behavior unchanged). Newly wire-reaching via the R1/MF-1 timer, hence
closed now rather than left a NOTE.
Full Release suite: 12,870 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The user tested Campaign CH's CODE-COMPLETE build live and reported ten
defects (docs/plans/2026-08-09-chat-parity-campaign.md, "User gate —
round 1"). Items A-G are fixed here; the remaining three (extra chat
windows on 1/2/3/4, resize working in only one corner, transparency/
artifacts) are out of scope for a fix and filed as slice CH6.
A. Jump-in-air refusal never fired live: the jump block only ever
evaluated input.Jump inside the grounded-charge or already-charging
branches. PlayerMovementController now detects the press RISING EDGE
while airborne and reports WeenieError.NotGrounded once per press,
leaving the grounded charge/fire path untouched.
B. ChatVM's invented "[System] " prefix is dropped — retail prints
system text bare. [Popup] is unchanged (AP-175).
C. SpewBoxController's color is now the user-pinned exact value
(1, 1, 0.247, 1), the same bright yellow as an incoming Tell.
Register row AP-178 updated: color CLOSES, size/position/font stay
open per the user's live report that they still differ.
D. Closes#329: PortalTunnelPresentation now emits the portal wait cue
unconditionally on every rotation-segment boundary, matching
gmSmartBoxUI::UseTime's decompiled else-arm exactly instead of gating
on a 5-second hold local transits never reached. PortalWaitNotice
Controller now renders it in the same pinned yellow as item C.
Register row AP-150 retired.
E. Closes#362: new ClientCommandResponses.cs parses and renders the
four previously-unhandled inbound GameEvents (ChannelIndex,
ChannelList, AvailableHouses, AllegianceInfoResponse), each ported
line-for-line from the named-retail decomp's inbound handlers.
Register row TS-70 retired.
F. ChatWindowController.WrapText now splits on embedded '\n'/'\r\n'
first, then word-wraps each segment independently — server text like
/help's reply no longer collapses onto one line.
G. The chat input field's right edge no longer holds a fixed absolute
pixel position across a window resize; Bind now upgrades it to
retail edge-mode 1 (UiLayoutPolicy) or the AnchorEdges.Right stretch
fallback so it tracks the window's client width instead of
overflowing past a narrower resize.
Full Release suite: 12,247 passed / 4 skipped / 0 failed (baseline
12,221/4/0 + 26 new tests across items A, E, F, G).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Reworks Campaign CH slice CH2 per the REJECT-review findings doc
(docs/research/2026-08-09-ch2-review-findings.md).
BLOCKER 1 — SpewBoxController never rendered a line and leaked its
pending queue. LinesProvider only ran through UiText.OnDraw, which
gates on Visible — and the box started invisible, so the provider (the
sole caller of SpewBoxState.Tick) never ran. Gave the controller an
explicit per-frame Tick(now) driven by UiRoot's global-message-3
broadcast (a zero-size GlobalTimeSink child, the same pattern
VendorUiController.DragOverGlobalTimeSink already uses), matching
retail's gmSpewBoxUI::Update. LinesProvider now only returns the
cache. Tests rewritten to drive root.Tick(...) instead of calling the
provider directly, plus new coverage for visibility-without-a-draw,
queue-drain-without-a-draw, and bounded-queue-across-many-ticks.
BLOCKER 2 — re-derived the HandleFailureEvent routing table from the
PDB-paired binary instead of the pseudo-C's ~33-char string previews.
tools/pdb-extract/sweep_weenie_strings.py sweeps every push imm32 in
VA 0x571990-0x575480, dereferences into .rdata/.data, and decodes the
full UTF-16LE literal. Added the 5 ids dispatched via else-if (missed
by case-label enumeration), resolved 0x4F8 (previously excluded),
fixed 18 wrong strings (16 the review flagged + 2 more — 0x4E9 and
0x518 — an automated diff between every swept literal and the landed
table found). Every changed row cross-checked against ACE's
WeenieError/WeenieErrorWithString enum doc comments; both oracles
agreed on every row, including a case where the review's own proposed
text for the new 0x4E8 row was itself wrong (it was 0x4E9's text) —
corrected via the else-if block's own instruction address plus the ACE
cross-check. Pinned table count: 344 (338 + 5 + 0x4F8).
SHOULD-FIX 1 — RuntimeCommunicationState.ResetSpewBox was dead code;
folded into the ChatIdentity generation-reset stage (same lifetime
boundary), with a reset assertion added to the existing populated-reset
test.
SHOULD-FIX 2 — AddText trimmed only the trailing end and invented an
empty-string early return; retail's AddTextToScroll trims both ends
(trim(&str, 1, 1, ws)) and has no empty guard. Both retired.
SHOULD-FIX 3 — ShowWeenieError bypassed the AddText chokepoint via
ChatLog.OnWeenieError (hardcoded LogTextType 0x00); routed through
Communication.AddText(Resolve(code, param)) instead, and
ChatLog.OnWeenieError is deleted — GameEventWiring's legacy no-router
fallback now resolves + calls OnSystemMessage directly.
SHOULD-FIX 4 — retail's HandleFailureEvent switch has no default case;
an unmapped id now resolves to a null Text (silence toward the
player) instead of the invented "WeenieError 0xNNNN" hex fallback,
with a diagnostics-only console log line for the id.
NITs — AP-TBD placeholders corrected to their real register rows
(AP-178, not the unrelated AP-177 lifetime row); filed AP-180 for the
windowId dual-destination gap and corrected three stale "lands with
CH2" comments; extended SpewBoxLayoutDumpDiagnostic from dats.Portal
to dats.Local and found the SpewBox element for real — LayoutDesc
0x21000011, element 0x10000048, size 450x72, MaxConcurrentItems
(ListBox property 0x10000028) = 4, not retail's code default of 1.
AP-178 narrowed accordingly; SpewBoxState.MaxConcurrentItems and
SpewBoxController's extent/anchor/OneLine are now authored rather than
placeholder (absolute screen position and colour remain open); fixed
the "19 ids... lists 18" miscount by retiring the stale paragraph in
the class doc rewrite; aligned the UseDone handler's silent-status
check with the other two WeenieError handlers.
Full Release suite: 11,914 passed / 4 skipped / 0 failed (build 0
errors).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Retail routes on-screen refusals ("You can't jump while in the air",
"You are too encumbered to carry that!") through a SEPARATE transient
screen surface (gmSpewBoxUI, ClientSystem::AddTextToScroll @0x00563C50)
that never touches the chat scroll — type 0x1A is exactly the bit every
ChatInterface window's default filter excludes
(ChatInterface::ChatInterface @0x004F4550). acdream had no such split:
every WeenieError rendered in chat at a single stand-in LogTextType
0x00 (CH1-era approximation, register AP-176), and locally-detected
jump refusals were silently discarded.
This slice ports the full mechanism per
docs/research/2026-08-09-chat-retail-interface-text.md:
CORE (AcDream.Core/Chat):
- WeenieErrorMessages.Resolve now returns (text, RetailLogTextType) from
a 338-row transcription of ClientCommunicationSystem::HandleFailureEvent
@0x00571990 (Appendix A's 339 cases minus one, 0x4F8, deliberately
excluded — its case body is a tangled decompiler artifact, not
resolvable with confidence). Spot-checked ~20 rows directly against
the raw decomp (case 0x2b/0x36/0x3a/0x4e/0x4ec/0x4f3/0x4f4 and the
jump family), beyond the ~10 the brief asked for, because the first
pass surfaced two transcription classes the research doc's markdown
silently ate: (1) 7 ids marked "shared string global" resolved by
reading the case bodies directly (0x24/0x48/0x49 reuse the jump-
refusal globals; 0x4DE/0x4DF/0x55A/0x55E are pure param passthrough);
(2) 19 "arg3 + literal" CONCATENATION ids whose leading space (and
therefore their %s marker) the markdown table's cell-trimming ate —
fixed by re-reading each case body, several requiring a SECOND
non-truncated data_XXXXXXXX dump elsewhere in the same oracle file to
recover text the ~33-char inline preview cut off. One retail typo is
preserved verbatim: 0x4F4's second placeholder is literal "$s", not
"%s" — only the first substitutes.
- ClientTextRefusals: the 11 process-lifetime string globals, all
byte-recovered from the PDB-paired C:\Users\erikn\Downloads\acclient.exe
(MATCH verified via check_exe_pdb.py) via raw UTF-16LE prefix search —
5 were truncated in the research doc's own transcription and all 5
turned out to end "...combat mode"/"...this position", not the
shorter "...combat" a truncated read would suggest.
- SpewBoxState: the gmSpewBoxUI pending/visible queue port (insert-at-0,
dedupe-against-index-0-only, MaxConcurrentItems overflow, per-entry
expiry, one-frame enqueue/drain decoupling). Placed in Core (not
Runtime as the brief's default) because AcDream.UI.Abstractions
references Core but not Runtime, and SpewBoxVM needs to wrap it
directly — the same constraint ChatVM already satisfies against
ChatLog.
- Folded the 4-entry WeenieErrorText.cs into the full table; deleted it.
RUNTIME (AcDream.Runtime):
- RuntimeCommunicationState.AddText(text, type, windowId): the
AddTextToScroll chokepoint. type == ClientLocal -> SpewBox only, never
chat; everything else -> the existing transcript, tagged with type.
- GameEventWiring gains an `onInterfaceText` delegate hole (Core.Net
cannot reference Runtime, so this follows the file's own established
pattern for every other Runtime-owned sink). Rewires 0x028A/0x028B/
UseDone through the full table + router; fixes 0x02EB
CommunicationTransientString's routing type from a CH1-era 0x00
guess to retail's hardcoded ClientLocal (Handle_Communication__
TransientString @0x0057D460).
- LiveSessionEventRouter's 0xF7E0 ServerMessage handler now routes
through AddText with the wire chatType verbatim instead of always
writing ChatLog directly.
- PlayerMovementController gains OnInterfaceText, applied by
RuntimeLocalPlayerMovementState to every controller it installs.
Reports ChargeJump/jump refusals exactly as ClientCombatSystem::
CommenceJump @0x0056AF90 / DoJump @0x0056B110 do — confirmed via
their compiled dispatch that ONLY 0x24/0x48/0x49 produce text;
0x47 (GeneralMovementFailure, fully-constrained/no-stamina) and any
other code are retail-SILENT (DoJump's jump table has exactly 4 real
targets), which contradicts this task's brief ("0x47 -> the
constrained/stamina row per §4.2") — the brief's reading of §4.2
described what jump_is_allowed COMPUTES, not what CommenceJump/DoJump
DISPLAY for it. Implemented the decomp-verified silent behavior.
APP (AcDream.App / AcDream.UI.Abstractions):
- The 5 composition sites that already used RetailLogTextType.ClientLocal
now call Communication.AddText instead of Chat.OnSystemMessage
directly, so they reach the SpewBox instead of the transcript.
- SpewBoxVM (UI.Abstractions) + SpewBoxController (App), modeled
directly on PortalWaitNoticeController. Position/font/colour/
MaxConcurrentItems are placeholders: SpewBoxLayoutDumpDiagnostic
exhaustively swept the installed client_portal.dat's entire LayoutDesc
id range (0x21000000-0x21000075, 101/118 ids populated, sanity-checked
against 3 known ids) and found ZERO elements of class 0x10000016 —
gmSpewBoxUI is mounted from C++ code, not any authored LayoutDesc, so
the dump cannot recover these values.
REGISTER: AP-176 retired (its WeenieError half is now the full table
port); its OnCombatLine half was never in this slice's scope and is
split out to AP-179 so that divergence keeps a row. AP-177 (invented
line lifetime) and AP-178 (invented position/font/colour/max-items)
filed for the presentation placeholders above. AP-175 (PopUpString ->
chat instead of modal) is untouched, not duplicated.
Suite: 11,890 passed / 4 skipped / 0 failed (was 11,835/4/0; +55 net
new tests, 0 regressions).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Applies the Opus review findings on CH1 (172c6f9a), the exact retail chat
color table. Two blockers plus should-fixes/nits, one commit:
BLOCKER 1 — LegacyChannelChatType.Resolve's channel-bit table was wrong.
Binary Ninja renders retail's `neg esi; sbb esi, esi` idiom (a branchless
select between Channel 0x08 and Channel_Send 0x09) as the trivial pseudo-C
`esi - esi` (always 0), hiding the real values. Corrected by decoding the
raw bytes at the PDB-paired binary: HEAR sbb site VA 0x00570F0A (mask -6 ->
0x08), SEND sbb site VA 0x00570D4F (mask -5 -> 0x09). The generic
admin/audit/sentinel catch-all is Channel/Channel_Send, NOT Abuse (0x0E) —
Abuse is retail's ONLY 0x0E producer (bit 0x0001). The unnamed
FellowBroadcast bit (0x4000000) is hear=Channel(0x08)/send=Fellowship(0x13),
not a flat 0x13. ACE's PDB-sourced Channel enum corroborates. Introduces
`RetailLogTextType`, the 34-value named enum for the wire LogTextType space
(values only, no color — Core stays presentation-free).
BLOCKER 2 — three ChatLog.OnSystemMessage sinks (ChatVM.ShowSystemMessage,
LiveSessionRuntimeFactory's ShowSystemMessage delegate,
HeadlessGameplayOperations.DisplayMessage) were typing ALL
ClientCommandController output 0x1A (bright red), including informational
command output (@version, /loc, friends list, usage lines). Retail types
the great majority of that output 0x00 Default (green) and reserves 0x1A
for genuine refusals/errors. Reverted to 0x00 with a comment noting the
refusal-vs-info split lands with CH2's SpewBox producer rewiring. The five
App composition sites that pass 0x1A for actual refusal text
(InteractionRetainedUiComposition, SessionPlayerComposition) were already
correct and are untouched (aside from converting the literal to the new
enum).
Also: AP-176 divergence-register row for OnWeenieError/OnCombatLine's
single-type approximation of retail's per-code/per-message dispatch; a
carry-forward test for the out-of-range LogTextType color fallback in
ChatWindowController; decomp-confirmed anchors replacing ACE-inferred
citations in CombatChatTranslator and ChatLog.OnPlayerKilled; required
(non-optional) logTextType parameters on OnLocalSpeech/OnTellReceived/
OnCombatLine/OnSelfSent since no production caller relied on a default;
LegacyChannelChatType.Resolve's parameter renamed channelBit -> channelId
with a doc note on multi-bit ids; corrections to the color-table research
doc's §3.3 wire tables; and issue #359 for the pre-existing (not
CH1-introduced) 0x019E PlayerKilled participant-suppression gap retail has
and acdream lacks.
dotnet build clean; full Release suite 11,835 passed / 4 skipped / 0 failed
(11,839 total), up from the CH1 baseline of 11,833/4/0.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Retail colors chat lines by the 34-value wire LogTextType (ACE's
ChatMessageType), NOT by acdream's synthetic 9-value ChatKind. The old
ChatWindowController.RetailChatColor(ChatKind) collapsed distinct retail
colors onto one bucket per ChatKind — e.g. every Channel line rendered
colorLightBlue (Magic's slot) when retail's actual palette spans five
different colors across the Turbine rooms and legacy allegiance family.
Ports ChatInterface::BuildChatColorLookupTable @0x004F31C0 verbatim
(RetailChatColorTable, all 34 RGBA floats read from the PDB-paired
binary's .data section) and threads a new ChatEntry.LogTextType field
through every ingestion site to the correct retail wire value:
HearSpeech/Tell pass the wire chatType through verbatim; Emote/SoulEmote
hard-code 0x0C; the Tell self-echo hard-codes 0x04; legacy ChatChannel
broadcasts derive their type from the channel bit via the new
LegacyChannelChatType helper (ported from the decompiled
Handle_Communication__ChannelBroadcast dispatch, hear vs. own-send);
TurbineChat rooms map through TurbineChatDisplayNames.LogTextType;
CombatChatTranslator's hit/miss/evade lines map to ACE's CombatSelf/
CombatEnemy per Player_Combat.cs; kill/death lines use retail's
decompiled 0x00 Default (not a combat color). ChatWindowController's
transcript now folds LogTextType through RetailChatColorTable with
retail's exact "out-of-range keeps the previous line's color" carry
rule; ChatPanel's combat highlighting sources the same table.
Corrects HearSpeech.cs's doc-comment ChatType legend (4 of 6 entries
were wrong). Adds register row AP-175 for the pre-existing (unchanged)
Popup-renders-in-chat divergence and updates AP-39's stale per-ChatKind
description. Narrows ISSUES #139 — its chat-colors half is done.
Retail renders no chat timestamp prefix path exists in acdream today,
so the "timestamp is always colorGrey 0x0C" rule has nothing to attach
to; noted here per the research doc rather than left silent.
Research: docs/research/2026-08-09-chat-retail-color-table.md
Full Release suite: 11,833 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Both chains pinned by the live [vendor-diag] run (vendor-diag.log)
after three code-reading rounds each failed:
The split bar: ACE serializes descStackSize=1 for EVERY browse row
(live wire, log 343-348) — the R1-era "ACE never populates desc"
claim is retracted with the line quoted. Retail's vendor sites read
pwd._maxStackSize directly (four sites, incl. UpdateItemsList
@0x004c1ea0 stamping min(remaining, _maxStackSize));
ResolveAuthoredStackSize flips to max-first for its vendor-only
consumers. Taper ceiling 1000, scarab 100, seed 1 for exempt.
Pricing still reads the desc (per-1 values on ACE).
Walk-to-use: the local player's getObjectA seam was bound to
TryGetPhysicsHost, which resolves only INSTALLED physics hosts — a
never-animated vendor has none, so TargetManager.SetTarget got null,
the MoveToObject armed with zero nodes, and UseTime never dispatched.
The log's natural=False completions were the user's own movement keys
(retail-correct input-edge cancels); attempt 4 worked because the
greeting animation had installed a host. RuntimePhysicsState gains
the retail CObjectMaint::GetObjectA seam (bound canonical resolver
with installed-host fallback); the graphical host binds the SAME
lazy-minimal-host resolver every remote already uses — whose own doc
comment names this exact never-animated hazard. The reservation
release was already correct (2b premise refuted with evidence); the
production-wiring invariants are now pinned by four new tests
including the pre-fix pathology as a permanent sabotage control.
AP-169 rewritten a second time, honestly. The [vendor-diag] probe
family (ACDREAM_DUMP_VENDOR) lands env-gated for future live triage.
Clean-room complete solution: 11,536 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
R1 the split bar's operand is the item's authored MaxStackSize —
three retail sites read pwd._maxStackSize directly (InqListSlotCount
pc:200052, buy-button cases pc:203996/204086) where ACE never fills
the desc stack and standard stock is unlimited. Threaded StackSizeMax
end to end with one shared resolver; the two literal _maxStackSize
sites are now byte-exact; AP-165 retired, AP-169 corrected.
R2 walk-to-vendor never opened because GetUseRadius used an UNCITED
3m Creature heuristic as the local stop distance while ACE's poll
demands the authored radius (default 0.6 m) — the walk stopped and
the Use fired far outside acceptance. Now reads the wire-authored
spawn UseRadius with ACE's exact fallback; heuristic constants
deleted. A first sabotage attempt was non-discriminating
(coincidental 0.6) and was corrected — the discriminating version is
what landed.
R3 the Buying/Selling purse summaries ("Buying %d %s worth %hsp" /
"You have %hsp") recovered from the binary data segment where BN
mis-attributes the Buy-side literal; wired to staging and money
changes on the four authored text elements; AP-166 narrowed to the
pending-sell highlight.
Clean-room complete solution: 11,528 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
All nine review findings closed at root (one sub-item consciously
deferred):
F1 the category dropdown now draws: sprites/fonts wired and the popup
geometry read from the vendor menu's own authored popup LayoutDesc
0x21000043 (root 0x1000034F — correcting the review's 0x1000014F
transcription) per UIElement_Menu::MakePopup (pc:120705); chat's menu
is untouched and its tests prove it. The new test drives selection
through the REAL open/hit path the review flagged as bypassed.
F2+F3 the selected-item cost display ports VendorItemsUI::UpdateItemsUI
verbatim: quantity via the 0xDC41CB0 split-size mask (whole-stack for
ammo, per-unit for groceries/components; mask lives at the toolbar
SEEDING site pc:198784), plural names with retail's
fall-back-to-singular (pc:409056 — correcting the review's "name+s"
guess), full cost sentences with comma grouping and the player's coin
total, and Buy/Add buttons that disable without a selection.
F4 category switches auto-select the first filtered item (pc:201180).
F5 icon underlay/overlay/effects + plural name forwarded from the
already-parsed wire fields through VendorShopItem to the icon
composer. F6 a DIFFERENT vendor opens on its own first category;
same-vendor refresh preserves per the clamp. F7 scroll resets on
rebuild and authored empty slots fill; the right-click examine route
is consciously DEFERRED (shop items are not in ClientObjectTable and
the appraisal panel hard-requires it — documented, not faked).
F8 VendorState.Apply's fanout gets the same per-listener isolation as
Close/Reset. F9 AP-110/AP-161 wording corrected ("quantity-correct
pricing") and AP-161 rewritten to exactly the remaining conscious
gaps.
Clean-room complete solution with the #348 cursor fix in the same
tree: 11,334 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
The adversarial review's three blocking findings, each fixed at root:
1. A vendor session now CLOSES when its entity retires (despawn,
death, ObjectDelete) and at teleport BEGIN
(HasPendingTeleportStart || IsTeleportActive at the existing
per-frame seam — both hosts funnel through
RuntimeWorldTransitState.TryQueueTeleportStart, which flips the
pending flag strictly before activation). The previous permissive
early-return stranded the session forever: panel pinned to a stale
guid, ActiveVendorId swallowing Use for the rest of the session.
2. VendorShopItem carries the desc's stack size, and
VendorPricing.PerUnitValue ports retail's stack-total division
(VendorProfile::VendorSellPrice 0x005D1B00: <= 0 guard, integer
division) — a stack of 50 arrows now prices per arrow, not at 50x.
3. VendorState.Close() guards its observer fanout with the
dispatcher's catch-and-log semantics — a throwing panel listener
can no longer propagate into the unprotected per-frame path.
Register honesty rides along: the 0.6 m UseRadius fallback was
acdream's invention (ACE's CheckClose has no fallback; retail passes
the raw authored radius) — removed, the watcher now uses the raw
radius and AP-160's citations are corrected and extended with the
accepted-position-snapshot cadence; AD-72 files VendorPricing's
double-vs-x87-extended narrowing (AD-33's class, bounded by the
±0.1 margin).
Nine tests added. Clean-room complete solution: 11,311 passed /
4 skipped / 0 failed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
The sole VendorState joins the J4.2 inventory owners: populated by the
new 0x0062 ApproachVendor route (parse via VendorApproach, wire-to-
domain mapping at the routing seam, silent-drop on malformed like every
sibling), borrowed by both graphical and headless hosts, and torn down
through the EXISTING ExternalContainer reset stage — session reset,
portal-out, and logout all funnel through the one mechanism. Close is
client-local per retail (nothing on the wire): a range watcher rides
the existing per-advanced-frame publishMovement callback, using the
vendor's own authored UseRadius (ACE's 0.6 m fallback when absent).
The dormant ItemInteractionController ActiveVendorId seam is finally
wired as a live delegate — real id while open, 0 the moment the
session clears.
AP-160 filed in this same commit: the watcher measures plain 3D center
distance rather than retail's cylinder-gap, because Runtime has no
per-NPC collision radius/height source; bounded sub-meter, client-
local UI only.
Twelve Runtime tests: populate/field mapping, vendor replacement,
range clear + within-range retention, all three generation teardowns,
the ActiveVendorId seam, malformed-event drop. Clean-room complete
solution: 11,302 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
Campaign P Slice P4 Opus review verdict: FIX-FIRST. RestrictionObjPrevalenceInspectionTests
(commit 3b5e0992) found 103,766 of 729,888 installed EnvCells (1,293 landblocks -
the whole housing estate) carry a baked RestrictionObj. The AP-71 gate's
unconditional fail-closed default (CanMoveInto unmodeled) would have locked
every apartment/cottage/villa interior for every player, including its own
owner - a live regression, not the "inert in dev content" the original
register row assumed.
Ports ACCWeenieObject::CanMoveInto (0x0058da40, pc:407982-408056) and
RestrictionDB::IsAllowedIn (0x005ae8f0, pc:444493-444516) verbatim into
ObjectInfo.CheckEntryRestrictions:
- owner_iid == 0 or == mover's own guid -> admit (open/owner)
- no RestrictionDB (retail _db == 0, i.e. never authored or not yet
received) -> admit
- present RestrictionDB -> IsAllowedIn: open-to-public flag, OR mover
shares the house's allegiance monarch, OR mover's own guid is a
guest-table member
- unresolved restriction object -> fails CLOSED, exactly retail's own
fallback when GetObjectA can't resolve it (pc:704-716)
Wire feed (Core.Net):
- CreateObject.cs: HouseOwner (WeenieHeaderFlag 0x02000000), HouseRestrictions
(0x04000000), and Monarch (0x40) PWD-tail fields were parsed-and-skipped;
now captured. Also fixes the HouseRestrictions PHashTable header
misconception: the wire is ONE packed u32 (low 24 bits = entry count),
not a separate count(u16)+numBuckets(u16) pair - verified against
Chorizite's RestrictionDB.generated.cs. The old skip's byte-count
happened to match for realistic guest-list sizes, but a future
numBuckets value >255 would have corrupted the parse; now correct
regardless.
- GameEvents.cs/GameEventWiring.cs: new House_UpdateRestrictions (0x0248)
parser + wiring - retail's live guest-list refresh, whole-unit replace.
No-ops if the house object hasn't arrived via CreateObject yet.
- ClientObject/WeenieData/ClientObjectTable: HouseOwnerId, MonarchId,
Restrictions (new HouseRestrictionRecord) fields + merge-preserving
Ingest + targeted UpdateHouseRestrictions.
Physics wiring:
- PhysicsEngine gains an Objects (ClientObjectTable?) property, mirroring
the existing DataCache pattern - acdream's GetObjectA equivalent, used
ONLY by the entry-restriction gate.
- RuntimeEntityObjectLifetime wires Physics.Engine.Objects = Objects in
all three constructors, right alongside the table's own construction -
the same canonical table every other subsystem borrows from, never a
second one. This is the production fix: without it the gate still fails
closed on every restricted cell (unresolvable object), so the wiring is
load-bearing, not cosmetic.
Register: AP-129 narrowed (not retired) to the genuine remaining residual -
House_UpdateRestrictions' Sequence byte isn't used for staleness/reordering
rejection (low-probability, self-correcting), and outdoor CLandCell
restriction (a separate DAT structure) remains unported and unaffected by
this fix.
Tests: 15 new/updated in Ap71EntryRestrictionGateTests.cs (resolved-unowned
admits, owner admits, present-list-excluded blocks, present-list-included
admits, open-to-public admits, shared-allegiance-monarch admits, unresolved
blocks via null and via an empty table, plus two new end-to-end
PhysicsEngine.Objects-wired scenarios); 2 new CreateObject parser tests +
2 new GameEventWiring tests for the wire feed.
AcDream.Core.Tests: 4049 passed, 2 skipped, 0 failed.
AcDream.Core.Net.Tests: 761 passed, 0 skipped, 0 failed.
Complete solution suite: 9,961 total, 9,956 passed, 5 skipped, 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
CommunicationTransientString (0x02EB) required a trailing u32 chat type after
the message. The server does not send one. Because the string is padded to a
four-byte boundary, the remaining length after reading it was always zero, the
guard tripped, and the parser returned null for every transient string the
server has ever sent. Not most. Every one.
Three oracles agree there is no such field. ACE's
GameEventCommunicationTransientString writes exactly one WriteString16L and
stops. Retail's ClientCommunicationSystem::Handle_Communication__TransientString
at 0x0057d460 takes a single PStringBase<char> argument. holtburger carries no
type field for the event either.
ParseTransient now returns the string. The wiring supplies chat type 0, which
is ACE's ChatMessageType.Broadcast and which ACE's own LogTextTypeEnumMapper
comment names "Default" — the honest stand-in for a message the server sends
untyped. What retail's transient strings should actually look like is a
rendering question and belongs with the chat colour work, not here.
The existing round-trip test was itself appending the phantom trailing dword,
which is exactly why the wrong guard looked correct for as long as it did. It
is corrected to the real payload and joined by a case sweeping string lengths
zero through four, so no future padding-residue assumption can hide here again.
Core.Net tests go 654 to 655.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Preserve retail's one-pending-appraisal busy lifetime, parse the complete gated response, and mount the authored examination layout in the shared main-panel host. Keep known 3D preview and inscription-write gaps explicit in AP-110.
Add the ClientUISystem ground-object lifecycle, authoritative root and nested ViewContents projections, replacement and close semantics, and the DAT-authored gmExternalContainerUI strip for chests and corpses.
Route double-click loot and full or partial drag transfers through the shared retail item policy without optimistic external ownership. Remove the incorrect NoLongerViewingContents behavior from owned side packs and retire AP-106/#196.
Release build succeeds and all 5,875 tests pass with five intentional skips.
Co-authored-by: OpenAI Codex <codex@openai.com>
Complete the retail cast-intent, target, component, enchantment, and busy-state paths; mount the DAT-authored spell bar, spellbook, component book, effects panels, and shared panel lifecycle; and add scoped input plus conformance coverage.
Co-Authored-By: Codex <noreply@openai.com>
Preserve PlayerDescription inventory/equipment ownership across authoritative manifest replacement, make weapon switching and combat/UI consumers read the same canonical object state, and carry the complete outbound player position frame across landblocks.
Route target-facing and mouse-look through the shared MovementManager and MotionInterpreter completion owner. Match retail input aggregation, toggle ordering, turn/sidestep remapping, per-axis hold keys, and synchronous movement publication without render-only heading state.
Initialize the live streaming origin from the first accepted canonical player Position, defer other projections until that origin exists, and retain logical entity identity through hydration.
Advance the project ledger from completed M2 to active M3, synchronize CLAUDE.md/AGENTS.md and durable memory, and record the next cast-lifecycle, spellbook/enchantment, and two-client portal gates.
Co-Authored-By: Codex <noreply@openai.com>
Preserve SmartBox drag-release coordinates, route the picked 3-D target through the retail AttemptPlaceIn3D policy, and send authoritative GiveObject requests with the selected stack quantity. Honor PlayerDescription's player secure-trade option and document the remaining trade-system boundary.
Co-Authored-By: Codex <noreply@openai.com>
Replace the single mutable confirmation service with retail's property-backed DialogFactory model: fresh DAT roots, context ids, queue groups, priority preemption, callback/close-notice ordering, and context cancellation. Route /die, server confirmation aborts, and guarded item use through focused semantic owners.
Co-Authored-By: Codex <codex@openai.com>
Expand the typed client-command boundary across travel, character queries, local UI and layout controls, AFK and consent, emotes, friends, squelch and filters, and fill-components. Preserve retail packet layouts and queue ownership, import the confirmation dialog, and keep authoritative social state in Core.
Co-Authored-By: Codex <codex@openai.com>
Project PlayerDescription equipment through the same contained-by-wielder ownership and ordered contents index as live WieldObject updates. Preserve equip masks and priorities so retail GetObjectAtLocation selects Missile for an already-equipped crossbow instead of sending a server-rejected Melee request.
Co-Authored-By: Codex <codex@openai.com>
Clear retail AutoWield on the matching authoritative WieldObject instead of waiting for unrelated rollback bookkeeping to drain. This prevents a completed switch from consuming the next weapon activation locally, including crossbows.
Co-Authored-By: Codex <codex@openai.com>
Sequence primary weapon replacement through the server-confirmed AutoWield transaction: return the occupied weapon to the player pack, wait for its move event, then wield the requested item. Route authoritative CombatMode property updates so peace stays peace and war adopts the new weapon stance without client-synthesized animation.
Co-Authored-By: Codex <codex@openai.com>
Parse and route the complete 0x0264 guid/fraction/valid response, send exact 0x0263 item-mana queries, and reproduce retail meter visibility plus guid-zero cancellation for mana and health selection changes. Keep the behavior in Core state and the retained selected-object controller with wire/state/UI conformance coverage.
Co-Authored-By: Codex <codex@openai.com>
Carry signed index, object id, and raw spell word losslessly through PlayerDescription, session storage, drag mutation, and AddShortcut wire serialization while keeping gmToolbarUI object-only. Retire AP-103 and record the live ACE relog persistence gate.
Co-Authored-By: Codex <codex@openai.com>
Visual gate round 2 (user, retail oracle): the target cursor over UI must
be the 0x27 four-arrows PENDING cursor — retail's UpdateCursorState
(0x00564630) keys valid/invalid solely off the SmartBox found object,
i.e. the WORLD entity under the cursor. And "can't heal myself" turned
out to be TWO stacked causes, both fixed:
- Cursor: UI hover no longer forces TargetInvalid (that arm was a
non-retail invention) and the doll/status-bar hover providers are
gone (UiElement.UseTargetGuidProvider deleted). Valid/invalid now
come from (a) a hovered occupied item slot's own item, or (b) the
world entity under the cursor via a new worldTargetProvider — the
B.4b screen-rect picker extracted into GameWindow.PickWorldGuidAtCursor
and shared by click + hover.
- Self-heal: the world picker always skipped the local player
(skipServerGuid), so clicking your own toon in target mode could
never acquire self. Target-use picks now include self (retail lets
you kit-heal yourself by clicking your character); plain selection
keeps the exclusion. The doll click still self-targets.
- Silent refusals: the [use-target] log proved the UseWithTarget action
WAS sent (kit 0x00220008 / TargetType 0x10, target self) — ACE
refused with WeenieError.YouArentTrainedInHealing (0x04FC) and we
never parsed UseDone (0x01C7). Now dispatched + surfaced as a chat
line via WeenieErrorText (interim subset map, register AP-74, #166
ports the retail String-table lookup).
Full suite green (3,295).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Lands the codex-worktree D.2b stream plus the extraction the 2026-07-02
UI architecture review mandated before commit:
- ItemInteractionController: single owner of double-click use/equip/
container-open, targeted-use mode (health kits), drag-out drop;
toolbar shortcut drags don't drop the real item. ItemEquipRules for
multi-slot (coat) coverage via equip masks.
- Cursor phase: CursorFeedbackController (semantic priority chain:
drag > resize > window-move > target-mode > text) + RetailCursorCatalog
(enums 0x27/0x28/0x29, hotspot 14,14; ClientUISystem::UpdateCursorState
0x00564630) resolved through the portal EnumIDMap chain by
RetailCursorResolver; RetailCursorManager applies dat cursor art to the
OS cursor. Register row AP-72 covers the OS standard-cursor fallback.
- Character window goes live: CharacterSheetProvider owns sheet assembly,
XP-curve/raise-cost math and the raise flow — extracted out of
GameWindow per Code Structure Rule 1 instead of committing the ~430-line
feature body there. Optimistic XP/credit debits go through eventful
store APIs (new ClientObjectTable.UpdateInt64Property +
LocalPlayerState.DebitIntProperty/DebitInt64Property) instead of raw
property-dictionary writes; register row AP-73 covers the still-missing
raise ledger (#163).
- RetailWindowFrame: the shared nine-slice window mount recipe; the
character window uses it, remaining windows migrate via #164.
- Status-bar buttons toggle inventory/character windows; retail row-major
backpack ordering; WorldSession.SendUseWithTarget + raise/train sends.
GameWindow shrinks 14,214 -> 13,877 lines despite the new features; the
sheet/raise logic is unit-tested in CharacterSheetProviderTests instead
of trapped in the god object. Build green; full suite 3,286 tests pass.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Mirrors the InventoryPutObjInContainer 0x0022 handler which already does
MoveItem + ConfirmMove. Without this, WieldItemOptimistic's pending snapshot
would linger until the session ended (or incorrectly roll back on 0x00A0).
ConfirmMove is a no-op when nothing is pending, so safe for server-initiated
login wields.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Final-review response. Adds the spec §5 / Task-16 burden end-to-end coverage
the per-task plan missed: (1) burden reads wire EncumbranceVal over the carried
sum (asserts 50% from wire 7500, not 20% from sum 3000 — retires AP-48's
fallback as the primary), (2) a live player-int update repaints the bar (60%),
which only happens via the C1d Concerns `o.ObjectId == p` branch. Both are
discriminating (fail if the respective branch is reverted).
Plus two clarifying comments from the review: the 0x02CD player route depends on
the login PD upsert having created the player object (no-ops, no phantom, if
not); and a TODO that the container-open phase must treat ViewContents as a full
replace, not the additive merge used here.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Register four previously-unwired GameEvent handlers after InventoryPutObjInContainer:
- ViewContents (0x0196): iterates ParseViewContents entries and calls
items.RecordMembership(entry.Guid, containerId) for each — so the
object table is correct before the container-open UI mounts.
- InventoryPutObjectIn3D (0x019A): calls items.MoveItem(guid, 0u) to
unparent a dropped item from its container (it's now a ground object).
- InventoryServerSaveFailed (0x00A0): parse + log; rollback behavior
deferred to B-Drag (acdream has no speculative moves yet).
- CloseGroundContainer (0x0052): parse + log; no table change needed
(the container-open view is UI-only).
Two dispatcher tests cover ViewContents membership and Put3D unparenting.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add optional Func<uint>? playerGuid parameter (last in WireAll signature so all
existing callers compile unchanged). When provided, the PD handler calls
items.UpsertProperties(playerGuid(), p.Value.Properties) immediately after the
null-guard, landing EncumbranceVal (PropertyInt 5) and other player stats into the
player ClientObject. Upsert (create-if-absent) handles PD arriving before the
player's CreateObject. Retires AP-48/AP-49 divergence rows (wired in Task 16).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The old seeding block set WeenieClassId = inv.ContainerType (a 0/1/2
container-kind discriminator, not a weenie class id) and used MoveItem
for the equipped block. Replace both loops with RecordMembership calls:
inventory guids get a bare stub (WeenieClassId stays 0); equipped guids
get the equip slot set directly. Weenie data arrives via CreateObject /
ObjectTableWiring, not PlayerDescription.
New test PlayerDescription_SeedsMembership_NotWeenieClassIdMisuse proves:
(a) inv guid is registered, (b) WeenieClassId==0 not ContainerType, and
(c) equipped guid CurrentlyEquippedLocation is set to MeleeWeapon.
No existing tests pinned the old behavior; all 15 GameEventWiringTests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Broaden naming to the data side of every server object (retail weenie_object_table
shape). Pure rename; no behavior change.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add optional `onShortcuts` callback to `GameEventWiring.WireAll`; invoke
it with `parsed.Shortcuts` after the inventory/equipped loops in the
PlayerDescription handler. `GameWindow` holds the list in a new
`Shortcuts` property (initialized to empty) so the toolbar (D.5.1 Task 5)
can read hotbar slots without keeping a parser reference. Existing callers
compile unchanged — the parameter defaults to null.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
After PlayerDescription is dispatched, the Inventory and Equipped lists
produced by the parser are now fed into ItemRepository via AddOrUpdate +
MoveItem so inventory/paperdoll panels see items after login.
Acceptance test PlayerDescription_RegistersInventoryEntries_InItemRepository
confirms ItemCount goes 0→2 for a synthetic PD with two inventory entries.
282 Net.Tests pass.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Found the underlying cause of the user's persistent
"jumps don't reach retail height" complaint. The wire's SkillEntry
`init` field is ONLY the InitLevel (training/specialized
chargen bonus, per ACE GameEventPlayerDescription.cs:317
"init_level, for training/specialized bonus from character
creation"). It does NOT include the AttributeFormula
contribution.
ACE's CreatureSkill.Current is computed as:
AttributeFormula(skill, attrs) + InitLevel + Ranks
+ augs + multipliers - vitae
Pre-fix13 we used `init + ranks` only — dropping the
AttributeFormula term, which is the DOMINANT component for
movement skills (50-100 points typical). For our character
that meant Jump skill 208 instead of the actual ~280-310,
giving a 3.11 m peak instead of the retail ~4 m peak. Hence
"feels like the upward acceleration is too slow and we don't
reach the same height".
Fix:
- GameWindow caches portal.dat's SkillTable (0x0E000004u) at
WireAll time. Each entry has a SkillFormula with attr1/
attr2/multipliers/divisor/additive constants
(formula: bonus = (attr1*M1 + attr2*M2)/Div + Additive).
- GameEventWiring.WireAll gains a
`resolveSkillFormulaBonus(skillId, attrCurrents)` callback.
GameWindow plugs in a resolver that looks up
SkillTable.Skills[skillId].Formula, applies the formula
using the player's current attribute values from PD.
- The PD handler builds attrId→current map (ranks+start) from
the parsed attributes before iterating skills, then passes
it to the resolver for Run (24) and Jump (22).
- Total skill = formulaBonus + InitLevel + Ranks. Matches ACE
Current minus augs/multipliers/vitae (close enough — those
add maybe ±10 % at most).
ACDREAM_DUMP_VITALS=1 logs add a per-skill line:
"vitals: PD-skill id=22 init=N ranks=N formulaBonus=N total=N"
so live testing can confirm the formula is applied.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Before this commit, PlayerWeenie used hardcoded ACDREAM_RUN_SKILL
(default 200) and ACDREAM_JUMP_SKILL (default 300) regardless of
the actual character skill. PlayerDescription's skill table HAS
been parsed since Phase H, but the values weren't plumbed into
PlayerMovementController, so a high-Jump character still got the
3-4m default arc instead of their real 5m+ arc, and a low-Jump
character got too much.
GameEventWiring.WireAll gains an optional `onSkillsUpdated`
callback. The PlayerDescription handler scans the parsed skill
table for SkillId 24 (Run) and SkillId 22 (Jump) — ACE Skill enum
ordinals from references/ACE/.../Enum/Skill.cs:11-37 — and fires
the callback with `init + ranks` for each (the holtburger-named
"init" field is the attribute-derived initial component, ranks
is XP-bought additions; closest sane approximation of ACE's
CreatureSkill.Current short of porting Aug + Multiplier + Vitae
chains).
GameWindow stores the most recent values in _lastSeenRunSkill /
_lastSeenJumpSkill and pushes them into the controller at two
points:
* Immediately if _playerController already exists (PD arriving
mid-session, e.g. after a relog).
* Inside EnterPlayerModeNow when constructing a fresh
controller (the auto-entry path: PD always arrives at login
before auto-entry fires, so this is the normal path).
Both sites also log "applied server skills run=X jump=Y" so live
testing can confirm the right values reached the formula.
Console output (ACDREAM_DUMP_VITALS=1) gains a "vitals: PD-skills
run=X jump=Y" line on every PlayerDescription with skill data.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three post-launch fixes from the 2026-04-25 live verify session.
1. WeenieError display bug. Many ACE WeenieError / WeenieErrorWithString
codes are *informational*, not error-level — the user saw cryptic
"WeenieError 0x051B: General" / "WeenieError 0x051D" at login, but
those decode as "You have entered the General channel." and
"Turbine Chat is enabled." per ACE WeenieError(WithString).cs
templates. New static helper Core/Chat/WeenieErrorMessages.cs maps
~30 high-frequency codes to retail-faithful templates with `_`
placeholder substitution. ChatLog.OnWeenieError now routes through
Format(); unknown codes still fall back to "WeenieError 0xNNNN[: param]"
so nothing is silently lost. New codes can be added in 30 seconds
when the user reports one.
2. Tell target eats trailing punctuation. Retail muscle memory is
"/t Name, message" — comma is the separator. Our split-on-whitespace
pulled "Name," (with comma) as the target, server returned 0x052B
"That person is not available now." because no such character.
ChatInputParser.TryParseTargeted now strips a trailing ,;:.!? from
the target token so "/t Caith, hi" and "/t Caith hi" both work.
Added 7 Theory cases covering each separator + the long-form alias.
3. TurbineChat routing diagnostics. The user's ACE login showed the
"TurbineChatIsEnabled" + "YouHaveEnteredThe_Channel" notifications
for General/Trade/LFG, confirming TurbineChat IS active server-side.
But outbound /g /trade /lfg might still fall back to legacy
ChatChannel (which the server then rejects). Added diagnostic
Console.WriteLines so the next launch shows:
- "chat: SetTurbineChatChannels parsed enabled=true general=0x... ..."
(when ACE sends the 0x0295 channel-id table)
- "chat: outbound TurbineChat General room=0x... cookie=0x... len=N"
(when SendChatCmd routes a Turbine kind through 0xF7DE)
- "chat: outbound legacy ChatChannel Fellowship id=0x... len=N"
(when SendChatCmd uses the legacy 0x0147 path)
- "chat: SendChatCmd kind=General dropped (turbine.Enabled=false no legacy id)"
(when neither path can dispatch — usually means ACE didn't send
0x0295 yet and the kind is Turbine-only)
Sets up Bug 3 (proper outbound TurbineChat for /g /trade /lfg) for
a follow-up commit once the next live trace shows the actual flow.
18 new tests:
- WeenieErrorMessagesTests: 11 covering known templates + fallback.
- ChatInputParserTests: +7 Theory cases for trailing-punctuation strip.
Solution total: 1007 green (114 UI + 650 Core + 243 Core.Net), 0 warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Full port of holtburger's TurbineChat sidecar wire path:
- TurbineChat.cs: 0xF7DE codec with three payload variants
(EventSendToRoom S->C, RequestSendToRoomById C->S, Response).
10-field outer header (size_first/blob_type/dispatch_type/
target_type/target_id/transport_type/transport_id/cookie/
size_second + payload).
- UTF-16LE turbine string codec with 1-or-2 byte variable-length
prefix (high bit on first byte signals 2-byte form). Mirrors
holtburger's read_turbine_string / write_turbine_string at
references/holtburger/.../messages/chat/turbine.rs:502-544.
- SetTurbineChatChannels.cs: 0x0295 GameEvent sub-opcode parser
(10 x u32 channel ids). Wired through GameEventDispatcher in
WorldSession ctor; routes to GameEventWiring + TurbineChatState.
- ChatChannelInfo.cs (Core): unified record union with Legacy
(channel id + name) and Turbine (room id + chat type +
dispatch type + name) variants, plus IsSelfEchoChannel
predicate (Tells = false, channels = true so optimistic echo
is suppressed where the server will echo).
- TurbineChatState.cs (Core): Enabled flag + 10 cached room ids
+ NextContextId() cookie counter starting at 1.
- WorldSession adds TurbineChatReceived + TurbineChannelsReceived
events; SendTurbineChatTo outbound builds RequestSendToRoomById
+ sends through SendGameAction. ProcessDatagram dispatches
0xF7DE at the top level.
- GameWindow constructs TurbineChatState, subscribes inbound
EventSendToRoom -> ChatLog.OnChannelBroadcast; extends I.3's
SendChatCmd handler to route Turbine kinds (General/Trade/Lfg/
Roleplay/Society/Olthoi) through TurbineChat first, fall back
to legacy ChatChannel send when state.Enabled == false.
Round-trip golden fixtures from holtburger source verified for
all three payload variants + UTF-16LE strings (short + long
prefix + non-ASCII Cafe + empty) + SetTurbineChatChannels.
26 new tests:
- TurbineChatTests, SetTurbineChatChannelsTests in Core.Net.Tests
- ChatChannelInfoTests, TurbineChatStateTests in Core.Tests
Solution total: 960 green (243 Core.Net + 625 Core + 92 UI).
ACE doesn't run a TurbineChat server, so codec is "ready when
needed" for retail-server-emulating setups. Legacy ChatChannel
fallback continues to work for current ACE-against-acdream play.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>