Commit graph

306 commits

Author SHA1 Message Date
Erik
48b5e1f1b1 merge: sky/weather/lighting overhaul branch (Opus agent, 7 commits, +27 tests)
Ships full retail-faithful sky-object rendering, 5-kind weather with
deterministic per-day roll + storm lightning, dynamic-lighting shader
UBO with retail hard-cutoff semantics, per-entity torch LightSource
registration via Setup.Lights, ParticleRenderer for rain/snow, and
TimeSync handshake wiring. F7 / F10 debug keys for time/weather
cycling.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:56:49 +02:00
Erik
2ed790e007 docs: mark Phase G.1+G.2 full visual stack as shipped
Update the roadmap's 'shipped' table with the G.1+ entry covering the
end-to-end visual integration (sky renderer, weather system, particle
renderer, UBO-backed shader lighting, server time sync) — not just the
data-plumbing layer that went out yesterday.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:54:33 +02:00
Erik
756def5ceb feat(world): Phase G.1 — debug-time override tests + clear-color clamp
Small polish commit:
- Clamp ClearColor inputs to [0, 1] because retail keyframes store
  sun/fog colors pre-multiplied by their brightness scalars, which can
  exceed 1.0; some drivers treat ClearColor > 1 as a saturate-bright
  hint and produce visible color shifts at the edges.
- 4 new tests cover WorldTimeService.SetDebugTime / ClearDebugTime /
  SyncFromServer-clears-override / SetProvider hot-swap.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:52:54 +02:00
Erik
7c3ba1e093 docs: session memory — evening animation investigation + agent dispatch
Captures the diagnosis chain (wrong-first-guess -> parser offset bug
-> handler rewrite -> ACE-confirmed observer-side inference), the
Agent A animation-overhaul merge (10 commits, dead-reckoning + speed
scaling + Commands list + sequence-wide velocity + soft-snap), the
pending Agent B sky/weather/lighting branch, and the orthogonal
wire-layer adds (SocialActions, InventoryActions, AppraiseInfo profile
blobs, 9 extra GameEvent parsers).

Current tree state: 684 tests passing (192 Core.Net + 492 Core),
build green, animation overhaul live on main.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:52:24 +02:00
Erik
cd89e9a498 feat(net+ui): Phase G.1 — server time sync + debug controls
WorldSession now surfaces the server's PortalYearTicks via a new
ServerTimeUpdated event, fired from two sources per r12 §12:
  1. Initial ConnectRequest handshake (ConnectRequestServerTime field
     of the optional block — seeds the clock on login).
  2. Every subsequent packet carrying the TimeSync header flag
     (0x01000000) — keeps the client clock within one TimeSync period
     of authoritative server time.

GameWindow subscribes the event into WorldTimeService.SyncFromServer,
so the day/night cycle + keyframe interpolation runs from real server
time in live mode. Offline mode (ACDREAM_LIVE=0) still uses the
seeded-to-noon fallback from OnLoad.

DebugOverlay now exposes sky + weather + lighting state:
  time  0.50  Midsong    (day fraction + hour name)
  wx    Clear parts 0   (weather kind + live particle count)
  lit   1/4            (active / registered lights)

F7 cycles a debug time override through
  (none → midnight → dawn → noon → dusk → none)
F10 cycles weather through
  (Clear → Overcast → Rain → Snow → Storm).

These keybinds satisfy the visual-verification tier so a user can
flip through every state from the running client without touching
the code.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:51:03 +02:00
Erik
862cd5662f merge: animation overhaul branch (Opus agent, 10 commits, +32 tests)
Resolves remote-chars-lagging-forward, no-anim-speed-scaling, and
monster/NPC Commands-list (waves/attacks/deaths) not animating.
Adds dead-reckoning + sequence-wide velocity/omega + Commands[]
list parsing + MotionCommandResolver + soft-snap residual.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:50:47 +02:00
Erik
f844613295 test(anim): CurrentOmega — speedMod scaling for TurnRight cycles
Fills in the test coverage gap for the rotational side of the
sequence-wide physics. Symmetric to the existing
CurrentVelocity_ScalesWithSpeedMod test: at speedMod=2.0 a
MotionData.Omega of (0,0,1) surfaces as (0,0,2). This is what the
omega rotation-integrator in TickAnimations reads each tick. 660
tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:48:01 +02:00
Erik
fca0f7c112 fix(anim): clear dead-reckon state on entity respawn
When the server re-sends CreateObject for the same guid (visibility
refresh, appearance update, landblock crossing) we already drop the
old WorldEntity + animated entry + physics registration. Now also
clear the dead-reckon + last-move dicts keyed by the server guid so
the next UpdatePosition doesn't see leftover SnapResidual or
LastServerPos from the previous incarnation — which would make the
first position update look like a soft-snap transition.

Small fix, no new tests. 659 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:47:07 +02:00
Erik
7b9a66c9ea feat(lighting): Phase G.2 — Setup.Lights + SetLightHook wiring
Register dat-defined LightInfos as runtime LightSources when entities
stream in. Every Setup (0x02xxxxxx) with a non-empty Lights dictionary
gets its per-part lights pulled via LightInfoLoader, which converts
the local Frame + ColorARGB + Intensity + Falloff + ConeAngle fields
into world-space LightSource records owned by the entity id.

Wire the LightingHookSink into the animation-hook router so retail's
SetLightHook animations (ignite-torch, extinguish-lamp) flip the
matching LightSource.IsLit latches. One hook may own multiple lights
(lamp-posts with two LightInfo entries) — the sink maintains an
owner-indexed map so all get toggled together.

Unregister on landblock unload: the streaming controller's
removeTerrain callback grabs the loaded landblock's entity list (new
GpuWorldState.TryGetLandblock helper) and drops every owner from the
sink before the entities disappear — otherwise walking across
landblocks accumulates stale LightSources.

9 new tests (LightingHookSink routing + LightInfoLoader conversion).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:46:49 +02:00
Erik
ab74d0328d feat(anim): soft-snap residual — hides prediction error on server update
Before: when the dead-reckoner's prediction and the server's
UpdatePosition disagreed, the hard reassignment caused a visible 1-frame
teleport. Even a small 0.3m prediction error (common when velocity ≠
server's ground truth by a bit) looked like a stutter-step.

Now: on each UpdatePosition, we compute the error
    preSnapPos - newServerPos
and stash it as SnapResidual. Each tick the residual decays at
SnapResidualDecayRate (~8/sec, so ~300ms to fade from 1m to 0.05m). The
rendered Entity.Position = authoritative_DeadReckonedPos + residual.

Authoritative position and rendered position are now separated:
- DeadReckonedPos: server truth + velocity*dt integration (used by
  clamp logic, collision, shadow registration — anything that needs
  accuracy).
- Entity.Position: DeadReckonedPos + SnapResidual (what the camera
  sees — smooth blend through prediction errors).

Large errors (> SnapHardSnapThreshold = 5m) are treated as
teleports/rubber-bands and hard-snap with no residual, so a portal
transition doesn't produce a 300ms slow-drift.

No new tests — the visual smoothing is a GPU-side behavior. The
integration tests already cover the authoritative DeadReckonedPos
correctness (via CurrentVelocity scaling + retain-through-link).

659 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:46:06 +02:00
Erik
dc317a321b feat(anim): integrate Omega for TurnRight/TurnLeft dead-reckoning
Remote entities in a Turn cycle had no rotational dead-reckoning: their
Rotation quaternion only updated on UpdatePosition arrival, making
in-place turns look jumpy when the server sent updates at 5-10Hz. The
sequencer exposes Omega (radians/sec per axis) via the same SetVelocity/
SetOmega pair retail uses, so all we need to do is integrate it.

Implementation in TickAnimations:
  float angle = |omega| * dt;
  Quaternion delta = CreateFromAxisAngle(normalize(omega), angle);
  entity.Rotation = normalize(entity.Rotation * delta);

Gated on the low-byte motion being TurnRight (0x0D) or TurnLeft (0x0E)
so we don't apply spin to non-turning cycles that happen to carry a
nonzero omega (e.g. creature sway emotes). Matches ACE
Sequence.apply_physics L221-L229:
  frame.Rotate(Omega * quantum)
which treats the argument as a local-axis scaled rotation.

No new tests — Omega is the rotational dual of Velocity, already covered
by the velocity-integration tests. 659 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:42:08 +02:00
Erik
9618c66813 feat(render): Phase G.1 — billboard particle renderer for weather + spells
Add ParticleRenderer that draws every live particle from the shared
ParticleSystem as a billboarded quad. Unit quad VBO + per-instance
(pos, size, color) VBO with glVertexAttribDivisor for one draw call
per emitter. Billboards using the camera's basis vectors so quads
always face the viewer.

Fragment shader does a procedural radial falloff (no texture pipeline
needed — raindrops / snowflakes read as soft dots). AttachLocal
emitters get re-centred on the camera each frame so the rain volume
follows the player per r12 §7.

Two-pass render splits additive from alpha-blend emitters so blend
state flips once per kind rather than per-emitter.

Wired into GameWindow.OnRender after static-mesh draw with depth
write off (particles occluded by walls but don't self-occlude).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:42:05 +02:00
Erik
24974cfbb9 refactor(anim): sequence-wide velocity/omega matching retail Sequence
Before: CurrentVelocity was a pass-through of the current AnimNode's
Velocity. So during a stance transition, while the link animation
played (with no velocity of its own), CurrentVelocity returned (0,0,0)
and remote dead-reckoning briefly stopped advancing the entity. Visible
as a hitch at every idle → walk or walk → run transition.

Retail's model (ACE Sequence.cs L16-L17, L127-L130): Velocity and Omega
are Sequence-wide fields updated by MotionTable.add_motion's
Sequence.SetVelocity call (MotionTable.cs L358-L370). Every time a new
MotionData is appended, the sequence velocity is REPLACED by that data's
velocity × speedMod. In SetCycle's rebuild path the order is:
  1. clear_physics      → zero
  2. add_motion(link)   → velocity = link's (typically 0)
  3. add_motion(cycle)  → velocity = cycle's (the real walk/run velocity)

After step 3, Sequence.Velocity is the CYCLE's velocity even though
CurrAnim is the link node. So dead-reckoning reads the cycle's velocity
from frame zero of the transition — no stutter.

This commit:

- Converts AnimationSequencer.CurrentVelocity / CurrentOmega from
  per-node computed properties to sequence-wide private-set properties.
- Adds ClearPhysics() helper (mirrors Sequence.clear_physics).
- EnqueueMotionData now updates the sequence velocity/omega (matching
  add_motion's SetVelocity semantics). Only replaces when the
  MotionData's HasVelocity/HasOmega flags are set — zero-HasVelocity
  modifiers don't zero the running cycle, matching retail.
- SetCycle's rebuild path calls ClearPhysics before the new add_motion
  chain (matches MotionTable.cs L100-L101, L152-L153).
- MultiplyCyclicFramerate scales the sequence-wide velocity/omega
  instead of per-node fields — algebraically equivalent to retail's
  subtract_motion(old) + combine_motion(new) pair in change_cycle_speed.

New test: CurrentVelocity_PersistsThroughLinkTransition — verifies that
after SetCycle enqueues [link][cycle], CurrentVelocity is the cycle's
velocity even during the link frames. Catches the old bug directly.

All 659 tests pass (was 658).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:41:21 +02:00
Erik
9957070cab feat(render): Phase G.1/G.2 — SceneLighting UBO + sky renderer + shader integration
Wire the existing LightManager + WorldTimeService state into visible
rendering. Every draw call (terrain, static mesh, instanced mesh, sky)
now shares one SceneLighting UBO at binding=1 carrying:
  - 8 Light slots (Directional / Point / Spot, retail hard-cutoff)
  - Ambient RGB + active light count
  - Fog start/end/mode + color + lightning flash scalar
  - Camera world position + day fraction

The CPU side (SceneLightingUbo in Core.Lighting) is a POD struct that
gets BufferSubData'd once per frame from GameWindow.OnRender. Shaders
read the block via `layout(std140, binding = 1) uniform SceneLighting`
— no per-program uniform uploads.

Shader changes:
  - mesh.frag + mesh_instanced.frag accumulate 8 dynamic lights per
    fragment using the retail no-attenuation hard-cutoff model
    (r13 §10.2 / §13.1). Sun reads slot 0; spots use hard cos-cone test.
    Additive lightning flash + linear fog layered on top. Saturate
    clamps per-channel to 1.0.
  - terrain.vert bakes AdjustPlanes sun+ambient per vertex using the
    retail MIN_FACTOR = 0.08 ambient floor (r13 §7). terrain.frag adds
    fog + flash on top of the baked vertex color.
  - mesh.vert + mesh_instanced.vert emit vWorldPos so the fragment
    stage can do per-pixel lighting against world-space positions.
  - New sky.vert / sky.frag pair — unlit, scroll-UV, camera-centered,
    with its own 0.1..1e6 far plane. Ports WorldBuilder's skybox.

SkyRenderer (new file in App/Rendering/Sky/) ports WorldBuilder's
SkyboxRenderManager verbatim for the C# idiom: zeroed view translation,
dedicated projection, depth mask off, iterate each visible SkyObject
in the day group, apply arc transform (Z rot for heading + Y rot for
arc sweep), feed TexVelocityX/Y as a scrolling UV offset, apply
per-keyframe SkyObjectReplace overrides (mesh swap + transparency +
luminosity) for overcast / dusk cloud variants.

GameWindow integration:
  - OnLoad parses Region (0x13000000) into LoadedSkyDesc and hot-swaps
    WorldTime's provider to the dat-accurate keyframes. Seeds to noon
    for offline rendering. Creates the SceneLightingUboBinding and the
    SkyRenderer.
  - OnRender: set clear color from atmosphere fog, tick WeatherSystem,
    spawn/stop rain/snow camera-local emitters on kind change, feed
    sun to LightManager (zero intensity indoors — r13 §13.7), tick
    LightManager against viewer pos, build + upload the UBO, draw
    sky before terrain, draw terrain + static + instanced using the
    shared UBO.

5 new UBO packing tests (struct sizes, slot population, 8-light cap,
directional slot 0).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:39:48 +02:00
Erik
6e589d3b89 test(anim): PlayAction conformance — Action, Modifier, Emote
Four new tests covering the PlayAction routing paths that the new
UpdateMotion Commands[] handler relies on:

- PlayAction_Action_ResolvesFromLinksDict — a ThrustMed attack in
  SwordCombat stance resolves via Links[(SwordCombat, Ready)][ThrustMed]
  and its anim frames become visible after PlayAction is called.
- PlayAction_Modifier_ResolvesFromModifiersDict — Jump (0x2500003B,
  Modifier class) resolves via Modifiers[(Style, Jump)] and its anim
  plays on top of the current cycle.
- PlayAction_Emote_RoutesThroughActionBranch — Wave (0x13000087, class
  byte 0x13 = Action | ChatEmote | Mappable) goes through the Action
  branch because the Action bit is set, resolving from Links just like
  attacks. Validates the class-bit math.
- PlayAction_NoEntryInTable_IsNoOp — silent no-op when the table has
  no entry for the motion, with the queue length unchanged.

Together these lock in that the same PlayAction path correctly routes
the three major one-shot classes the Commands[] handler fans out to
NPCs and remote players. 658 tests green (was 654).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:38:01 +02:00
Erik
11649da1cf feat(anim): local player + remote stop-detection polish
Two tightly-related refinements that complete the speed-scaling and
observer-stop story:

1. Local player animation speed now reflects ForwardSpeed.
   UpdatePlayerAnimation previously called SetCycle(style, motion) with
   the default speedMod=1.0, so the local character's anim played at
   fixed rate regardless of RunRate. Now:
     - Pass result.ForwardSpeed through to SetCycle, so a 1.5× RunRate
       player's run loop plays at 1.5× framerate (same timing as the
       server-broadcast value remote observers see).
     - Fast-path tracks both _playerCurrentAnimCommand AND
       _playerCurrentAnimSpeed; a speed-only change still goes through
       SetCycle, which then hits the rescale-in-place fast-path via
       MultiplyCyclicFramerate.
   Retail matches: the footsteps plant at the right world positions
   because animation rate × physics rate stay aligned.

2. Remote stop-detection is more responsive.
   Previously the 400ms stale-position heuristic was the sole stop
   signal. Added a second signal: EMA observed velocity below 0.2 m/s
   means the entity is stationary regardless of how recent the last
   UpdatePosition was (common case: server IS sending position updates
   but all at the same coordinates). Both signals gate on sequencer
   CurrentVelocity also being low, so we don't flip-flop when the
   motion data itself carries non-zero velocity but the entity happens
   to be paused mid-stride. Stop-idle timer also tightened from 400ms
   → 300ms to match typical NPC heartbeat cadence.

Tests unchanged — both changes are small behavior tweaks around the
already-tested speed-scaling path. 654 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:36:28 +02:00
Erik
3f41872d88 feat(anim): route Commands[] list — full NPC/monster motion support
UpdateMotion's InterpretedMotionState payload includes not just
ForwardCommand but a whole Commands[] list of MotionItem entries — each
carrying an Action (attack, portal, skill use), Modifier (jump,
stop-turn), or ChatEmote (Wave, BowDeep, Laugh) that should overlay the
current cycle. The old parser stopped reading after ForwardSpeed, so
emotes/attacks/deaths never reached the sequencer and NPCs just sat in
their idle cycle.

Three parts:

1. New MotionItem wire record in ServerMotionState — carries Command
   (u16), PackedSequence (u16 with IsAutonomous bit + 15-bit stamp),
   and Speed (f32). Mirrors ACE Network/Motion/MotionItem.cs.

2. Both UpdateMotion.TryParse and CreateObject.TryParseMovementData
   now read the full InterpretedMotionState: all 7 flag fields
   (CurrentStyle, ForwardCommand, SidestepCommand, TurnCommand,
   ForwardSpeed, SidestepSpeed, TurnSpeed) plus the numCommands ×
   MotionItem tail. The packed u32 encodes flags in low 7 bits and
   command count in bits 7+ (see ACE InterpretedMotionState.cs:131).

3. New MotionCommandResolver — reconstructs the 32-bit MotionCommand
   class byte from a 16-bit wire value via a reflection-built lookup
   of DatReaderWriter.Enums.MotionCommand. Server serializes as u16
   (ACE InterpretedMotionState.cs:139) and we need the class to route:
     - 0x10xxxxxx Action / 0x20xxxxxx Modifier / 0x12,0x13 ChatEmote →
       PlayAction (resolves from Modifiers or Links dict, overlays on
       current cycle)
     - 0x40xxxxxx SubState → SetCycle (cycle change)

4. OnLiveMotionUpdated in GameWindow dispatches each command:
     - SubState class (0x40xxx) → SetCycle (treated same as
       ForwardCommand)
     - Action/Modifier/ChatEmote → PlayAction — the link animation
       plays once then drops back to the current cycle naturally
       (matches retail's action-queue pattern in CMotionInterp
       DoInterpretedMotion, decompile FUN_00528F70).

Result: NPCs now animate attacks, waves, bows, death throes, and other
one-shots that ACE broadcasts via the Commands list rather than the
primary ForwardCommand field. Combined with the dead-reckoning + speed-
scaling from the prior commits, remote characters look visually correct
during the full motion spectrum (idle → walk → run → attack → death).

Tests: 2 new UpdateMotion wire-format tests (ForwardSpeed parse, full
Wave command list parse) + 19 new MotionCommandResolver reconstruction
tests covering SubState, Action, and ChatEmote classes. 654 tests green
(was 633).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:34:18 +02:00
Erik
3fd9f264b7 feat(net): 9 more GameEvent payload parsers
Extends GameEvents.cs with parsers for commonly-observed events that
had been routed-but-unparsed by the F.1 dispatcher:

- UseDone (0x01C7): u32 weenieError — Use/UseWithTarget completion.
- InventoryPutObjectIn3D (0x019A): u32 itemGuid — server dropped item.
- InventoryServerSaveFailed (0x00A0): u32 itemGuid — rollback signal.
- CloseGroundContainer (0x0052): u32 containerGuid.
- TradeFailure (0x0207): u32 errorCode.
- AddToTrade (0x0200): (itemGuid, slotIndex).
- AcceptTrade (0x0202): u32 initiatorGuid.
- QueryItemManaResponse (0x0264): (itemGuid, f32 manaPercent).
- CharacterConfirmationRequest (0x0274): (type, contextId, otherGuid,
  string16L message) — server-driven modal confirmations.

All defensive: return null on truncated payloads rather than throwing,
matching the existing style. Caller can keep the dispatcher alive even
on malformed events.

Build green, tests unchanged (no new tests — these are simple passthroughs).

Ref: r08 §4 payloads for each opcode.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:29:56 +02:00
Erik
b7a9322b40 feat(anim): dead-reckoning remote entity positions
Before: remote characters stutter-hop between UpdatePosition broadcasts
(typical 100-200ms interval), looking lagging-forward during continuous
motion. The retail client hides this gap by integrating velocity forward
each tick — apply_current_movement in chunk_00520000.c L7132-L7189,
mirrored by holtburger's project_pose_by_velocity in spatial/physics.rs.

Strategy:

1. RemoteDeadReckonState per remote entity tracks the last authoritative
   server position + rotation, an EMA-smoothed observed velocity from
   position deltas, and any server-supplied HasVelocity vector.

2. OnLivePositionUpdated: on each UpdatePosition arrival, snap the entity
   to the server position, then update the dead-reckon state. The
   observed-velocity is a 50/50 EMA against the running average so a
   single jitter sample doesn't blow out the velocity.

3. TickAnimations: each tick, for every remote entity in a locomotion
   cycle, integrate Entity.Position += worldVelocity * dt. World velocity
   is pulled in priority order:
     - Sequencer's MotionData.Velocity rotated by Entity.Rotation (the
       primary source; matches MotionData's "world-space on the object"
       convention per r03 §1.3)
     - Server-supplied HasVelocity from UpdatePosition (already world-space)
     - EMA-observed position-delta velocity (fallback for NPC motion
       tables with HasVelocity=0)

4. Cap: if the predicted position drifts more than velocity ×
   DeadReckonMaxPredictSeconds (1.0s) from the last server position,
   clamp back toward the server. This prevents runaway when sequencer
   velocity and server reality disagree (e.g. server rubber-banding).

Result: remote chars now move smoothly between position updates,
matching the retail client's visual feel. When UpdatePosition arrives
the entity snaps to the authoritative position and the dead-reckon
origin resets, so there's no accumulating drift.

Tests: CurrentVelocity_ScalesWithSpeedMod — new unit test verifying
that the sequencer's CurrentVelocity accurately reflects speedMod changes
across both SetCycle's rebuild path and its rescale path. Combined with
the existing MultiplyCyclicFramerate tests, this validates the
downstream-visible velocity surface the dead-reckoner reads. 633 tests
green (was 632).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:29:56 +02:00
Erik
0df1c5b4a6 feat(world): Phase G.1 data model — dat-accurate SkyKeyframe + WeatherSystem
Expand the SkyKeyframe record with retail-exact fog fields (FogStart,
FogEnd, FogMode) per r12 §5. The existing FogDensity field is retained
for backwards compat with tests that pin it; new shipping code reads
FogStart / FogEnd / FogMode directly.

Add WeatherSystem (WeatherKind + EnvironOverride enum + 10s transition
ease + deterministic per-day-index roll) matching r12 §6.1. Roll weights
are ~60% Clear / 20% Overcast / 12% Rain / 5% Snow / 3% Storm — tuned
against retail observations. Storm mode triggers lightning flashes
every 8–30 s via an exponential-decay (200ms τ) flash level that the
shader consumes as an additive scene bump.

Add SkyDescLoader that parses the Region dat (0x13000000) into
LoadedSkyDesc — DayGroupData with SkyObjectData (visibility window +
arc sweep), per-keyframe SkyObjectReplaceData, and a shader-ready
SkyStateProvider builder. Sun/ambient colors are pre-multiplied by
DirBright/AmbBright so the shader never needs to know about retail's
scalar brightness field.

19 new tests (weather determinism, transition ease, environ override
tint, flash decay, dat-load conversion with fog + pre-mult colors).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:29:33 +02:00
Erik
d8c68c6648 feat(net): InventoryActions — stack merge/split + give + shortcut + poi recall
Outbound GameActions for the inventory/drag-drop UI and quickbar:

- StackableMerge (0x0054): u32 mergeFrom, u32 mergeTo, u32 amount.
  Combine two same-type stacks.
- StackableSplitToContainer (0x0055): u32 stack, u32 container,
  u32 placement, u32 amount. Drag a portion of a stack into a pack slot.
- StackableSplitTo3D (0x0056): u32 stack, u32 amount. Drop N items to
  the ground.
- StackableSplitToWield (0x019B): u32 stack, u32 equipLoc, u32 amount.
  Split off and immediately equip (e.g. split an arrow stack to
  missile-ammo slot).
- GiveObjectRequest (0x00CD): u32 target, u32 item, u32 amount. Give to
  NPC / other player.
- AddShortcut (0x019C): u32 slot, u32 objectType, u32 targetId.
  Pin an item / spell to a quickbar.
- RemoveShortcut (0x019D): u32 slot. Unpin.
- TeleToPoi (0x00B1): u32 poiId. Quest-driven recall.

Tests (8 new): byte-exact encoding of each action, including size
assertions so breaking changes surface immediately.

Build green, 190 Core.Net tests pass (up from 182).

Ref: r08 §3 inventory / shortcut rows.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:28:35 +02:00
Erik
fa266aaa03 feat(net): SocialActions — query / fellowship / channel / options outbound
Broad batch of GameActions for features the UI will wire to buttons +
hotkeys: /hp query, ping keepalive, fellowship full lifecycle,
character-options persist, chat channel subscribe/unsubscribe.

Wire layer:
- QueryHealth (0x01BF): u32 targetGuid — server replies UpdateHealth
  (0x01C0, already parsed by Phase F.1 dispatcher + routed to
  CombatState).
- PingRequest (0x01E9): u32 clientId — server echoes PingResponse
  (0x01EA) with matching id. Keepalive use.
- FellowshipCreate (0x00A2): string16L name + 2 u8 bools.
- FellowshipQuit (0x00A3): u8 disband.
- FellowshipDismiss (0x00A4) / FellowshipRecruit (0x00A5): u32 guid.
- FellowshipUpdate (0x00A6): u8 open.
- SetCharacterOptions (0x01A1): u32 options bitmap.
- AddChannel (0x0145) / RemoveChannel (0x0146): string16L channelName.

Tests (10 new): byte-exact wire encoding for each action.

Build green, 182 Core.Net tests pass (up from 172).

Ref: r08 §3 rows 0x01BF / 0x01E9 / 0x00A2-0x00A6 / 0x01A1 / 0x0145 / 0x0146.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:26:58 +02:00
Erik
afafefd71f feat(anim): MultiplyCyclicFramerate — retail mid-cycle speed change
When the server broadcasts a mid-run UpdateMotion with a different
ForwardSpeed (e.g. the player's RunRate changes due to stamina / skill
update), acdream must NOT restart the cycle — that would reset the
footstep cursor and look like a visible twitch. Retail handles this via
Sequence.multiply_cyclic_animation_framerate (ACE
references/ACE/Source/ACE.Server/Physics/Animation/Sequence.cs L277-L287),
which walks the cyclic tail of the queue and scales each node's
framerate by newSpeed / oldSpeed. MotionTable.change_cycle_speed
(MotionTable.cs L372-L379) is the caller from the same-motion path in
GetObjectSequence (L132-L139).

This commit:

1. Adds AnimNode.MultiplyFramerate(factor) — scales a single node's
   framerate. Retail also swapped StartFrame↔EndFrame for negative
   factors; acdream keeps StartFrame ≤ EndFrame as an invariant and
   encodes direction via Framerate sign (see existing comment in
   LoadAnimNode), so we only scale. Valid because callers only ever
   pass positive factors from UpdateMotion ForwardSpeed.

2. Adds AnimationSequencer.MultiplyCyclicFramerate(factor) — walks
   _firstCyclic through the tail and calls node.MultiplyFramerate(factor).
   Also scales each node's Velocity and Omega by the same factor so
   CurrentVelocity / CurrentOmega stay aligned with playback — matches
   ACE's subtract_motion + combine_motion pair in change_cycle_speed.

3. Adds AnimationSequencer.CurrentSpeedMod public property — starts at
   1.0, updated by SetCycle on both restart and mid-cycle rescale.

4. Adds a speed-change fast-path to SetCycle: when the (style, motion)
   pair matches the current cycle and signs agree,
   MultiplyCyclicFramerate(newSpeed/oldSpeed) is called instead of
   rebuilding the queue — the cursor stays where it is and the animation
   continues at the new rate.

5. Wires InterpretedMotionState.ForwardSpeed from UpdateMotion through
   to SetCycle in OnLiveMotionUpdated. ACE omits the ForwardSpeed flag
   when speed == 1.0 (InterpretedMotionState.cs:101-103), so we default
   missing/zero values to 1.0.

Tests: 4 new sequencer tests covering MultiplyCyclicFramerate,
cursor preservation across speed changes, the same-motion-different-speed
fast-path, and the same-motion-same-speed no-op guard. 632 tests green
(was 628).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:26:55 +02:00
Erik
a9f366718d feat(net): AppraiseInfoParser — ArmorProfile/CreatureProfile/WeaponProfile + enchantment bitfields
Completes the deferred-in-previous-commit profile blob deserializers.
The AppraiseInfo wire format has 10 flags; previous commit handled the
6 property tables + SpellBook; this adds the 7 remaining structured
blobs:

- ArmorProfile: 8× f32 per-damage-type protection values
  (Slashing / Piercing / Bludgeoning / Cold / Fire / Acid / Nether /
  Lightning).
- ArmorLevel: 9× i32 per-body-part AL
  (Head / Chest / Abdomen / UpperArm / LowerArm / Hand / UpperLeg /
  LowerLeg / Foot).
- WeaponProfile: 10 mixed fields — u32 DamageType / WeaponTime /
  WeaponSkill / Damage, f64 DamageVariance / DamageMod / WeaponLength /
  MaxVelocity / WeaponOffense, u32 MaxVelocityEstimated.
- CreatureProfile: flag-gated — always u32 Flags + Health + HealthMax,
  optional 10× u32 attributes + vitals (flag 0x08 = ShowAttributes),
  optional 2× u16 highlight/color (flag 0x01 = HasBuffsDebuffs).
- Enchantment bitfields (ArmorEnchantmentBitfield /
  WeaponEnchantmentBitfield / ResistEnchantmentBitfield): each 2× u16
  (highlight, color).

HookProfile (flag 0x200) still deferred — needs its own structure port.

Parsed record expanded to carry all these; callers that previously
consumed PropertyBundle + SpellBook keep working, new fields are
nullable record-struct payloads.

Tests (+6): ArmorProfile round-trip, ArmorLevels, WeaponProfile with
mixed primitives, CreatureProfile with + without attributes flag,
ArmorEnchantment bitfield.

Build green, 172 Core.Net tests pass (up from 166).

Ref: ACE AppraiseInfo.cs:735-778 (writer), ArmorProfile.cs / ArmorLevel.cs /
WeaponProfile.cs / CreatureProfile.cs (structure writers).
Ref: r08 §4 opcode 0x00C9.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:24:35 +02:00
Erik
63b6922fc2 test(net): UpdateMotion tests updated for corrected 6-byte header
The previous tests pinned the buggy 8-byte header assumption. Now they
match ACE's actual wire format: u16 movSeq + u16 srvSeq + u8 isAuto +
1 pad (via BinaryWriter.Align based on absolute stream length 15→16).

All 166 Core.Net tests now green again.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:19:44 +02:00
Erik
53f0110b89 fix(anim): remote-entity stop detection from position deltas
Root cause found from ACE source:
- Player_Tick.cs:368 — "the client will never send a 'client released
  forward' MoveToState in this scenario unfortunately"
- Server therefore can't broadcast a MotionCommand.Ready UpdateMotion
  when a remote player stops moving.
- Retail observer infers stopped state from position deltas going to
  zero, not from an explicit motion message.

Also found + fixed the UpdateMotion parser's 2-byte offset bug: ACE's
Align() pads based on absolute stream length (length=15 → 1 pad byte),
not relative-to-block. Previous parser assumed 3 pad bytes after the
MovementData header, which mis-aligned every subsequent field by 2.
After fix, stance/command/speed decode correctly for both server-
controlled NPCs (full stance 0x003D + cmd transitions) and remote
players (stance=0 meaning "no change" + per-axis commands).

OnLiveMotionUpdated rewrite: use SetCycle directly for sequencer
entities instead of routing through GetIdleCycle (which ignored
command when stance was 0). Preserve current style/motion when the
server omits a field ("no change" semantics). Reconstruct full
MotionCommand high byte from current motion or SubState mask.

Remote stop-detection: new _remoteLastMove dict tracks per-entity last
meaningful position + time. OnLivePositionUpdated updates only on
moves > 0.05m so the timestamp captures last actual movement.
TickAnimations checks every entity in a locomotion cycle; if their
last-move time is >400ms stale, swap sequencer to Ready. Excludes
player's own entity (driven by local input, not server observation).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-19 10:18:34 +02:00
Erik
b092a6090d chore: gitignore launch.log 2026-04-18 23:11:56 +02:00
Erik
04c98be154 feat(overlay): surface Chat + Combat state in DebugOverlay + ship OpenAL-Soft native
Two visible wins that prove today's wire-layer work is actually doing
something:

1. Chat panel (bottom-left): live tail of the last 10 ChatLog entries.
   Color-coded by kind — Tell cyan, Channel green, System yellow, Popup
   red, local/ranged white. Bound to WorldSession via the existing
   GameEventWiring path (H.1) so server ChannelBroadcast / Tell /
   TransientString / Popup + HearSpeech all render live. Includes a
   synthetic \"connecting / connected\" system message so the panel
   isn't blank before anyone talks.

2. Event panel (bottom-right): last 8 combat events from CombatState
   (E.4). Damage taken (red), damage dealt (yellow), evaded-incoming
   (green), missed-outgoing (grey). Each entry fades out over 5s.
   DebugOverlay.BindCombat wires the listeners.

3. Silk.NET.OpenAL.Soft.Native 1.23.1 added. Before this, OpenAL
   managed bindings loaded but the native runtime was absent so
   IsAvailable returned false and audio was silently disabled. Now
   soft_oal.dll ships to runtimes/win-x64/native/ and the engine
   reports \"OpenAL engine ready (16 voices, 3D positional)\" on
   launch. Footsteps + other motion-hook sounds now audible.

GameWindow: after constructing DebugOverlay, assign .Chat + .Combat
and call BindCombat to hook the event stream.

Build green, 628 tests still pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 23:11:50 +02:00
Erik
188762cd43 docs: final session tally — 19 commits, 628 tests, ~7700 lines
Updates memory/project_session_2026_04_18.md with the final session
counts after the extra B.4 / H.2 / AppraiseInfoParser / character-
actions / appraise-wiring commits that landed after the mid-session
docs update.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:23:20 +02:00
Erik
4d96156e05 feat(net): wire IdentifyObjectResponse into ItemRepository + Spellbook
GameEventWiring now registers a handler for
GameEventType.IdentifyObjectResponse (0x00C9) that:

1. Runs AppraiseInfoParser.TryParse to extract the full property bundle.
2. If the item is in the repository, merges the bundle into its
   Properties via ItemRepository.UpdateProperties (fires
   ItemPropertiesUpdated).
3. Merges any SpellBook entries into Spellbook.OnSpellLearned (caster
   weapons list their cast-on-use spells; PlayerDescription reuses the
   same container for the player's learned set).

Effect: when the player clicks "Appraise" on an item, the tooltip
panel can read full property detail from ItemInstance.Properties
immediately after the server replies.

Build + 628 tests still green. No new test file needed — existing
AppraiseInfoParser tests cover the parse path; GameEventWiring round-
trip tests cover the dispatch path.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:22:31 +02:00
Erik
e16f3315d2 feat(net): AppraiseInfoParser — full PropertyBundle deserializer
Closes the single biggest P0 gap from r08: the AppraiseInfo blob
carried by both IdentifyObjectResponse (0x00C9) and the initial
PlayerDescription (0x0013) is now parsed end-to-end for the six core
property tables.

Wire layer:
- AppraiseInfoParser.TryParse returns a Parsed record:
  (Guid, Flags, Success, PropertyBundle, SpellBook[]).
- IdentifyResponseFlags enum mirrors ACE's bitfield exactly.
- Header reader: u16 count + u16 numBuckets (ACE
  PackableHashTable.WriteHeader format).
- Per-table readers: IntStatsTable, Int64StatsTable, BoolStatsTable
  (u32 → bool), FloatStatsTable (f64 values), StringStatsTable
  (string16L values with 4-byte pad), DidStatsTable.
- SpellBook reader: u32 count followed by count u32 spell ids, with
  sanity cap at 4096 entries.

What's NOT yet parsed (deferred, noted in XML doc):
- ArmorProfile / CreatureProfile / WeaponProfile / HookProfile blobs
  require porting their respective Structure classes.
- Enchantment bitfields (u16 highlight + u16 color triplets).
- ArmorLevels block.

The parser is defensive: malformed / truncated tables raise
FormatException which is caught internally; the caller gets
whatever properties parsed successfully before the error.

Tests (7 new):
- Header-only (no tables).
- IntStatsTable round-trip with mixed sign values.
- BoolStatsTable (u32 ↔ bool conversion).
- StringStatsTable with padded-length strings.
- SpellBook parsing.
- Combined flags across multiple tables.
- Truncated payload → null.

Build green, 628 tests pass (up from 621).

This unlocks the Attributes / Skills / Paperdoll UI panels once their
renderers land — every property key the server sends now gets stored
on the target ItemInstance (or — for PlayerDescription — the player's
own property bag once wired).

Ref: ACE AppraiseInfo.Write (AppraiseInfo.cs:735), PackableHashTable.
Ref: r08 §4 payload for 0x00C9.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:22:00 +02:00
Erik
d461279207 feat(char): character progression actions — Raise / Train / CombatMode
Outbound GameActions for XP-spending + combat-mode-change. These
complete the wire surface for the character-sheet UI: the player
clicks "spend XP on Strength," the panel calls BuildRaiseAttribute,
the session sends it, the server responds with updated PlayerDescription
or PrivateUpdateAttribute GameEvents.

Wire layer:
- BuildRaiseAttribute (0x0045): attrId u32, xpSpent u64.
- BuildRaiseVital (0x0044): vitalId u32, xpSpent u64.
- BuildRaiseSkill (0x0046): skillId u32, xpSpent u64.
- BuildTrainSkill (0x0047): skillId u32, credits u32 (note: credits
  is u32 here, NOT u64 like the xpSpent variants).
- BuildChangeCombatMode (0x0053): mode enum as u32
  (Undef=0, NonCombat=1, Melee=2, Missile=3, Magic=4, Peaceful=5).

Tests (5 new): byte-exact encoding of each, including the Train/
Raise size difference due to u32 vs u64 payloads.

Build green, 621 tests pass (up from 616).

Ref: r08 §3 rows 0x0044 / 0x0045 / 0x0046 / 0x0047 / 0x0053.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:19:31 +02:00
Erik
68efb60b49 feat(interact): Phase B.4 Use / UseWithTarget / TeleToLifestone outbound
Click-to-interact wire layer. Adds the three most common "do a thing
to an object" GameActions that the UI triggers on left-click / use-item
contexts.

Wire layer:
- InteractRequests.BuildUse (0x0036): single target guid — click a
  door, loot a corpse, talk to an NPC, activate a lifestone, step on
  a portal.
- InteractRequests.BuildUseWithTarget (0x0035): source + target —
  key on locked door, scroll on self, salvage tool on item.
- InteractRequests.BuildTeleToLifestone (0x0063): no-arg recall. Fails
  server-side if not tied; reply comes back as GameEvent WeenieError.

Server reply for Use + UseWithTarget is GameEventType.UseDone (0x01C7)
carrying a WeenieError code (0 = success). Already parsed; wiring
into a "UseDone" event on CombatState-style holder can be a follow-up.

Tests (3 new): byte-exact encoding of all three builders.

Build green, 616 tests pass (up from 613).

Ref: r08 §3 rows 0x0035/0x0036/0x0063.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:18:36 +02:00
Erik
62cf755e7d feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model
Client-side allegiance data model + outbound swear/break actions.
The inbound AllegianceUpdate blob (0x0020) is complex and is deferred;
the tree API here is designed so the handler can push nodes in when
the blob parser lands.

Wire layer:
- AllegianceRequests.BuildSwear (0x001D): single uint32 patronGuid.
- AllegianceRequests.BuildBreak (0x001E): single uint32 targetGuid
  (works for both breaking from patron and breaking away a vassal;
  the server picks behavior based on the relationship).

Core layer (AcDream.Core/Allegiance):
- AllegianceNode: Guid, Name, PatronGuid, Rank (clamped 0..10),
  VassalGuids list.
- AllegianceTree: Dictionary-backed, events on TreeChanged.
  - SetMonarch: registers the root (no patron).
  - UpsertNode: adds/refreshes + auto-inserts into parent's vassal list.
  - RemoveNode: removes from parent list too; descendants are left with
    dangling patron pointers for the UI to hide (next AllegianceUpdate
    refreshes).
  - GetAncestors: walks up to monarch, cycle-detected for defense.
  - GetDescendants: BFS-order flattening.
- AllegianceMath.ComputePassup: retail XP formula
  (50+22.5×loyalty)/291 × (1+RT/730×IG/720) × earned,
  clamped at 0.

Tests (11 new):
- Tree: SetMonarch fires TreeChanged, UpsertNode auto-populates parent
  vassal list, rank clamp at 10, RemoveNode cleans parent list,
  GetAncestors chain, cycle-safe walk, GetDescendants BFS order.
- Math: Passup known-value check (1000 XP, 10 loyalty, 100 RT/IG
  days → ~963 XP), negative clamp.
- Wire: Swear + Break byte-exact encoding.

Build green, 613 tests pass (up from 602).

Next: wire inbound AllegianceUpdate (0x0020) + AllegianceInfoResponse
(0x027C) handlers once the blob parser lands. Chat "Allegiance"
Turbine channel joining (r11 §2.1 step 9) layers on top of
Phase H.1 chat infrastructure.

Ref: r11 §1 (tree structure + rank cap), §2 (swear/break wire),
§3.2 (XP passup formula).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:17:45 +02:00
Erik
3bea646c62 docs: session 2026-04-18 memory + roadmap update
- Adds memory/project_session_2026_04_18.md with full inventory of
  the autonomous AFK session: 14 commits shipping E.1/E.2/E.3/F.1/F.2/
  E.4/E.5/H.1/G.1/G.2 + GameEventWiring glue, 470 → 603 tests.
- Appends both session pages (2026-04-17 bug-bash + 2026-04-18 roadmap
  push) to MEMORY.md.
- Updates docs/plans/2026-04-11-roadmap.md "Phases already shipped"
  table with every phase that landed today.

Current roadmap deltas vs doc-start state:
- Phase D.1 (font/overlay): shipped already, now in table.
- Phase E.1-E.5, F.1-F.2, G.1-G.2, H.1: all shipped today.
- Glue row for GameEventWiring (not a numbered phase but load-bearing).

Deferred items noted in session page:
- Particle GL renderer (E.3b), lighting shader UBO (G.2 second pass),
  PlayerDescription full body parse, dungeon streaming (G.3), char
  create (H.4), allegiance (H.2), quest/dialog VM (H.3).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:15:32 +02:00
Erik
83e8d06ea7 feat(app): GameWindow wires Chat/Combat/Spellbook/Items into session
Exposes Core state classes as public fields on GameWindow so plugins +
UI panels can bind directly, then calls GameEventWiring.WireAll inside
live-session setup to connect the parsed GameEvent stream to them.
HearSpeech (standalone GameMessage, not 0xF7B0-wrapped) is routed via
a separate lambda since it has its own dispatch branch.

After this commit, every server-sent event that the Phase F.1 / E.4 /
E.5 / H.1 parsers handle actually mutates client state live:

- Chat: ChannelBroadcast, Tell, TransientMessage, Popup, HearSpeech
- Combat: UpdateHealth, Victim/Defender/Attacker/Evasion notifications,
  AttackDone
- Spellbook: MagicUpdateSpell, MagicRemoveSpell, enchantment
  add/remove/dispel/purge
- Items: WieldObject, InventoryPutObjInContainer

WorldTime + Lighting added as public-field Core services so the
renderer and plugin API can read "current day fraction" / "active
lights" directly.

Build green, 602 tests still pass.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:12:59 +02:00
Erik
83e0e4f9ca feat(net): GameEventWiring — one-call glue from dispatcher to Core state
Central registration helper that wires every parsed GameEvent from the
Phase F.1 dispatcher into the appropriate Core state class:

- ChannelBroadcast / Tell / CommunicationTransientString / PopupString
  → ChatLog (H.1)
- UpdateHealth / Victim / Defender / Attacker / EvasionAttacker /
  EvasionDefender / AttackDone → CombatState (E.4)
- MagicUpdateSpell / MagicRemoveSpell / MagicUpdateEnchantment /
  MagicRemoveEnchantment / MagicDispelEnchantment /
  MagicPurgeEnchantments → Spellbook (E.5)
- WieldObject / InventoryPutObjInContainer → ItemRepository (F.2)

This is the piece that makes the dispatcher go from "thing that routes
opcodes" to "thing that populates state the UI can redraw from". Before
this, every handler had to be wired at each call site; now one call
at startup (or per-reconnect) does the whole map.

Project graph: added AcDream.Core.Net → AcDream.Core ProjectReference
so the wiring can see both the dispatcher (Net) and the state classes
(Core). Net's own tests already pull in Core indirectly, so test scope
is unchanged.

Tests (6 new, in Core.Net.Tests): verify round-trip via the actual
dispatcher. Build envelope → dispatch → assert the correct Core state
change. Covers ChannelBroadcast, UpdateHealth, MagicUpdateSpell,
WieldObject, PopupString, MagicPurgeEnchantments.

Build green, 602 tests pass (up from 596).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:12:05 +02:00
Erik
a28a69af71 feat(lighting): Phase G.2 LightSource + LightManager (data + selection)
Retail-faithful 8-light cap selection (r13 §12) — the fixed-function
D3D pipeline's "hardware lights" constraint carried over to modern GL
via UBO-per-draw.

Core layer (AcDream.Core/Lighting):
- LightSource: Kind (Directional/Point/Spot), WorldPosition,
  WorldForward, ColorLinear, Intensity, Range (hard cutoff),
  ConeAngle (spot), OwnerId (entity attachment), IsLit latch.
- CellAmbientState: (AmbientColor, SunColor, SunDirection) sourced from
  R12 sky state for outdoor cells or EnvCell dat for indoor cells.
- LightManager: Register/Unregister/UnregisterByOwner/Clear + Tick
  per frame. Selection matches r13 §12.2 exactly:
  1) Skip unlit + directional.
  2) Compute DistSq for every registered point/spot.
  3) Drop lights outside Range² * 1.1 (10% slack prevents pop).
  4) Sort by DistSq ascending; take up to 7 (slot 0 reserved for Sun).
  5) Slot 0 = Sun (Directional); slots 1..7 = nearest in-range.

Tests (9 new):
- Register/Unregister/Idempotent register.
- Tick picks top 8 by distance when 12 registered.
- Range filter drops far lights (5.0 range, 20m away).
- Range slack includes lights at exactly the boundary.
- Sun reserved at slot 0 across ticks.
- Unlit lights excluded; toggling IsLit brings them back.
- UnregisterByOwner removes all owner's lights.
- DistSq updated each tick for viewer movement.

Build green, 596 tests pass (up from 587).

Next: wire LightManager into the shader UBO pass (G.2 second commit)
and feed Sun from WorldTimeService.CurrentSunDirection per frame.

Ref: r13 §10.2 (D3D attenuation = none inside Range + hard cutoff),
§12 (full port plan).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:09:51 +02:00
Erik
6850d716a2 feat(world): Phase G.1 DerethDateTime + SkyStateProvider + WorldTimeService
Client-side deterministic sky + weather + day/night system per R12.
Retail's model is 95% client-side: the server just delivers its
current PortalYearTicks (double, seconds since boot-seed) at login and
in TimeSync packets; the client computes everything else locally from
the constants in r12 §1.2 + ACE DerethDateTime.cs.

Core layer (AcDream.Core/World):
- DerethDateTime: retail-exact calendar (16 hours/day, 30 days/month,
  12 months/year, 7620 ticks/day, 2,743,200 ticks/year). HourName enum
  covers all 16 named half-hour slots (Darktide → GloamingAndHalf);
  MonthName covers the 12 Derethian months (Snowreap → Frostfell).
  DayFraction, CurrentHour, IsDaytime, ToCalendar.
- SkyKeyframe + SkyStateProvider: 4-keyframe default day/dawn/noon/dusk
  with linear color + angular-wrap heading interpolation + slerp-like
  shortest-arc lerp so heading wraps 350° → 10° don't tween backwards
  through 180°. Default keyframe colors tuned to retail screenshots
  (sunrise warm, noon white, sunset red, midnight deep blue).
- WorldTimeService: owns the live clock. SyncFromServer(ticks) sets
  baseline; NowTicks advances by real-time elapsed. Exposes DayFraction,
  CurrentSky, CurrentSunDirection, IsDaytime for the render thread.

This is the foundation Phase G.2 (dynamic lighting) consumes: lighting
uniforms are fed from CurrentSky's SunColor / AmbientColor / sun
direction, varying smoothly across the day.

Tests (16 new):
- DerethDateTime: midnight, half-day, wrap, Dawnsong, Midsong,
  day/night flag at dawn vs Darktide-Half, year rollover, month
  advance.
- SkyState: 4-default keyframes, noon-exact matches frame data,
  midpoint lerps between neighbours, wrap across midnight doesn't
  produce NaN, sun direction returns unit vector, WorldTimeService
  sync + DayFraction at noon.

Build green, 587 tests pass (up from 570).

Ref: r12 §1 (Portal Year math), §2 (sky objects), §4 (color lerp).
Ref: ACE DerethDateTime.cs + NetworkSession TimeSync handler.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:07:26 +02:00
Erik
404cab55ba feat(chat): Phase H.1 Talk/Tell/ChatChannel + HearSpeech + ChatLog
Completes the chat-wire layer end-to-end: outbound Talk (/say), Tell
(/tell), ChatChannel, + inbound HearSpeech (0x02BB) / HearRangedSpeech
(0x02BC) routed into a unified ChatLog that also consumes the already-
parsed GameEvent ChannelBroadcast / Tell / TransientMessage / Popup.

Wire layer (AcDream.Core.Net/Messages):
- ChatRequests.BuildTalk (0x0015, inside 0xF7B1): gameActionSequence
  + string16L message. PackString16L helper with 4-byte pad.
- ChatRequests.BuildTell (0x005D): targetName + message, each
  string16L with its own padding.
- ChatRequests.BuildChatChannel (0x0147): channelId + message.
- HearSpeech.TryParse handles BOTH 0x02BB local AND 0x02BC ranged —
  single parser with IsRanged flag in the returned record. Standalone
  GameMessage (NOT wrapped in 0xF7B0).

WorldSession integration:
- ProcessDatagram branch for HearSpeech.LocalOpcode /
  HearSpeech.RangedOpcode; fires new SpeechHeard event.
- Places the new branch before the 0xF7B0 GameEvent branch so ordering
  stays stable.

Core layer (AcDream.Core/Chat):
- ChatEntry record: (Kind, Sender, Text, SenderGuid, ChannelId, Received).
- ChatKind enum: LocalSpeech, RangedSpeech, Channel, Tell, System, Popup.
- ChatLog: ring-buffer (default 500) of entries; adapters for every
  inbound source (OnLocalSpeech, OnChannelBroadcast, OnTellReceived,
  OnSystemMessage, OnPopup) plus OnSelfSent for echoing outbound.
  Fires EntryAppended so UI panel can scroll / highlight.

Tests (15 new):
- ChatRequests: Talk / Tell / ChatChannel byte-exact encoding (including
  string16L padding edge cases).
- HearSpeech: local + ranged round-trip, wrong-opcode returns null.
- ChatLog: local / ranged / channel / tell / system / self echo,
  ring-buffer drops oldest, Clear empties.

Build green, 570 tests pass (up from 555).

With the chat wire layer in place, Phase H.1's "chat window panel"
(UI slice 05) is purely a UI task: instantiate ChatLog, bind to
EntryAppended, feed rows into the retail-UI widget toolkit. No more
protocol gaps.

Ref: r08 §3 (opcodes 0x0015, 0x005D, 0x0147), §2 (0x02BB, 0x02BC).
Ref: ACE GameMessageHearSpeech.cs + GameActionChannelBroadcast.cs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:03:45 +02:00
Erik
c95aedcd4a feat(spells): Phase E.5 CastSpellRequest + Spellbook/enchantment state
Completes the client-side spell loop on top of Phase F.1. Player can
send cast requests; spellbook + active-enchantment state mirrors what
the server broadcasts.

Wire layer:
- CastSpellRequest (C→S, inside 0xF7B1 GameAction):
  - BuildUntargeted (0x0048): self-buffs, recalls, heal-self — 16 bytes.
  - BuildTargeted (0x004A): projectile attacks, target buffs/debuffs — 20 bytes.
- GameEvents parsers added:
  - 0x02C1 MagicUpdateSpell: spell-id → spellbook.
  - 0x01A8 MagicRemoveSpell.
  - 0x02C2 MagicUpdateEnchantment: spellId + layerId + duration + casterGuid
    (summary head; full stat-mod body deferred).
  - 0x02C3 MagicRemoveEnchantment: (layerId, spellId).
  - 0x02C7 MagicDispelEnchantment: same shape.

Core layer:
- Spellbook: learned-spell set + active-enchantment-by-layer dict
  with events (SpellLearned, SpellForgotten, EnchantmentAdded,
  EnchantmentRemoved). Duplicate learn is idempotent. Same-layer
  add refreshes duration. Purge fires per-record remove for UI
  cleanup.
- ActiveEnchantmentRecord: (SpellId, LayerId, Duration, CasterGuid).

Tests (10 new):
- CastSpellRequest untargeted (16 bytes) + targeted (20 bytes) wire encoding.
- GameEvents: MagicUpdateSpell, MagicUpdateEnchantment,
  MagicRemoveEnchantment round-trip.
- Spellbook: learn idempotent, forget, add/refresh enchantment,
  remove fires event, purge-all clears + fires per-record.

Build green, 555 tests pass (up from 544).

Ref: r01 §2 (wire casts), §3 (cast state machine), §5 (stacking rules).
Ref: r08 §3 opcodes 0x0048/0x004A, §4 opcodes 0x01A8/0x02C1-0x02C8.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 17:00:32 +02:00
Erik
2e3f9d7a04 feat(combat): Phase E.4 AttackTargetRequest + combat notification pipeline
Completes the client-side combat loop: send attacks, receive server's
damage broadcasts, maintain per-entity health state for HP bars +
damage floaters. All atop Phase F.1's GameEvent dispatcher.

Wire layer:
- AttackTargetRequest (0x0008 C→S, inside 0xF7B1): targetGuid +
  powerLevel + accuracyLevel + attackHeight. 28-byte body.
- GameEvents parsers for all combat notifications from r08 §4:
  - VictimNotification (0x01AC) — you got hit, full details
  - KillerNotification (0x01AD) — you killed X
  - AttackerNotification (0x01B1) — you hit X for Y (damage%)
  - DefenderNotification (0x01B2) — X hit you
  - EvasionAttackerNotification (0x01B3) — X evaded
  - EvasionDefenderNotification (0x01B4) — you evaded X
  - AttackDone (0x01A7) — attack sequence completed

Core layer:
- CombatState: per-entity health-percent cache + typed events
  (HealthChanged, DamageTaken, DamageDealtAccepted, EvadedIncoming,
  MissedOutgoing, AttackDone). Each event carries enough detail for
  the UI to render damage floaters, HP bars, and a combat log panel.
  Server is authoritative; client only mirrors state.

The server computes damage (armor, resist, crit, hit-chance); the
client only displays results. Predictive UI like "estimated damage
at 0.75 power" still works via the existing CombatMath helper class
that was in the scaffold (r02 §5 formulas).

Tests (13 new):
- AttackTargetRequest byte-exact wire encoding
- VictimNotification / AttackerNotification / EvasionAttacker /
  AttackDone round-trip parse.
- CombatState: UpdateHealth caches + fires, Victim fires DamageTaken,
  Attacker fires DamageDealt, Evasion routes to right event, AttackDone
  carries sequence+error, Clear resets cache.

Build green, 544 tests pass (up from 532).

Ref: r02 §7 (wire formats), r08 §4 (event payloads), ACE
GameEvent*Notification.cs families.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 16:58:14 +02:00
Erik
2561f5599f feat(items): Phase F.2 ItemRepository + AppraiseRequest round-trip
Implements the item-state mirror + appraise round-trip infrastructure
on top of Phase F.1's GameEvent dispatcher.

Core layer (AcDream.Core/Items):
- ItemRepository: ConcurrentDictionary-backed live item state keyed by
  server ObjectId. Events: ItemAdded, ItemMoved, ItemRemoved,
  ItemPropertiesUpdated. MoveItem handles container / slot / equip
  location updates atomically and fires ItemMoved with old+new container
  ids. UpdateProperties merges a PropertyBundle patch (for appraise
  results) without clobbering existing untouched keys.

Wire layer (AcDream.Core.Net/Messages):
- AppraiseRequest (0x00C8 C→S, inside 0xF7B1 GameAction envelope):
  Build(sequence, targetGuid) → 16-byte body ready for SendGameAction.
- GameEvents.ParseIdentifyResponseHeader for 0x00C9 S→C — extracts
  (guid, appraiseFlags, success). Full PropertyBundle deserialization
  (the 10-flag bitfield-indexed tables) is a future pass; header alone
  is enough to route into the repository + surface "appraise complete"
  to UI.
- GameEvents.ParseWieldObject (0x0023) — server-driven equip.
- GameEvents.ParsePutObjInContainer (0x0022) — server-driven inventory
  move (item, container, placement).

Tests (11 new):
- ItemRepository: add/update fires correct event, move updates fields,
  missing-id returns false, remove, properties merge, clear.
- Wire: AppraiseRequest byte-exact encoding, IdentifyResponse header
  round-trip, WieldObject round-trip, PutObjInContainer round-trip.

Build green, 532 tests pass (up from 521).

Phase F.2 unblocks the Paperdoll + Inventory UI panels and the
"appraise on right-click" UX. Next pieces: PropertyBundle full
deserializer (AppraiseInfo 10-flag bitfield), outbound move/drop/
pickup actions.

Ref: r06 §1 (ItemType), §2 (EquipMask), §5 (appraise wire), §7 (pack
depth rules).
Ref: ACE GameEventIdentifyObjectResponse.cs for AppraiseInfo format.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 16:55:36 +02:00
Erik
d86fd08011 feat(net): Phase F.1 GameEvent (0xF7B0) envelope dispatcher
Implements the inbound GameEvent routing layer — the single biggest
network-protocol gap per r08 (94 sub-opcodes, zero handled before).
WorldSession now detects 0xF7B0, parses the 16-byte header (guid +
gameEventSequence + eventType), and forwards to a pluggable
GameEventDispatcher.

Added:
- GameEventEnvelope record + TryParse with layout from
  ACE GameEventMessage.cs.
- GameEventType enum: all 94 S→C sub-opcodes from
  ACE.Server.Network.GameEvent.GameEventType, named per ACE conventions.
- GameEventDispatcher: handler registry + unhandled-counts bag for
  diagnostics ("which server events are firing that we don't parse?").
  Handlers invoked synchronously on the decode thread; thrown exceptions
  are swallowed + logged to stderr so one bad handler can't take down
  the packet loop.
- GameEvents parsers: ChannelBroadcast, Tell, TransientMessage,
  PopupString, WeenieError (+ WithString), UpdateHealth, PingResponse,
  MagicUpdateSpell. Each returns a typed record or null on malformed
  payload. String16L helper matches the existing CharacterList pattern
  (u16 length + ASCII bytes + 4-byte pad).
- WorldSession.GameEvents property exposing the dispatcher so
  GameWindow / UI / chat can register handlers at startup.

Wired into WorldSession.ProcessDatagram: new `else if (op ==
GameEventEnvelope.Opcode)` branch with TryParse + Dispatch.

Tests (13 new):
- Envelope: valid round-trip, wrong outer opcode, too-short body.
- Dispatcher: handler invoked, unhandled count, exception isolation,
  unregister + rollover to unhandled.
- Event parsers: ChannelBroadcast, Tell, UpdateHealth, WeenieError,
  Transient, MagicUpdateSpell.

Total: 521 tests pass (up from 508).

With this dispatcher in place, Phase F.2 (items + appraise), F.3 (combat
+ damage), F.4 (spell cast state machine), chat UI, allegiance, quest
tracker — all of which depend on GameEvent handling — are unblocked.

Ref: r08 §4 (GameEvent sub-opcode table), §2 (envelope wire shape).
Ref: ACE GameEventMessage.cs / GameEventType.cs.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 16:52:46 +02:00
Erik
d3165f99d7 feat(vfx): Phase E.3 particle system + hook wiring + registry
Full runtime particle pipeline consuming Phase E.1's animation hooks.
13 motion integrators, per-emitter particle pools with overwrite-oldest
eviction, colour / scale / alpha interpolation over life, and a
ParticleHookSink routing CreateParticle / DestroyParticle / StopParticle /
CreateBlockingParticle hooks from the animation-hook router.

Core layer:
- ParticleSystem: handle-based emitter pool, per-tick emission
  accumulator (retail Birthrate = time-between-spawns → our emit rate
  via 1/B), 13 integrators covering the full ParticleType enum:
  Still, LocalVelocity, GlobalVelocity, 7 Parabolic variants (all
  apply Gravity * dt to velocity), Swarm (orbital drift),
  Explode (outward from anchor), Implode (inward to anchor, dies at
  convergence).
- EmitterDescRegistry: id-keyed EmitterDesc cache with fallback-to-
  default for unknown ids. Replaces the dat-loaded path until
  Chorizite.DatReaderWriter exposes ParticleEmitterInfo (v2.1.7 does
  not; upgraded from 2.1.4 anyway for future types).
- ParticleHookSink: wires the full hook family:
  - CreateParticleHook → SpawnEmitterById at entity pose + hook offset
  - CreateBlockingParticleHook → marker only (blocking semantics live
    in the sequencer not here)
  - DestroyParticleHook → StopEmitter(handle, fadeOut=false)
  - StopParticleHook   → StopEmitter(handle, fadeOut=true)
  - (Default/CallPES deferred until PhysicsScript dat is loadable)

GameWindow integration:
- ParticleSystem created eagerly (no driver dep), sink registered with
  hook router, Tick advanced per OnRender frame after animation tick so
  hooks fired this frame get integrated.

Tests (11 new): spawn-handle, emit-over-time steady state, lifetime
death curve, LocalVelocity movement, Parabolic gravity arc, Explode
outward trajectory, StopEmitter instant kill vs fadeOut, MaxParticles
cap enforcement, registry default fallback, registry custom
registration.

Upgraded Chorizite.DatReaderWriter 2.1.4 → 2.1.7 across Core + Cli.

Build green, 508 tests pass (up from 497).

Ref: r04 §2 (CParticleManager), §3 (13 integrators), §6 (PhysicsScript).
Renderer (instanced billboarded quads in translucent pass) ships next
commit; this one covers the data / logic / wiring layer in full.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 16:48:17 +02:00
Erik
351723928f feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring
Full audio pipeline from MotionHook → OpenAL 3D playback. Faithful to
retail's 16-voice pool, inverse-square falloff, and SoundTable
probabilistic variant selection.

Core layer (AcDream.Core/Audio):
- WaveDecoder parses the WAVEFORMATEX in Wave dat headers. PCM
  (wFormatTag=1) decodes directly; MP3 (0x55) and ADPCM (0x02) return
  null + log (ACM compressed decoders need Windows winmm; cross-platform
  path deferred). Cites r05 §2.1-2.3 + ACE Wave.cs.
- SoundCookbook.Roll implements the probability-weighted entry pick that
  gives retail footsteps their variation. Cumulative-distribution walk;
  silence tail when probabilities sum to <1.
- DatSoundCache: ConcurrentDictionary-backed lazy load of Wave /
  SoundTable dats, decoded PCM memoized.

App layer (AcDream.App/Audio):
- OpenAlAudioEngine (Silk.NET.OpenAL): 16-source 3D pool with
  round-robin first-free, then evict-quieter-slot algorithm matching
  retail chunk_00550000.c FUN_00550ad0 exactly. Separate 4-source UI
  pool (source-relative). AL buffer cache keyed by Wave id.
  InverseDistanceClamped distance model. Fail-open when AL driver
  missing or ACDREAM_NO_AUDIO=1 — client continues without audio.
- AudioHookSink routes SoundHook / SoundTableHook / SoundTweakedHook
  from the Phase E.1 animation-hook router into OpenAL. All three
  hook types fire on both player AND NPCs/monsters (the sequencer
  dispatches per-entity and the sink uses entity worldPos for 3D pan).
- DictionaryEntitySoundTable holds per-entity SoundTable mapping,
  populated from Setup.DefaultSoundTable at hydration time. Server-
  sent overrides would take precedence here when wired.

GameWindow integration:
- OpenAL init in OnLoad after dat collection, suppressible via
  ACDREAM_NO_AUDIO=1.
- SetListener called each OnRender frame with camera position + view
  basis vectors (fwd = -Z, up = +Y of inverse view).
- AudioEngine disposed in OnClosing before dats.

Tests: 6 WaveDecoder (PCM / MP3-null / ADPCM-null / stereo / truncated
/ peek) + 6 SoundCookbook (empty / single / 50-30-20 distribution
within 5%, silence tail, table lookup, missing table key). Verified
against r05 §2 + ACViewer export-path.

Build green, 497 tests pass (up from 485).

Ref: r05 §2 (Wave format), §5.3 (16-voice pool + eviction).
Ref: FUN_00550ad0 (chunk_00550000.c:527) eviction algorithm.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 16:38:26 +02:00
Erik
b04d393329 feat(anim): Phase E.1 hook router + GameWindow wiring
Adds IAnimationHookSink + AnimationHookRouter for fan-out of animation
hooks to downstream subsystems (audio, particles, combat, renderer
mutators). GameWindow.TickAnimations now drains ConsumePendingHooks
every tick and broadcasts each hook via the router with the entity's
world position pre-computed.

The router is a composite sink: register N sinks once at startup, each
sees every hook. Registration is idempotent, unregister works, and a
throwing sink no longer poisons dispatch (each OnHook call is wrapped in
try/catch so one bad subsystem can't halt the whole animation tick).

A NullAnimationHookSink is provided for headless tests / offline mode.

6 router tests verify: single/multi sink fan-out, idempotent register,
unregister, throwing-sink isolation, null-sink no-op.

Total: 376 Core tests + 109 Core.Net = 485 (up from 479).

This closes Phase E.1 plumbing; E.2 (audio) and E.3 (particles) will
each register a concrete sink that translates their hook types into
real-world effects.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 16:30:23 +02:00
Erik
4db0b2f16c feat(anim): Phase E.1 motion hooks + PosFrames + velocity/omega surfacing
AnimationSequencer now walks every integer frame boundary crossed in a
tick (ACE Sequence.update_internal pattern), dispatching AnimationHook
objects whose Direction matches the playback direction (Forward or
Backward) or is Both. Mirrors ACE's Sequence.execute_hooks exactly.

New public API:
- ConsumePendingHooks() drains all hooks fired since last call, including
  AnimationDone sentinel on link-node drain (emote/attack completion).
- ConsumeRootMotionDelta() drains accumulated PosFrames root motion;
  AFrame.Combine (forward) / AFrame.Subtract (backward) applied per
  crossed frame to match retail.
- CurrentVelocity / CurrentOmega expose the active MotionData's velocity
  and omega (scaled by speedMod at enqueue), letting downstream physics
  integrate the animation-driven motion.

All 27 AnimationHookType variants (SoundHook, AttackHook,
CreateParticleHook, ReplaceObjectHook, DefaultScriptHook, SetOmegaHook,
TransparentHook, ScaleHook, SetLightHook, etc.) now flow through the
hook queue. Consumers in E.2/E.3 (audio + particles) will route them to
the right subsystems.

9 new tests cover: forward-hook crossing fires exactly once, Both-direction
fires in either direction, Forward-only suppressed on reverse playback,
Backward fires on reverse, PosFrames accumulation + drain, Velocity
exposure + speedMod scaling, AnimationDone fires on link drain.

Build green; 470 tests → 479 (361 Core + 9 new E.1 hook tests + 109 Net).

Ref: docs/research/deepdives/r03-motion-animation.md §5 (hooks), §7.1-7.2
(PosFrames), §7.3 (negative framerate).
Ref: ACE Sequence.cs:262 (execute_hooks), Sequence.cs:351-443
(update_internal per-frame crossing walk).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-18 16:28:15 +02:00
Erik
d910d570a3 memory: extend 2026-04-17 session handoff with evening bug-bash work
Adds the three evening client-debugging commits + the five new
architectural findings they produced:

- NPC clothing by-camera-angle flicker → instance-batching dedup fix
  (`(GfxObjId, PaletteHash ^ SurfaceOverridesHash)` as group key)
- Run animation broadcast fix → wire WalkForward+HoldKey.Run +
  separate LocalAnimationCommand for local RunForward cycle
- Jump animation via MotionCommand.Falling SubState swap (not Action,
  not Modifier — just a plain SubState cycle)

Also captures the lessons learned from the jump saga: trust empirical
motion-table dumps over assumptions, the retail animation taxonomy
(Style/SubState/Modifier/Action masks), and the wire/local-animation
separation pattern.

Updates the pickup table with the small remaining polish items
(backward-walk jitter, stop-running twitch, remote-char Z offset).
2026-04-18 15:55:31 +02:00
Erik
6bce9b8019 fix(anim): jump animation via Falling SubState + kept PlayAction infra for emotes
The actual retail behavior for jump animations is a plain SubState swap —
NOT an Action overlay as I'd initially guessed. MotionCommand.Falling
(0x40000015) is a SubState cycle whose motion-table entries handle the
whole jump lifecycle:

  - Links[(stance, RunForward)][Falling]     = leap-into-air link
  - Cycles[(stance, Falling)]                = airborne cycle (loops)
  - Links[(stance, Falling)][Ready/...]      = landing link back to normal

Empirical verification from the diagnostic dump:
    Links[0x003D0007] has 3 inner entries:
        inner key: 0x41000003 (Ready)
        inner key: 0x45000005 (WalkForward)
        inner key: 0x40000015 (Falling) ← jackpot

SetCycle() already handles SubState + Links + Cycles resolution correctly,
so the whole fix is three lines:

    if (!result.IsOnGround)
        animCommand = MotionCommand.Falling;

What's in this commit:
- Added MotionCommand.Falling (0x40000015) constant + comments explaining
  the retail jump-is-a-SubState flow
- GameWindow.UpdatePlayerAnimation swaps to Falling when airborne (the
  cleanest possible implementation — motion table does all the work)
- Kept AnimationSequencer.PlayAction infrastructure (ported via Links
  fallback + Modifiers fallback). Not needed for jump, but perfectly
  valid for emotes like /wave, /bow (found in the same Links dict as
  inner keys 0x13000080-0x13000083) and eventual combat attacks
- Kept MotionCommand.Jump / Jumpup / FallDown constants (unused for now
  but useful reference if non-humanoid motion tables use them)
- Removed all diagnostic logging

What was learned (for future motion work):
- Retail's MotionTable.Cycles dict holds SubState loops (Ready, Walk,
  Run, Falling, Crouch, etc.) by (style<<16) | (motion & 0xFFFFFF)
- MotionTable.Links dict holds TRANSITIONS between motions: the OUTER
  key is the (style, fromMotion) combo; the INNER key is the TARGET
  motion. The stored MotionData IS the link animation played during
  the transition. This is what ACE's get_link traverses.
- MotionTable.Modifiers dict holds overlay motions (mask 0x20) — rare
  for humanoids, only 8 TurnRight/SideStepRight stance variants
- Actions (mask 0x10) in retail ALSO go through Links — they're
  transition animations FROM current substate, not overlays. Use
  PlayAction (now correctly routed to Links dict) for them.

Jump animation now works retail-faithfully for running + jumping off.
Standing-jump behavior depends on whether the player's motion table
has a Ready→Falling link; SetCycle's fallback chain should handle it
via the style-level catch-all if the direct link is absent.

470 tests pass. Build clean.
2026-04-18 15:32:52 +02:00