Files four new issues created by the 2026-04-25 PDB-discovery sprint:
#8 (DONE 2026-04-25) — pdb-extract tool, shipped 69d884a#9 (OPEN) — function-map address-correction sweep
(Phase E will close)
#10 (DONE 2026-04-25) — wire KillerNotification (0x01AD); orphan
parser at GameEvents.ParseKillerNotification
existed but was never registered. This commit
adds CombatState.OnKillerNotification +
KillLanded event, registers the dispatcher
handler, and adds a regression test.
#11 (OPEN) — spell metadata loader (spells.csv → SpellTable)
(Phase F will close)
Code change is minimal — three lines of dispatch + a 12-line
CombatState method with a typed event for future killfeed UI.
818 tests passing (+1 KillerNotification).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Visual-verified — Vitals window now shows three bars (HP/Stam/Mana)
with live values. Closes ISSUES.md #5; ~95% reading on Stam/Mana
traced to active buff multipliers, filed as #6.
Why the rewrite
The first attempt (commit d42bf57) routed PlayerDescription (0x0013)
through AppraiseInfoParser, trusting a misleading xmldoc claim.
Live diagnostics proved the format is wrong — ACE source
(GameEventPlayerDescription.WriteEventBody) hand-writes a body
distinct from IdentifyObjectResponse's AppraiseInfo: property
hashtables gated on DescriptionPropertyFlag, vector-flag-gated
attribute / skill / spell blocks, then a long options + inventory
trailer. Vitals only arrive via the attribute block at login.
Holtburger's events.rs:220-625 has the canonical client-side
unpacker; this commit ports the early-section walker through spells.
What landed
PlayerDescriptionParser.cs (new — 350 LOC):
Walks propertyFlags + weenieType, then property hashtables
(Int32/Int64/Bool/Double/String/Did/Iid) + Position table —
each gated on a property flag bit, header is `u16 count, u16
buckets`. Then vectorFlags + has_health + the attribute block
(primary attrs 1..6 = 12 B each, vitals 7..9 = 16 B with
`current`), then optional Skill + Spell tables. Stops cleanly
before the options/shortcuts/hotbars/inventory trailer (filed
as #7 — heuristic alignment search needed for gameplay_options).
PrivateUpdateVital.cs (new — 95 LOC):
Wire parsers for the GameMessage opcodes 0x02E7 (full snapshot)
and 0x02E9 (current-only delta), per holtburger UpdateVital +
UpdateVitalCurrent. WorldSession dispatches each to a session-
level event the GameWindow forwards into LocalPlayerState.
LocalPlayerState (full redesign):
VitalKind (Health/Stamina/Mana) + AttributeKind (six primary).
VitalSnapshot stores ranks/start/xp/current; AttributeSnapshot
stores ranks/start/xp with `Current = ranks+start` per
holtburger. GetMaxApprox computes the retail formula
vital.(ranks+start) + attribute_contribution
where the contribution is hardcoded from retail's
SecondaryAttributeTable: Endurance/2 for Health, Endurance for
Stamina, Self for Mana. Enchantment buffs not yet folded in
(filed as #6). VitalIdToKind now accepts both ID systems
(1..6 wire, 7..9 PD attribute block); AttributeIdToKind covers
primary attrs 1..6.
GameEventWiring:
PlayerDescription handler. Walks parsed.Attributes, routes
primary attrs (id 1..6) to OnAttributeUpdate and vitals
(id 7..9) to OnVitalUpdate. Player's full learned spellbook
also lands here. ACDREAM_DUMP_VITALS=1 traces every PD attribute
+ every PrivateUpdateVital(Current) opcode for diagnostics.
WorldSession:
Dispatch chain re-ordered — the diagnostic else-if for
ACDREAM_DUMP_OPCODES=1 was originally placed before
GameEventEnvelope.Opcode, which silently intercepted 0xF7B0 and
broke UpdateHealth dispatch when the env var was set. Moved to
the very end of the chain so it only fires for genuinely
unhandled opcodes. (Diagnostic-only regression; production
launches without the env var were unaffected.)
Test deltas
Added:
- PlayerDescriptionParserTests (6 — empty header, full attribute
block, partial flags, post-property-table walk, spell table)
- PrivateUpdateVitalTests (7 — fixture round-trip, vital ID
coverage, opcode rejection, truncation)
- LocalPlayerStateTests rewritten (20 — VitalIdToKind +
AttributeIdToKind theories, Endurance/Self formula coverage,
delta semantics, change events)
- GameEventWiringTests for PlayerDescription dispatch (2 —
end-to-end populate + spellbook feed)
Updated:
- VitalsVMTests rephrased onto the new OnVitalUpdate API.
Total: 765 → 817 tests passing.
Diagnostics
ACDREAM_DUMP_VITALS=1 — log every PD attribute extracted,
every 0x02E7/0x02E9 dispatch.
ACDREAM_DUMP_OPCODES=1 — log first occurrence of any unhandled
GameMessage opcode (now correctly placed at end of chain).
Visual verify
$env:ACDREAM_DEVTOOLS = "1"
dotnet run --project src\AcDream.App\AcDream.App.csproj -c Debug
Vitals window shows three bars; HP at 100%, Stam/Mana at ~95%
(the gap is buff enchantments — filed as #6 with the holtburger
multiplier+additive aggregator pattern as the reference for the
fix).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes ISSUES.md #5. The Vitals devtools window now draws three bars
(HP / Stamina / Mana) once the server sends the first PlayerDescription
(0x0013), instead of HP only. Built test-first per CLAUDE.md TDD rule —
16 new tests went red before the implementation went in.
New AcDream.Core.Player.LocalPlayerState (cache):
- {CurrentStamina, MaxStamina, CurrentMana, MaxMana} as uint? — null
until first received.
- StaminaPercent / ManaPercent: 0..1 fraction or null when either
field is missing or max is zero. Clamps to 1.0 if current > max
(server can briefly report this during buff transitions).
- OnPlayerDescription preserves any previously known good value when
an incoming field is null — partial profiles don't wipe state.
- Changed event for future subscribers.
GameEventWiring.WireAll:
- New optional 6th parameter: LocalPlayerState? localPlayer = null.
Existing 5-arg call sites still work; without the parameter the new
PlayerDescription handler still parses + feeds the spellbook but
skips the cache update.
- PlayerDescription (0x0013) shares AppraiseInfo wire format with
IdentifyObjectResponse (0x00C9) per AppraiseInfoParser docstring,
so the new handler reuses the existing parser and pulls
CreatureProfile.{Stamina, StaminaMax, Mana, ManaMax}.
- Player's full learned spellbook also lands here (previously only
item-scoped Identify responses fed the spellbook).
VitalsVM:
- Constructor adds optional LocalPlayerState? parameter (default null
keeps every existing caller compiling).
- StaminaPercent / ManaPercent now read through to LocalPlayerState
every access — no VM-side caching, so a server-side delta to the
cache surfaces next frame without any explicit refresh.
GameWindow:
- Public readonly LocalPlayer field alongside Combat / Chat / Items /
SpellBook so plugins + future panels can bind directly.
- WireAll call updated to pass LocalPlayer.
- VitalsVM construction passes LocalPlayer so the existing
VitalsPanel automatically picks up the two new bars.
Test counts:
- AcDream.Core.Tests: 550 → 561 (+11 LocalPlayerStateTests)
- AcDream.UI.Abstractions.Tests: 23 → 26 (+3 VitalsVM through-cache)
- AcDream.Core.Net.Tests: 192 → 194 (+2 PlayerDescription wiring)
- Total: 765 → 781
Build: 0 warnings, 0 errors.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Filed as the one explicit post-D.2a follow-up. VitalsVM returns float?
null for Stamina/Mana because absolute values only arrive in
PlayerDescription (0x0013) today and we parse-then-discard. A small
LocalPlayerState Core class that retains the parsed fields unblocks
two more progress bars in the existing Vitals window — no new wire
work needed.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Introduces `docs/ISSUES.md` as the tactical rolling list of known bugs +
small deferred features. Scope is strict: anything fitting in one-to-two
commits lives here; anything larger gets promoted to a Phase in the
roadmap. Complement, not replacement, of the strategic roadmap.
Schema per issue:
- Sequential integer ID (#1, #2, ...)
- Status (OPEN / IN-PROGRESS / DONE)
- Severity (HIGH / MEDIUM / LOW)
- Filed date, component, description, root cause, files, research,
acceptance
- DONE items move to "Recently closed" at the bottom with commit SHA
Four seeded issues from the 2026-04-24 sky-debug session:
#1 — Rain falls only to horizon, not to player (weather/particles)
#2 — Lightning visual not wired (dat-baked PES triggers; research done)
#3 — Client clock drifts from retail after ~10 min (periodic TimeSync)
#4 — Sky horizon-glow disabled (fog-mix skipped on sky meshes)
CLAUDE.md adds an "Issue tracking" section right after roadmap
discipline with the four maintenance rules: (1) scan OPEN at session
start, (2) add/close at session end, (3) reference IDs in commit
messages, (4) promote to a Phase if an issue grows. Calls out the
strategic-vs-tactical split so future sessions know when to reach for
the roadmap vs the issues file.
README.md gets one line pointing at `docs/ISSUES.md` below the existing
roadmap link for first-class discoverability.
No code changes; doc-only.