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>
Preserve retail AmmoType from CreateObject and port BlocksUseOfShield so bow, caster, and two-handed switches remove incompatible shields, while mismatched missile ammo is also returned to the pack. Each blocker remains server-confirmed before AutoWield re-enters.
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>
Select the default combat mode from ordered equipped objects so bows request missile stance. Parse CreateObject parent metadata and ParentEvent, then render held objects as separate children composed from setup holding locations and placement frames each animation tick.
Discover all seven panel launchers from their DAT panel-id attributes, route mounted panels through event-driven retained window state, and ghost unavailable panels. Port Use and Examine selection/target behavior with exact Appraise dispatch and retail cursor modes.
Co-Authored-By: Codex <codex@openai.com>
Replace the toolbar's PWD-bit approximation with retail ObjectIsAttackable composed with the exact player and pet short-circuits. Carry second-header PetOwner through CreateObject, session, and ClientObject state so self, pet, and Free-PK cases match retail while friendly NPCs and attackable non-creatures remain name-only.
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>
Route the selected stack quantity through retail GetObjectSplitSize semantics, send exact split-to-container and split-to-ground actions, and keep the original object in place until the server publishes the newly guided stack. Cover selection scoping, wire bytes, container placement, and world drops with conformance tests.
Co-Authored-By: Codex <codex@openai.com>
Keep the horizontal thumb at its raw pointer position so both endpoints are reachable, honor the stack entry's authored right alignment, and preserve PublicWeenieDesc plural names from CreateObject through the object table. Port retail's singular s/es fallback when no plural was sent.
Co-Authored-By: Codex <codex@openai.com>
Give retained buttons a reusable item-drop seam, wire the toolbar backpack target, and port retail stack-merge legality, capacity clamping, wire dispatch, destination selection, and immediate shortcut rekey notice. Record the live ACE merge gate and keep split quantity under AP-101.
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>
UpdateMotion now parses TurnToObject (mt 8: guid, standalone wire
heading, 3-dword UnPackNet) and TurnToHeading (mt 9: 3-dword UnPackNet)
into a new TurnToPathData sibling record (the two wire forms genuinely
diverge - 7-dword move UnPackNet with Origin head vs 3-dword turn
UnPackNet with guid+heading head; every consumer switches on
MovementType first, so no polymorphic shape was invented). mt 6/7
exposure widened additively so ALL UnPackNet fields reach
MovementParameters.FromWire. The mt=0 motionFlags sticky-guid trailer
(bit 0x1) is parsed for cursor honesty and carried unconsumed until R5
- scoped to mt=0 ONLY per both ACE's writer (MovementInvalid.Write) and
the decomp's case-0 read, tighter than the plan sketched; the
StandingLongJump bit (0x2) doc-noted as the R5 unpack_movement item.
MoveToRunRate doc-pointered as the V4/V5 MyRunRate write.
11 new golden-byte tests hand-assembled from ACE's writers
(MovementData/TurnToObject/TurnToParameters/TurnToHeading/
MoveToParameters/MovementInvalid) incl. flag-permutation round-trips
and the trailer cursor-honesty case; the existing 12 mt 6/7 fixtures
pass unchanged. Full suite: 3,972 passed.
Implemented by a dedicated agent against the V0-pinned spec (P6 order
confirmed exactly); scope + suite independently verified.
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>
Port retail's three-stamp inbound gate for 0xF74C UpdateMotion:
- MotionSequenceGate (Core/Physics): CPhysicsObj::is_newer (0x00451ad0)
wraparound u16 compare, verbatim per ACE PhysicsObj.is_newer (the BN
pseudo-C setcc returns are garbled; ACE + branch structure are the
oracle). Gates: INSTANCE_TS at dispatch (stale incarnation drops
before any stamp is touched), MOVEMENT_TS strictly-newer (stamped
BEFORE the server-control check, per CPhysics::SetObjectMovement
0x00509690), SERVER_CONTROLLED_MOVE_TS drop-when-stored-newer.
- Seed from CreateObject's PhysicsDesc timestamp block (index 1 =
ObjectMovement now parsed; ACE WorldObject_Networking.cs:411-420
order) — without seeding, entities whose movement sequence is past
0x8000 at spawn would drop every UM against a zero stamp.
Adopt-on-first / advance-only-after, so the #138 rehydrate replay of
retained spawns cannot regress live stamps.
- UpdateMotion + EntitySpawn now carry instance/movement/serverControl
sequences + isAutonomous (was parsed-past; isAutonomous feeds the
S2 funnel's last_move_was_autonomous). Gate wired at the top of
OnLiveMotionUpdated before any state mutation; [UM_STALE] diag under
ACDREAM_DUMP_MOTION / ACDREAM_REMOTE_VEL_DIAG; gate dropped with the
entity on DeleteObject.
Register: AD-32 added (adopt-newer-incarnation instead of retail's
QueueBlobForObject); TS-26 updated (UM side closed, UP side open).
Deviation map: docs/research/2026-07-02-inbound-motion-deviation-map.md.
19 new gate tests + parser coverage; full suite 3276 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports the three retail outbound-movement packers verbatim (decomp-derived
golden bytes, confirmed via the Ghidra bridge, cross-checked vs holtburger):
- D1 — RawMotionState::Pack (0x0051ed10): new AcDream.Core.Physics.RawMotionState
data type (11 fields + actions, retail defaults) + RawMotionStatePacker that
sets a flag bit only when the field DIFFERS from its default. MoveToState.Build
now takes a RawMotionState instead of presence-based nullable params, so the
over-sent forwardSpeed=1.0 / currentHoldKey=None / default per-axis holdkeys are
no longer emitted. num_actions packs into bits 11-15 (not "bits 11-31").
- D3 — MoveToStatePack::Pack (0x005168f0) trailing byte =
(standingLongjump ? 0x02 : 0) | (contact ? 0x01 : 0); explicit contact/
standingLongjump params (standingLongjump=false honestly until the feature lands).
- D4 — JumpAction rewritten to retail JumpPack::Pack (0x00516d10): extent,
velocity, full Position, four u16 timestamps, align. Removed the spurious
objectGuid/spellId u32s; Position is now packed (it was absent). Body 56 bytes.
- Position::Pack (0x005a9640) / Frame::Pack (0x00535130) verified already-correct
(cellId, origin xyz, quaternion wxyz); locked with a golden test, no change.
GameWindow callers adapted minimally: build the RawMotionState from the existing
MovementResult values (behavior preserved except the intended D1 omissions) and
pass cellId/position/rotation to the Jump send. Pre-existing MotionInterpreter
placeholder struct RawMotionState renamed LegacyRawMotionState (D6/Phase-2 scope,
pure rename) to free the name for the retail-faithful type.
D5 audit: confirmed a real divergence — retail SendMovementEvent (0x006b4680)
stamps only last_sent_position_time after an MTS while SendPositionEvent
(0x006b4770) stamps all three; acdream's NotePositionSent stamps all three on
both paths. Left unchanged (comments added at both call sites), recorded as
register TS-33, deferred to a dedicated cadence-port slice.
Tests: RawMotionStatePackTests / MoveToStateGoldenTests / JumpActionTests /
PositionPackTests + updated MoveToStateTests / AutonomousPositionTests. Full
suite green (Core.Net.Tests 372, full solution 3228 passed / 4 pre-existing skips).
Register: TS-24/TS-25 refreshed (packer now supports actions/style; runtime
emission still deferred), TS-33 added. Roadmap L.2b shipped note added.
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (2-6)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Brings the 134 D.2b UI commits onto the physics/collision development line so
main can fast-forward. Today's #149 (BSP-less static collision) + #150 (open
doors fully passable) + the full collision/streaming/dense-town-FPS arc meet
the paperdoll/inventory work.
# Conflicts:
# docs/ISSUES.md
# docs/architecture/retail-divergence-register.md
PickupEvent (0xF74A) and DeleteObject (0xF747) are semantically distinct:
- 0xF747 = weenie DESTROYED → evict from ClientObjectTable (weenie_object_table)
- 0xF74A = object LEFT THE 3D WORLD VIEW (moved into a container) → remove
the 3D WorldEntity, but the weenie persists in ClientObjectTable
Before this fix, both paths fired EntityDeleted identically, causing
ObjectTableWiring to evict the weenie from ClientObjectTable. The follow-up
InventoryPutObjInContainer (0x0022) then tried MoveItem on an unknown guid
and no-op'd, so the unwielded item simply vanished.
Fix: add `bool FromPickup` (default false) to DeleteObject.Parsed. WorldSession
sets it true on the PickupEvent path and false on the DeleteObject path.
ObjectTableWiring.Wire's EntityDeleted handler skips table.Remove when
FromPickup is true, preserving the weenie for the container-move echo.
GameWindow.OnLiveEntityDeleted (3D entity removal) is untouched — it fires
for both pickups and destroys, as intended.
Divergence register: AP-65 added (data ghosts for other-player pickups until
teleport/relog clear; harmless — no UI queries ContainerId 0).
Tests: +5 (DeleteObject FromPickup parser regression; wiring retain/evict
semantics; Parsed default/explicit FromPickup). 343/343 pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <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>
Add the 3 tests the spec-compliance review flagged: 0x0022 ConfirmMove clears
the pending move (no rollback after a confirm); OnDragOver advisory-accepts a
closed bag (cap>0, contents not indexed = AP-61); App-level drop -> RollbackMove
reverts the optimistic move to the original container+slot. Production code was
already correct; these exercise the spec's test plan.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
After a teleport ACE floods a town's CreateObjects; WorldSession.Tick drained the
ENTIRE inbound queue every frame, each spawn hydrating mesh+textures under _datLock
on the render thread — monopolizing the update loop for ~a minute and starving the
streaming apply, so only the destination landblock loaded and neighbors trickled in
(visible at high render-FPS because update/render are separate Silk.NET callbacks).
Bound the per-frame drain to a ~4ms wall-clock budget once InWorld (handshake uses
the blocking PumpOnce path, never Tick). A time budget self-adapts to the highly
variable per-datagram cost; the tail stays queued (unbounded channel, FIFO) and
drains over the next few frames. Acks are queued per packet BEFORE the heavy handler
(WorldSession.cs:680), so deferring the tail only delays the tail's acks a few frames
— within ACE's tolerance (holtburger defers acks on a flush cadence; verified in
references/holtburger session/send.rs). Budget decision extracted as a pure testable
static (4 unit tests).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Task 7 extended ParsePutObjInContainer to require 16 bytes (added ContainerType
as the 4th field). The pre-existing AppraiseTests round-trip test built only 12
bytes (old 3-field layout), so it returned null and failed. Update the test to
supply 16 bytes and also assert ContainerType.
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>
Task 9 of the B-Wire inventory-wire plan. Adds three outbound C→S GameAction
builders to InventoryActions.cs (DropItem 0x001B, GetAndWieldItem 0x001A,
NoLongerViewingContents 0x0195) plus matching opcode constants after TeleToPoiOpcode.
Adds SendDropItem/SendGetAndWieldItem/SendNoLongerViewingContents wrappers to
WorldSession.cs (after SendRemoveShortcut, ~line 1157), following the exact same
NextGameActionSequence() + SendGameAction() pattern as the existing Send* family.
Three byte-layout tests added to InventoryActionsTests.cs (12 total, all green).
Core.Net build clean. Unblocks B-Drag (drop) and container-open (NoLongerViewingContents
on close) call sites in the inventory controller.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
0x00A0 InventoryServerSaveFailed carries (itemGuid, weenieError) per ACE
GameEventInventoryServerSaveFailed.cs and holtburger events.rs:147. The
old parser returned only the itemGuid as uint?, silently dropping the
error code. Replaced with a typed InventoryServerSaveFailed record that
reads both u32s (8-byte guard). Parser was unwired (no callers in
GameEvents.cs or GameEventWiring.cs) so the signature change is safe.
1 new test in GameEventsInventoryTests.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
0x0022 InventoryPutObjInContainer carries 4 u32s per ACE
GameEventItemServerSaysContainId.cs: itemGuid, containerGuid, placement,
containerType. The parser was reading only 3 (12 bytes) and silently
dropping containerType. Fixed the record struct to add ContainerType and
raised the length guard to 16. GameEventWiring caller uses only
.ItemGuid/.ContainerGuid/.Placement — adding a positional field is
source-compatible. 1 new test in GameEventsInventoryTests.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
GameEvents.ParseViewContents parses the ViewContents GameEvent payload:
containerGuid + count + [guid, containerType]×count. Records
ViewContentsEntry and ViewContents added. 3 unit tests added in
GameEventsInventoryTests.cs (two-entry, zero-count, truncated).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mirror of PublicUpdatePropertyInt (0x02CE) but with no guid field —
targets the local player's own object. Burden (EncumbranceVal, PropertyInt 5)
changes ride this opcode on every pick-up / drop. Layout: opcode(4) + seq(1)
+ property(4) + value(4) = 13 bytes. 3 tests: happy path, wrong opcode, truncated.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Matches the ClientObjectTable model-placement convention; Load now takes (slot,objGuid) pairs so
the store has no Core.Net dependency. + self-drop wire-count assert + comment fix.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Move ShortcutStoreTests from AcDream.Core.Tests to AcDream.Core.Net.Tests (Rule 6:
tests live in the project matching the layer under test; ShortcutStore is Core.Net)
- Replace fully-qualified System.Buffers.Binary.BinaryPrimitives. with BinaryPrimitives.
in the two new BuildAddShortcut tests (file already has `using System.Buffers.Binary`)
- Add `using System;` to ShortcutStore.cs; change System.Array.Clear → Array.Clear
(matches sibling file style, no behavior change)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
ShortcutStore lands in AcDream.Core.Net.Items (not AcDream.Core.Items) because
it depends on PlayerDescriptionParser.ShortcutEntry; placing it in AcDream.Core
would create a circular dependency (Core.Net already references Core). The test
lives in AcDream.Core.Tests which gets Core.Net transitively via App.
BuildAddShortcut signature corrected from the old (seq, slotIndex, objectType,
targetId) 4×u32 layout to the retail ShortCutData wire format confirmed in the
action-bar deep-dive: Index(u32), ObjectId(u32), SpellId(u16), Layer(u16).
The old BuildAddShortcut_ThreeFields test is replaced by two new tests that
verify both item and spell shortcut packing.
WorldSession gains SendAddShortcut / SendRemoveShortcut following the
SendChangeCombatMode sender pattern.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Port of gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635).
When the player selects a world object the action bar's bottom strip shows the
object name + (for player/pet/attackable targets) a live Health meter; deselect
clears it. Mana (#140) + stack slider deferred.
- SelectedObjectController (new): clear-then-populate on selection change; sets
name (UiText child, VitalsController pattern), overlay state (ObjectSelected /
StackedItemSelected via UiDatElement.ActiveState), shows the health meter and
sends QueryHealth for health targets. Subscribes via a delegate seam (no
GameWindow coupling).
- GameWindow: _selectedGuid field -> SelectedGuid property + SelectionChanged
event (fires on actual change only); 3 write sites converted, reads untouched.
All selection-write paths (LMB pick, Tab/Q, despawn-clear via Tick()) run on
the render thread, so the event-driven UI mutation is single-threaded.
- WorldSession.SendQueryHealth (0x01BF) — wraps SocialActions.BuildQueryHealth.
- DatWidgetFactory.BuildMeter: handle the single-image toolbar meter shape
(back-track on the element's own DirectState, fill on one Type-3 child). The
sprites go in the TILE slot (DrawMode=Normal tiles to full bar geometry per
UIElement_Meter::DrawChildren) — a left-cap assignment would gap/clamp a
sub-140px sprite. Vitals 3-slice path unchanged.
- ToolbarController.HiddenIds: A1 (health) now owned by SelectedObjectController;
A2 (mana) + A4 (stack) stay hidden (deferred) so their dat back-tracks don't
render as stray empty bars.
Adversarial Opus review found + fixed: the mana-meter orphan (A2 left unhidden)
and the meter tile-vs-cap render bug (C1). Divergence rows AP-46 (health gate
approximation: IsLiveCreatureTarget vs IsPlayer||pet||attackable) + AP-47
(meter shown on select vs on UpdateHealth reply). Spec §5 corrected.
Build + full test suite green (2,684 passed / 4 skipped). Health meter render
fidelity (full-width fill + fraction mapping) pending the user's visual gate.
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>
CreateObject ingestion moves to Core.Net; GameWindow drops the EnrichItem call +
inline 0x02CE handler. Fixes the Coldeve blank-icon root cause: items with no PD
stub are now created, not dropped.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
WeenieClassId + Value/StackSize/MaxStackSize/Burden/capacities/Container/Wielder/
ValidLocations/CurrentWieldedLocation/Priority/Structure/Workmanship. Nullable =
flag absent (don't clobber on merge). Cursor walk unchanged; +cursor-integrity test.
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>
New standalone parser for the server's live PropertyInt update targeting
a VISIBLE object (carries guid). Wire layout: u32 opcode + u8 sequence +
u32 guid + u32 property + i32 value (17 bytes total).
The sequence byte is parsed-past but not honored (latest-wins; DR-4).
The companion PrivateUpdatePropertyInt (0x02CD) targets the player's own
object (no guid) and is not parsed here.
Three tests: uiEffectsUpdate (round-trip guid/prop/value), wrongOpcode
(returns null), truncated (returns null on 16-byte input).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Previously, weenieFlags bit 0x80 (UiEffects) was read + discarded with
`pos += 4`. Now it is captured into `uiEffects` and surfaced as
`Parsed.UiEffects` — the sole wire path for the effect bitfield since
PropertyInt.UiEffects (18) has no [AssessmentProperty] and never appears
in appraise responses.
Test builder gains `uint uiEffects = 0` param; write line updated to use
it. Three new parse tests: UiEffects_Captured, UiEffectsThenIconOverlay
(cursor-arithmetic regression), and NoUiEffectsBit_LeavesUiEffectsZero.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Task 1: remove the [D.5.1 PROBE] bottom-right rect-dump block from the
toolbar mount in GameWindow.cs. The block iterated 7 element ids and
logged ScreenPosition/Width/Height/Type; it was marked temporary and is
now superseded by the chrome window-frame fix. The kept [D.5.1] startup
diagnostic Console.WriteLines (digit arrays, toolbar ready, window from
LayoutDesc) are untouched.
Task 2: add TryParse_HouseRestrictionsSkipped_ThenIconOverlayCaptured to
CreateObjectTests.cs. Exercises the variable-length RestrictionDB skip
(weenieFlags bit 0x04000000: 12-byte fixed header + 4-byte hash-table
header + count*8 entries) followed immediately by IconOverlay (0x40000000)
and IconUnderlay (weenieFlags2 0x01 via IncludesSecondHeader 0x04000000).
Proves the skip lands the cursor at the right position for both capture
fields. 301/301 tests pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The CreateObject optional-tail walker previously stopped at UseRadius (~20 fields
before IconOverlay). This left ItemInstance.IconOverlayId/IconUnderlayId always 0,
so IconComposer's underlay/overlay layers were never drawn on toolbar icons.
Exact field order verified against ACE WorldObject_Networking.cs:87-219 (the
serializer is the authority; acdream connects to a local ACE server):
UseRadius → TargetType(u32) → UiEffects(u32) → CombatUse(sbyte) →
Structure(u16) → MaxStructure(u16) → StackSize(u16) → MaxStackSize(u16) →
Container(u32) → Wielder(u32) → ValidLocations(u32) →
CurrentlyWieldedLocation(u32) → Priority(u32) → RadarBlipColor(u8) →
RadarBehavior(u8) → PScript(u16) → Workmanship(f32) → Burden(u16) →
Spell(u16) → HouseOwner(u32) → HouseRestrictions(variable RestrictionDB) →
HookItemTypes(u32) → Monarch(u32) → HookType(u16) →
IconOverlay(PackedDwordKnownType) ← CAPTURE →
IconUnderlay from weenieFlags2 bit 0x01 ← CAPTURE
RestrictionDB handled correctly: Version(u32) + OpenStatus(u32) + MonarchId(u32)
+ count(u16) + numBuckets(u16) + count×8 bytes entries. Length-aware skip, not a
fixed constant.
weenieFlags2 is now CAPTURED (not skipped) when IncludesSecondHeader
(objDescFlags bit 0x04000000) is set, so the IconUnderlay bit can be tested.
The entire extended walk is inside try/catch: truncated packets degrade to
IconOverlayId=0 / IconUnderlayId=0 (no overlay drawn), never corrupting.
Threading: CreateObject.Parsed → WorldSession.EntitySpawn → GameWindow
OnLiveEntitySpawned → Items.EnrichItem — both ids thread through all three
seams. EnrichItem extended with optional iconOverlayId + iconUnderlayId params
(defaulted 0, backward-compatible).
No change to IconComposer or ToolbarController (they already consume the ids).
Tests: 4 new CreateObject tests (IconOverlay only, overlay+underlay, no-overlay
regression, intermediate-fields cursor arithmetic). Full suite: 0 failures,
2636 passed.
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>
ReadPackedDwordOfKnownType at the old line 516 was throwing the icon dat
id away. Declare iconId before the try-block, assign it there, and pass
IconId: iconId in the Parsed initializer so downstream UI (action bar /
equipment panels) can read the 0x06xxxxxx dat id without a separate lookup.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>