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229 commits

Author SHA1 Message Date
Erik
3e0da496e0 feat(sky): split SkyRenderer into pre-/post-scene passes + retail -120m weather Z offset
Bug A (foreground rain) from docs/research/2026-04-26-sky-investigation-handoff.md:
rain mesh was only visible at horizon, not in the air between camera and
character. Two retail mechanisms ported here:

1. **Render order split.** Retail's `LScape::draw` at 0x00506330 calls
   `GameSky::Draw(0)` BEFORE the landblock DrawBlock loop and
   `GameSky::Draw(1)` AFTER — i.e. weather meshes render after scene
   geometry so additive rain streaks paint on top of terrain and entities.
   Acdream was rendering both passes pre-scene, so terrain immediately
   painted over the rain.

   Refactored `SkyRenderer.Render` into `RenderSky` (filter !IsWeather)
   and `RenderWeather` (filter IsWeather) sharing a private `RenderPass`
   core that takes a `weatherPass` bool. Partition is per-SkyObject by
   `Properties & 0x04` (the WEATHER_BIT, mirroring tools/WeatherEnumerator).
   Added `SkyObjectData.IsWeather` getter for the partition.

   `GameWindow.OnRender` now calls `RenderSky` before terrain/static-mesh/
   particles (line ~4322) and `RenderWeather` after particles (line ~4368).

2. **Weather Z offset.** Retail `GameSky::UpdatePosition` at 0x00506dd0,
   lines 0x506e96..0x506e98:

       if (((eax_13 & 4) != 0 && (eax_13 & 8) == 0))
           int32_t var_4_1 = 0xc2f00000;   // 0xc2f00000 == -120.0f

   Weather objects (property bit 0x04 set, bit 0x08 unset) get their frame
   origin set to player_pos + (0, 0, -120m). The rain cylinder GfxObjs
   0x01004C42/0x01004C44 have local Z range 0.11..814.90 (815m tall, 113m
   radius). Without the offset the cylinder bottom sat just above the
   camera; with -120m the cylinder spans (camera-119.89)..(camera+694.90)
   so the camera is inside.

   `SkyRenderer.RenderPass` applies the -120m model translation when
   `weatherPass` is true (line ~253-254).

3. **Legacy camera-attached emitter gated.** `UpdateWeatherParticles` —
   the pre-research workaround that emitted camera-attached rain particles
   (broken alpha fade, fixed disk around camera) — is now gated behind
   `ACDREAM_FAKE_RAIN_PARTICLES=1`. Default off; the retail-faithful
   world-space mesh is the default path.

User-verified: rain is now visible in foreground from many perspectives,
but the cylinder's open-top rim is still visible when looking straight up.
That rim issue is a separate brightness-excess bug filed for follow-up
(Translucency float not plumbed to shader; surface.Translucency=0.5 ignored
so streaks render at 2× retail intensity).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-27 08:49:42 +02:00
Erik
a2e0bb5e2f Merge branch 'feature/settings-retail' — Phase L.0 Settings interface
Lands the full retail-style Settings interface developed in the
.worktrees/settings-retail worktree. 17 commits delivering:

== Phase L.0 — Settings interface ==

 7665cdf  tabbed Settings shell + IPanelRenderer tab API extension
 382f0ad  Display tab + settings.json persistence layer
 53b1878  Audio tab + live volume sliders driving OpenAL engine
 b7165e5  Gameplay tab — 14 retail CharacterOption-derived toggles
 356b5f2  Chat tab — channel filters + display prefs + font slider
 73749d1  Character tab — per-toon settings; Phase L.0 complete
 fc1e193  wire Display GL knobs + per-toon Character key
 4c75ced  chat Copy mode — read-only multi-line for select + Ctrl+C

== Drag-fix iteration ==

 6273255  first attempt at title-bar-only drag (Begin-level absorber)
 2818fcc  scope drag absorber to BeginChild (fixed Settings tabs)
 df9f2fd  wrap chat panel body in outer BeginChild (fixed chat drag)

== Pre-merge code review fixes ==

 944a036  rescue commit — orphaned FramebufferResize + ResetPanelLayout
          (working-tree changes that never got committed in the cwd
          shenanigans during earlier iteration)
 a37ebde  apply persisted Display + Audio settings without devtools gate
          (settings are runtime state, not devtools state); hide Music
          + Ambient sliders that were inert (R5 MIDI not shipped)
 23aa017  docs/plans/roadmap shipped table updated for K + L.0

== Net delivered ==

 · 6-tab F11 Settings panel: Keybinds (existing) + Display + Audio
   + Gameplay + Chat + Character
 · settings.json at %LOCALAPPDATA%\acdream\ — five sections coexist
   non-destructively, per-toon Character keying
 · Display: Resolution / Fullscreen / VSync / FOV / ShowFps live-wired
   to Silk.NET window + camera FovY + title-bar perf string
 · Audio: Master + SFX volume live-driving OpenAL engine
 · Gameplay/Chat/Character: persist for forthcoming server-sync wiring
 · Chat panel Copy mode (Ctrl+C selectable text)
 · Title-bar-only window drag (BeginChild absorber)
 · FramebufferResize handler — GL viewport + camera aspect + panel
   layout stay in sync on window resize
 · "Reset window layout" View menu item
 · IPanelRenderer extensions: tab API + TextMultilineReadOnly

dotnet build green (0 warnings); dotnet test 1,309 / 1,309 green
(243 Core.Net + 393 UI.Abstractions + 673 Core; +87 net new tests
since fork).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-27 06:25:06 +02:00
Erik
a37ebdebff fix(ui): pre-merge code review — apply persisted settings without devtools, hide inert sliders
Two should-fix items from the pre-merge code review pass:

1. Persisted settings now apply on startup unconditionally
   (previously gated on ACDREAM_DEVTOOLS=1).
2. Music + Ambient volume sliders are hidden because the
   underlying engine paths don't exist yet (R5 MIDI playback).

== 1. Settings load + apply outside DevToolsEnabled gate ==

Previous structure put SettingsStore construction, LoadDisplay /
LoadAudio / etc, and ApplyDisplayWindowState inside the
`if (DevToolsEnabled)` block. A user running with the env var unset
silently got WindowOptions defaults (1280x720 / VSync=false /
60° FOV) instead of their saved settings.json values — even though
the settings file existed and was valid.

Refactored: extracted LoadAndApplyPersistedSettings() that runs
unconditionally in OnLoad after _audioEngine is constructed but
before the DevToolsEnabled block. Persisted values cached as
_persistedDisplay / _persistedAudio / _persistedGameplay /
_persistedChat / _persistedCharacter fields. The Settings PANEL
construction (devtools-gated, naturally — no UI without ImGui) now
reads those fields when wiring SettingsVM.

The Settings UI gating is correct (panel needs ImGui devtools);
the persisted-runtime-state gating was the bug.

== 2. Music + Ambient sliders hidden ==

OpenAlAudioEngine has Music/MusicVolume/Ambient/AmbientVolume
properties but they're never read — PlayMusic is a stub for R5 MIDI
playback that hasn't shipped, StartAmbient reserves a handle but
doesn't start a source. Dragging those sliders moved a number that
nothing observed.

Hid the Music + Ambient sliders from RenderAudioTab; left the
AudioSettings record fields intact so settings.json round-trips
the values across phases — when R5 lands and the sliders return,
saved values will already be in place. Updated the panel's footer
note to call out the limitation. Updated
Audio_tab_when_active_renders_implemented_volume_sliders to assert
Master + SFX are present AND Music + Ambient are absent.

dotnet build green; dotnet test 1,309 / 1,309 green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-27 06:22:35 +02:00
Erik
944a0364c5 fix(ui): commit FramebufferResize + ResetPanelLayout — orphaned during earlier cwd/sed shenanigans
These changes were referenced by commits fc1e193 / 6273255 / 2818fcc /
df9f2fd in their messages but the actual edits sat uncommitted in the
working tree — caught by the pre-merge code review pass. Without this
commit the merge to main would lose all the panel-layout fixes the
user already live-verified.

What was orphaned:

 · _window.FramebufferResize += OnFramebufferResize  (Run() wiring)
 · OnFramebufferResize handler — updates GL viewport + camera aspect
   on window resize; force-resets panel layout via ResetPanelLayout.
 · ResetPanelLayout(ImGuiCond) — positions Vitals / Chat / Debug /
   Settings panels at sensible defaults relative to current window
   size. Called at startup with FirstUseEver (imgui.ini wins on later
   launches) and on FramebufferResize / View menu item with Always
   (force reset).
 · View → "Reset window layout" menu item.
 · OnLoad seeding ResetPanelLayout(FirstUseEver) after panel
   registration so first-launch users don't see all panels stacked
   at (0,0).
 · DisplaySettings.Default.Resolution: "1920x1080" → "1280x720" so
   the default matches the WindowOptions startup size — opening
   Display + Save without edits is a complete visual no-op (the
   alternative would have triggered an immediate resize on every
   first-time Save).

dotnet build green; tests unaffected.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-27 06:19:12 +02:00
Erik
b86e77e837 fix(anim): instant-engage Falling cycle on jump start (skip transition link)
User reported transition from running to jumping looked
slow -- the character stood still for ~100 ms at the start
of the jump before the legs folded into Falling.

Root cause: AnimationSequencer.SetCycle resolves a
transition link (e.g. RunForward -> Falling) from the
motion table and enqueues those non-looping link frames
BEFORE the Falling cycle. The link is the "stop running,
prepare to fall" anim -- a few frames of standing-style
pose. While it drained, the character looked frozen.

Fix: SetCycle gains a skipTransitionLink parameter. When
true, the GetLink call is bypassed AND the entire queue is
cleared (so any in-flight non-cyclic frames from a
previous transition don't continue draining). Only the
target cycle gets enqueued, cursor goes straight to its
start.

Both call sites pass true for Falling:
  - OnLiveVectorUpdated (remote-jump VectorUpdate handler)
  - UpdatePlayerAnimation (local airborne path) when
    animCommand == Falling. Other transitions
    (Walk -> Run, Run -> Ready, etc.) keep the link --
    smooth transitions stay smooth, only the jump start
    is hard-cut.

Tests stay 1222 green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 22:16:59 +02:00
Erik
ff504e9ec1 fix(anim): preserve Falling cycle while remote is airborne + reset on land
Two issues from the K-fix16 jump-now-renders launch:

1. Mid-air movement broke the jump animation.
   When a remote turned or ran while airborne, ACE broadcast
   UpdateMotion with the new motion state. OnLiveMotionUpdated's
   SetCycle call swapped Falling -> RunForward / TurnRight /
   etc., breaking the visible jump pose. The arc still played
   out (physics integrated body position correctly) but the
   legs ran instead of folded.

   Fix: skip the SetCycle in OnLiveMotionUpdated when
   rm.Airborne is true. The InterpretedState DoMotion calls
   below it still fire, so the body's velocity matches the
   new motion command and the body keeps moving correctly --
   only the visible cycle stays Falling.

2. Stuck in Falling pose after landing.
   K-fix15 cleared rm.Airborne + restored ground state on
   landing, but never told the sequencer to swap cycles. The
   remote stayed in the Falling pose forever (legs folded)
   until the server happened to send a fresh UpdateMotion
   (e.g. when the player walked again). Idle landing left
   them frozen.

   Fix: post-land, read InterpretedState.ForwardCommand and
   call SetCycle with that command + the recorded
   ForwardSpeed. Default to Ready / 1.0 when the state is
   blank. The next UpdateMotion from the server will refine
   if needed (e.g. mid-strafe land), but the legs come out
   of Falling immediately.

Drive-by: stripped K-fix16's unconditional [VU.recv] log
now that the parser is verified working.

Tests stay 1222 green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 22:08:55 +02:00
Erik
68d521df4f fix(net): remote jumps were stuck at apex — let physics detect landing instead of UP-driven clear
Cause of "remote characters jump up and get stuck in the air":
K-fix9 cleared rm.Airborne on every UpdatePosition, but ACE
broadcasts UPs during the arc (peak / mid-fall / land) at
~5-10 Hz. The first UP after a jump:
  1. Snapped body position to server mid-arc Z (often the apex).
  2. Cleared rm.Airborne -- restored Contact + OnWalkable, removed
     the Gravity flag.
  3. Next per-tick: apply_current_movement reads
     InterpretedState (Ready) and stomps Body.Velocity to
     (X, Y, 0).
Body stuck at apex Z forever.

Fix: do not auto-clear Airborne on UP. The position snap stays
authoritative -- if ACE says the body is at Z=68 mid-arc we
render Z=68, but we keep integrating gravity from there.
Per-tick post-resolve now detects a real landing -- mirrors the
local-player landing path in PlayerMovementController: when the
resolver returns IsOnGround && Velocity.Z <= 0, clear Airborne,
restore Contact + OnWalkable, remove Gravity, zero residual
downward velocity, and call HitGround so the sequencer can swap
Falling to idle/locomotion.

ACDREAM_DUMP_MOTION=1 logs each landing as
"VU.land guid=0x... Z=...".

Tests stay 1222 green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 21:42:26 +02:00
Erik
fc1e1933aa feat(ui): wire Display GL knobs + per-toon Character key — Settings goes live
Phase L.0 polish — the Display + Character tabs were persisting to disk
but didn't yet drive runtime behavior. This commit flips the live
switches.

DISPLAY ↔ GL window:

 · FOV slider (degrees) → camera FovY (radians) on Orbit + Fly + Chase,
   pushed every frame so dragging is visible immediately. Brainstorm
   said FOV is a live-preview slider; this delivers it.
 · VSync → _window.VSync, change-detected per-frame so flipping the
   checkbox is instant. Applied at startup too so saved-VSync takes
   effect before the first frame.
 · Resolution → _window.Size on Save (TryParseResolution parses
   "WIDTHxHEIGHT"). Live preview would be too jarring; resize is on
   Save only.
 · Fullscreen → _window.WindowState (Silk.NET borderless mode), also
   on Save only.
 · ShowFps → wraps the title-bar perf string. true → full perf line;
   false → just "acdream" for a cleaner alt-tab. Default true matches
   pre-L.0 behavior.

Defaults rebalanced — FieldOfView 75→60° (matches Orbit/Fly/Chase
FovY = π/3), VSync true→false (matches the previous WindowOptions),
ShowFps false→true (preserves the existing perf-in-title behavior).
Net effect: a user who never opens Display tab + later opens it +
Saves without touching anything sees ZERO visual change. Tests pinned
to the new defaults.

ApplyDisplayWindowState helper consolidates the window-side
mutations. Called from the SettingsVM construction site (apply
persisted at startup) and from the onSaveDisplay callback (apply
saved on demand). Malformed resolution strings are silently ignored
to avoid crashing mid-session if settings.json gets hand-edited.

CHARACTER ↔ active toon:

 · _activeToonKey field replaces the hard-coded "default" — starts as
   "default" (used for any pre-login Settings interaction), gets
   swapped to the actual character.Name immediately after EnterWorld
   in BeginLiveSessionAsync.
 · onSaveCharacter callback closes over _activeToonKey by reference
   (lambda captures `this`), so saves always write to the current
   toon's slot without rebinding the lambda.
 · After EnterWorld lands the chosen toon's name, the host loads
   that toon's bag via SettingsStore.LoadCharacter and calls a new
   SettingsVM.LoadCharacterContext to swap BOTH persisted snapshot
   AND draft atomically — HasUnsavedChanges stays false on login so
   the user doesn't see a "pending changes" indicator just because
   they switched toons.

Per-toon storage already worked at the SettingsStore layer (commit
73749d1); this commit just plumbs the actual character name through
to the toonKey instead of always using "default".

2 new tests for LoadCharacterContext: atomic persisted+draft swap,
and pending edits getting wiped on swap (so pre-login bleed-through
can't write to the new toon's slot).

dotnet build green (0 warnings); dotnet test 1,309 / 1,309 green
(243 Core.Net + 393 UI.Abstractions + 673 Core).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 21:18:07 +02:00
Erik
a060f4fc98 fix(player): apply AttributeFormula to wire-derived Run/Jump skill — root cause of short jumps
Found the underlying cause of the user's persistent
"jumps don't reach retail height" complaint. The wire's SkillEntry
`init` field is ONLY the InitLevel (training/specialized
chargen bonus, per ACE GameEventPlayerDescription.cs:317
"init_level, for training/specialized bonus from character
creation"). It does NOT include the AttributeFormula
contribution.

ACE's CreatureSkill.Current is computed as:
  AttributeFormula(skill, attrs) + InitLevel + Ranks
  + augs + multipliers - vitae

Pre-fix13 we used `init + ranks` only — dropping the
AttributeFormula term, which is the DOMINANT component for
movement skills (50-100 points typical). For our character
that meant Jump skill 208 instead of the actual ~280-310,
giving a 3.11 m peak instead of the retail ~4 m peak. Hence
"feels like the upward acceleration is too slow and we don't
reach the same height".

Fix:
- GameWindow caches portal.dat's SkillTable (0x0E000004u) at
  WireAll time. Each entry has a SkillFormula with attr1/
  attr2/multipliers/divisor/additive constants
  (formula:  bonus = (attr1*M1 + attr2*M2)/Div + Additive).
- GameEventWiring.WireAll gains a
  `resolveSkillFormulaBonus(skillId, attrCurrents)` callback.
  GameWindow plugs in a resolver that looks up
  SkillTable.Skills[skillId].Formula, applies the formula
  using the player's current attribute values from PD.
- The PD handler builds attrId→current map (ranks+start) from
  the parsed attributes before iterating skills, then passes
  it to the resolver for Run (24) and Jump (22).
- Total skill = formulaBonus + InitLevel + Ranks. Matches ACE
  Current minus augs/multipliers/vitae (close enough — those
  add maybe ±10 % at most).

ACDREAM_DUMP_VITALS=1 logs add a per-skill line:
  "vitals: PD-skill id=22 init=N ranks=N formulaBonus=N total=N"
so live testing can confirm the formula is applied.

Tests stay 1222 green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 20:56:38 +02:00
Erik
73749d176a feat(ui): Character tab — per-toon settings; Phase L.0 complete
Phase L.0 (final) — last tab on the Settings shell. Per-toon
preferences keyed by toon name in settings.json under
character[<toonName>]. With this commit the L.0 build order
finishes and every approved tab is implemented.

CharacterSettings record (4 fields):
 · DefaultChatChannel (string — Local / Allegiance / Fellowship / etc)
 · AutoAttack (bool — continue swinging until target dies)
 · ConfirmSalvage (bool — prompt before salvaging valuable items)
 · ShowPickupMessages (bool — pickup lines in chat)

AvailableChannels static list exposes the 7 retail-routing targets
for the dropdown.

SettingsStore grows LoadCharacter(toonKey) / SaveCharacter(toonKey)
using JsonNode/JsonObject for the nested-toon write — the existing
SaveSection raw-text-preservation pattern handles top-level keys
but doesn't fit the nested per-toon mutation. The character map
preserves every other toon's settings on save, and other top-level
sections (display / audio / gameplay / chat) are preserved too.

SettingsVM grows the parallel character state machine. The host
owns the toonKey (currently hard-coded to "default" in GameWindow
because we don't have a current-character source plumbed yet) —
the VM just edits whatever bag the host loaded.

SettingsPanel.RenderCharacterTab replaces the L.0-shell placeholder
— a Combo for default chat channel + 3 Checkboxes for
AutoAttack / ConfirmSalvage / ShowPickupMessages. The
RenderPlaceholder helper is now removed (no callers); the old
"Placeholder_tabs_render_coming_soon_text_when_active" test is
replaced by an "all six tabs are implemented" guard test that
fails if any future commit adds a placeholder back.

GameWindow loads/saves character settings under toonKey "default"
with a TODO comment to swap in the real toon name once
CharacterList plumbing exposes a currentCharacter source.

18 new tests:
 · CharacterSettings record (4) — defaults pinned, AvailableChannels
   list shape, value equality, with-expressions
 · SettingsStore character (6) — missing-file / toon-not-in-file →
   defaults, round-trip, multi-toon preservation, preserves other
   top-level sections, all five sections coexist
 · SettingsVM character (5) — initial draft, SetCharacter marks
   dirty, Save invokes callback, Cancel reverts, ResetAllToDefaults
   covers
 · SettingsPanel character tab (3 net, after removing the
   placeholder test) — combo+checkboxes render only when active,
   channel combo uses AvailableChannels, all six tabs are now
   non-placeholder

Phase L.0 final tally:
 · 5 commits on feature/settings-retail (shell + 5 tabs)
 · 6 tabs: Keybinds (Phase K) + Display + Audio + Gameplay + Chat + Character
 · 5 settings sections in settings.json (display/audio/gameplay/chat/character),
   coexisting non-destructively + a sixth file (keybinds.json) on the side.

dotnet build green (0 warnings); dotnet test 1,307 / 1,307 green
(243 Core.Net + 391 UI.Abstractions + 673 Core).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 18:27:07 +02:00
Erik
4b6fcffa01 fix(camera): pin chase-camera Z to last-grounded while airborne
K-fix11 (150 ms exponential lag) wasn't aggressive enough — at
0.15 s time constant the camera catches up to ~96 % of the
player's Z before peak, so the visible "rise on screen" was
maybe ~0.5 m of the 3.11 m arc. User reported the jump still
looked short.

K-fix12: replace the lag with an explicit airborne-pin. The
camera's tracked Z follows player Z directly while grounded,
but stays PINNED while airborne and rising. Falling / dropping
catches up immediately so we don't end up below ground when
landing in a hole.

Effect: during a jump the player visibly rises 3 m above the
camera on screen, matching retail's "you can see yourself jump"
feel. After landing the camera's tracked Z snaps back to the
player Z so there's no lingering vertical offset.

ChaseCamera.Update gains an isOnGround parameter; GameWindow
passes result.IsOnGround from the per-frame movement controller.
The look-at point still uses raw player Z so the camera tilts up
to keep the airborne character framed.

Tests stay 1222 green.
2026-04-26 18:23:02 +02:00
Erik
356b5f219e feat(ui): Chat tab — channel filters + display prefs + font slider
Phase L.0 (cont.) — fourth tab on the Settings shell. Mixes retail's
CharacterOptions2 chat-channel filter bits (Hear*Chat / TimeStamp /
FilterLanguage / AppearOffline) with a font-size slider that has no
retail bitfield equivalent.

ChatSettings record (9 fields):
 · 5 channel filters: HearGeneralChat, HearTradeChat, HearLFGChat,
   HearRoleplayChat, HearSocietyChat
 · 3 display flags: ShowTimestamps, FilterProfanity, AppearOffline
 · 1 visual: FontSize (10..20 pt)

Local-only this phase per the brainstorm — Hear*Chat flags affect
client-side display filtering only; the server still streams every
channel. Server-sync arrives later when the protocol round-trip is
in place.

SettingsStore grows LoadChat / SaveChat using the existing generic
SaveSection helper. All four non-keybind sections (display, audio,
gameplay, chat) now coexist non-destructively in settings.json.

SettingsVM grows the parallel chat state machine. HasUnsavedChanges,
Save, Cancel, ResetAllToDefaults all cover chat. Constructor signature
adds two more params; existing call sites updated.

SettingsPanel.RenderChatTab replaces the L.0-shell placeholder —
8 Checkbox calls grouped under "Channel filters" + "Display"
headers, plus a font-size SliderFloat. The "Coming soon" placeholder
test was retargeted from "Chat" to "Character" since Chat is no
longer a placeholder.

GameWindow wires SettingsStore.LoadChat / SaveChat + a TODO comment
for the future ChatPanel filter integration (read SettingsVM.ChatDraft
when filtering inbound chat lines).

13 new tests:
 · ChatSettings record (3) — defaults pinned, value equality, with-
   expressions
 · SettingsStore chat (3) — missing-file → defaults, round-trip, all
   four sections coexist
 · SettingsVM chat (5) — initial draft, SetChat marks dirty, Save
   invokes callback, Cancel reverts, ResetAllToDefaults covers
 · SettingsPanel chat tab (2) — checkboxes + slider render only when
   active

dotnet build green (0 warnings); dotnet test 1,289 / 1,289 green
(243 Core.Net + 373 UI.Abstractions + 673 Core).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 18:21:14 +02:00
Erik
b7165e5b17 feat(ui): Gameplay tab — 14 retail CharacterOption-derived toggles
Phase L.0 (cont.) — third tab on the Settings shell, in the Easy-wins
build order. Subset of retail's CharacterOption + CharacterOptions2
bitfield flags ported as bools (see acclient.h:3404+ enum). Local-
only this phase per the brainstorm — server sync deferred to a
later phase that will marshal the draft into the retail
CharacterOption packet.

GameplaySettings record exposes 14 named flags grouped by usage:

 · Combat: AutoTarget, AutoRepeatAttack, ToggleRun, AdvancedCombatUI,
   VividTargetingIndicator
 · Display: ShowTooltips, SideBySideVitals, CoordinatesOnRadar,
   SpellDuration, ShowHelm, ShowCloak
 · Interface: AllowGive, LockUI, UseMouseTurning

Retail names + bit values are documented in field-level comments so
the future server-sync phase has a 1:1 mapping. Defaults are
typical-user starting points (NOT bit-exact to retail's
0x50C4A54A / 0x948700 masks); class-level remarks call out that
defaults will be re-anchored to retail values once the wire-format
is the load-bearing source.

SettingsStore grows LoadGameplay / SaveGameplay using the existing
SaveSection generic helper (added in the audio commit). All three
non-keybind sections (display, audio, gameplay) now coexist in
settings.json with non-destructive cross-section saves — verified
by a new "all three sections coexist" round-trip test.

SettingsVM grows the parallel gameplay state machine
(gameplayPersisted / gameplayDraft / SetGameplay / onSaveGameplay).
HasUnsavedChanges, Save, Cancel, ResetAllToDefaults all cover
gameplay too. Constructor signature adds two more params; existing
call sites (App startup + tests) updated.

SettingsPanel.RenderGameplayTab replaces the L.0-shell placeholder —
14 Checkbox calls grouped under three Text+Separator headers, plus
a footer note explaining the local-only-this-phase scope. The
"Coming soon" placeholder test was retargeted from "Gameplay" to
"Chat" since Gameplay is no longer a placeholder.

GameWindow construction site loads gameplay on startup + writes via
the SettingsStore on Save. Server-sync packet wiring is left as a
TODO comment in the onSaveGameplay callback (next phase, after the
protocol round-trip is in place).

14 new tests:
 · GameplaySettings record (3) — defaults pinned, value equality,
   with-expressions
 · SettingsStore gameplay (4) — missing-file → defaults, round-trip,
   partial-file fallback, all-three-sections coexist
 · SettingsVM gameplay (5) — initial draft, SetGameplay marks dirty,
   Save invokes callback, Cancel reverts, ResetAllToDefaults covers
 · SettingsPanel gameplay tab (2) — 8 spot-checked Checkboxes render
   only when active

dotnet build green (0 warnings); dotnet test 1,276 / 1,276 green
(243 Core.Net + 360 UI.Abstractions + 673 Core).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 18:05:07 +02:00
Erik
05ce090346 fix(camera): smooth chase-camera Z follow so the jump arc is visible on screen
Diagnostic from K-fix10 confirmed our local jump physics is
mathematically perfect — every full-charge jump produces
formulaPeak = actualPeakDz = vz²/19.6 to four-digit precision
(3.11 m for Jump skill 208). Yet the user observed retail
clients seeing the SAME character jump much higher than ACdream
sees of itself.

Root cause: ChaseCamera tracked player.Z 1:1. When the player
rises 3 m the camera rises 3 m too — the player's screen
position never changes during the arc, so the jump is visually
invisible. Retail's chase camera lags the Z follow, so an
observer sees the player visibly rise on screen.

Fix: low-pass filter the camera's Z target.
ChaseCamera.Update gains a dt parameter and an exponential
smoother:
    alpha = 1 - exp(-dt / ZFollowTimeConstant)
    smoothedZ += (player.Z - smoothedZ) * alpha
ZFollowTimeConstant defaults to 0.15 s — slow enough that a
~1 s jump arc shows up clearly on screen, fast enough that
slope walking still feels glued. The look-at point still uses
the raw player Z so the camera tilts up to keep the airborne
character in frame.

Drive-by: stripped K-fix10 jump diagnostic logging now that the
math has been confirmed correct.

Tests stay 1222 green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 18:00:58 +02:00
Erik
53b1878c5c feat(ui): Audio tab — live volume sliders driving OpenAL engine
Phase L.0 (cont.) — second tab on the Settings shell, in the Easy-wins
build order. Audio is the live-preview poster child: dragging a slider
is audible immediately, Save persists, Cancel reverts and the engine
catches up on the next frame.

AudioSettings record: Master / Music / Sfx / Ambient (all 0..1 floats).
Defaults match the OpenAlAudioEngine constructor values exactly so a
user who never opens the tab gets identical behaviour to the
pre-Phase-L env-var-only world (Master=1.0, Music=0.7, Sfx=1.0,
Ambient=0.8).

SettingsStore grows LoadAudio / SaveAudio + a generic SaveSection
helper that consolidates the unknown-top-level-key preservation logic.
Display and Audio sections coexist in settings.json:
{ "version": 1, "display": { ... }, "audio": { ... } }
Saving one section preserves the other on disk; a future Gameplay /
Chat / Character section drops in the same way without touching
existing data.

SettingsVM gains a parallel audio state machine (audioPersisted /
audioDraft / SetAudio / onSaveAudio callback). HasUnsavedChanges
covers all three buckets now (keybinds + display + audio); Save /
Cancel / ResetAll are atomic across all of them.

GameWindow wiring is the live-preview mechanism — every render frame
pushes the VM's AudioDraft into _audioEngine.MasterVolume etc. Cheap
(four float assignments) and unconditional. SetListener still applies
MasterVolume each frame too via the existing Phase E.2 code path, so
listener gain stays in sync. Persisted audio is applied to the engine
ONCE at startup before the first frame so the user's saved values
take effect before any sound plays — startup-time apply happens during
the same SettingsVM construction site that does the LoadDisplay +
LoadAudio.

SettingsPanel.RenderAudioTab replaces the L.0-shell placeholder — four
SliderFloat calls clamped to [0, 1], plus a footer note explaining the
live-preview UX. The "Coming soon" placeholder test was retargeted
from "Audio" to "Gameplay" since Audio is no longer a placeholder.

16 new tests:
 · AudioSettings record (3) — defaults pin engine constants, value
   equality, with-expressions
 · SettingsStore audio round-trip (5) — missing-file → defaults,
   round-trip all fields, partial-file per-field fallback, save-audio-
   preserves-display, save-display-preserves-audio
 · SettingsVM audio state (5) — initial draft tracks persisted,
   SetAudio marks dirty, Save invokes audio callback, Cancel reverts,
   ResetAllToDefaults covers audio
 · SettingsPanel audio tab (3) — four sliders render only when active,
   no SliderFloat emitted on inactive tabs, slider range is [0, 1]

dotnet build green (0 warnings); dotnet test 1,262 / 1,262 green
(243 Core.Net + 346 UI.Abstractions + 673 Core).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 17:57:00 +02:00
Erik
13cc08e506 feat(net): remote retail jumps now show Falling animation + diag for height-mismatch investigation
User report:
1. ACdream watching retail-client jump shows no animation at all
   (legs don't fold during the arc).
2. Local jump arc in ACdream is shorter than what retail observes
   for the same character — formula mismatch somewhere.

Item 1 (animation): K-fix9 wired the body velocity but didn't
swap the sequencer cycle. The remote kept playing whatever
locomotion cycle was active (Ready/RunForward/etc.) through the
arc, so the legs stayed running while the body went up.
OnLiveVectorUpdated now also calls
  ae.Sequencer.SetCycle(currentStyle, MotionCommand.Falling, 1.0f)
when the velocity has +Z > 0.5 m/s. Mirrors the local-player
UpdatePlayerAnimation path that forces animCommand=Falling
whenever !IsOnGround. Style defaults to NonCombat (0x8000003D)
when the sequencer hasn't established one yet (rare on remotes).

Landing transitions back to the locomotion cycle naturally via
the next UpdateMotion the server sends after HitGround.

Item 2 (height): added per-jump diagnostic so we can compare
the formula-predicted peak (sentVz²/(2g) = sentVz²/19.6) with
the actually-rendered peak Δz. Logs:
  [jump.send] extent=... sentVz=... formulaPeak=...m startZ=...
  [jump.peak] sentVz=... formulaPeak=...m actualPeakDz=...m
              startZ=... peakZ=... landZ=...
Strip after the height-mismatch root cause is found.

Drive-by: previous diagnostic left an if/else hijack in the
resolve branch that broke 3 PlayerMovementControllerTests. Fixed.

Tests stay 1222 green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 17:51:37 +02:00
Erik
382f0ad3fa feat(ui): Display tab + settings.json persistence — first non-keybind tab lands
Phase L.0 (cont.) — first concrete tab on the new Settings shell, in
the Easy-wins build order agreed in the brainstorm
(Display → Audio → Gameplay → Chat → Character).

DisplaySettings (immutable record): Resolution / Fullscreen / VSync /
FieldOfView (30-120°) / Gamma (0.5-2.0) / ShowFps. Six common 16:9
resolutions in the dropdown. Defaults: 1920×1080, windowed, vsync on,
75° FOV, gamma 1.0, FPS off — matches the brainstorm UX agreement.

SettingsStore: JSON persistence at %LOCALAPPDATA%\acdream\settings.json
(coexists with keybinds.json — own load/save path stays put, no
migration needed). LoadDisplay falls back per-field when keys are
missing (partial-file tolerant) and falls back to defaults when the
file is corrupt or the JSON is unparseable. SaveDisplay round-trips
preserved — unknown top-level keys (e.g. an `audio` section written
by a future client) are kept on save so older builds don't silently
drop newer-tab data.

SettingsVM gains a parallel display-state machine: persistedDisplay +
draftDisplay, SetDisplay mutator, HasUnsavedChanges checks both
keybinds and display deltas, Save/Cancel/ResetAll cover both
atomically from the user's POV (one Save commits everything, one
Cancel reverts everything). Constructor signature extends with two
new params; existing keybinds-only callers updated.

SettingsPanel.RenderDisplayTab replaces the L.0-shell placeholder —
Combo for resolution, Checkboxes for fullscreen/vsync/show-fps,
SliderFloat for FOV + gamma. Live-preview note in the panel body
matches the agreed UX: FOV + gamma update visibly while the user
drags; resolution / fullscreen / vsync apply on Save (live preview
would be too jarring).

GameWindow wires SettingsStore into the existing SettingsVM construct
site — load on startup, save on each tab Save. Errors print to
console and don't crash the panel.

19 new tests:
 · DisplaySettings record (4) — defaults pinned, value equality, with-
   expressions, AvailableResolutions sorted ascending
 · SettingsStore (6) — round trip, missing-file → defaults, corrupt-
   file → defaults, partial-file → per-field fallback, unknown-key
   preservation, DefaultPath shape
 · SettingsVM display (6) — initial draft tracks persisted, SetDisplay
   marks dirty, Save invokes display callback, Cancel reverts,
   ResetAllToDefaults covers display, Save-then-Cancel is no-op
 · SettingsPanel display tab (3) — widgets render only when active,
   resolution combo uses AvailableResolutions, no Combo emitted on
   inactive tabs

dotnet build green (0 warnings); dotnet test 1,246 / 1,246 green
(243 Core.Net + 330 UI.Abstractions + 673 Core).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 17:46:31 +02:00
Erik
b609b5ea6e feat(net): handle 0xF74E VectorUpdate so remote players' jumps render
Remote-player jumps were silently dropped — we never parsed the
VectorUpdate broadcast that carries the jump launch velocity, so
the remote body's Z velocity stayed at 0 and the jump animation
showed without any vertical motion.

ACE Player.cs:954 enqueues GameMessageVectorUpdate (opcode 0xF74E)
on every jump in addition to the bracketing UpdateMotion. Wire
layout (GameMessageVectorUpdate.cs):

  u32 opcode (= 0xF74E)
  u32 objectGuid
  3xf32 velocity (world-space, post-rotation)
  3xf32 omega
  u16 instanceSequence
  u16 vectorSequence

This commit:

1. Adds VectorUpdate.TryParse + VectorUpdated session event.
2. WorldSession.ProcessDatagram dispatches 0xF74E.
3. GameWindow subscribes via OnLiveVectorUpdated:
   - Sets remote PhysicsBody.Velocity from the wire vector.
   - When velocity.Z > 0.5 m/s, marks the remote as Airborne,
     clears Contact + OnWalkable bits, and enables the Gravity
     state flag — so calc_acceleration returns (0, 0, -9.8) and
     UpdatePhysicsInternal produces a parabolic arc.
4. The per-tick remote update (TickAnimations remote-physics
   block) now SKIPS the "force OnWalkable + apply_current_movement"
   step when Airborne. Otherwise that path stomps the +Z velocity
   each frame — same shape as the bug the local jump hit before
   K-fix7.
5. ResolveWithTransition for remotes now passes
   isOnGround: !rm.Airborne. Mirrors K-fix7's local-player gate —
   airborne resolves must NOT pre-seed the ContactPlane,
   otherwise AdjustOffset's snap-to-plane branch zeroes the
   upward offset.
6. UpdatePosition handler clears the airborne flag and restores
   ground-contact bits, so the server's authoritative re-grounding
   ends the arc cleanly at the new ground location.

ACDREAM_DUMP_MOTION=1 logs each VectorUpdate as
"VU guid=0x... vel=(...) airborne=...".

Tests stay 1222 green. Live verification pending — watch a remote
character jump.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 17:38:32 +02:00
Erik
1fce21034a feat(player): use server-authoritative Run + Jump skill values from PlayerDescription
Before this commit, PlayerWeenie used hardcoded ACDREAM_RUN_SKILL
(default 200) and ACDREAM_JUMP_SKILL (default 300) regardless of
the actual character skill. PlayerDescription's skill table HAS
been parsed since Phase H, but the values weren't plumbed into
PlayerMovementController, so a high-Jump character still got the
3-4m default arc instead of their real 5m+ arc, and a low-Jump
character got too much.

GameEventWiring.WireAll gains an optional `onSkillsUpdated`
callback. The PlayerDescription handler scans the parsed skill
table for SkillId 24 (Run) and SkillId 22 (Jump) — ACE Skill enum
ordinals from references/ACE/.../Enum/Skill.cs:11-37 — and fires
the callback with `init + ranks` for each (the holtburger-named
"init" field is the attribute-derived initial component, ranks
is XP-bought additions; closest sane approximation of ACE's
CreatureSkill.Current short of porting Aug + Multiplier + Vitae
chains).

GameWindow stores the most recent values in _lastSeenRunSkill /
_lastSeenJumpSkill and pushes them into the controller at two
points:
  * Immediately if _playerController already exists (PD arriving
    mid-session, e.g. after a relog).
  * Inside EnterPlayerModeNow when constructing a fresh
    controller (the auto-entry path: PD always arrives at login
    before auto-entry fires, so this is the normal path).

Both sites also log "applied server skills run=X jump=Y" so live
testing can confirm the right values reached the formula.

Console output (ACDREAM_DUMP_VITALS=1) gains a "vitals: PD-skills
run=X jump=Y" line on every PlayerDescription with skill data.

Tests stay 1222 green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 17:22:59 +02:00
Erik
0ecd4f34ae fix(anim): Phase K live-test fixes pt5 — backward + strafe animation cycle scales with Run
User report: when running backward (X) or strafing (Z/C) at run
speed, the visual moves faster but the animation cycle continues
playing at walk pace, looking disjointed.

Root cause: GameWindow's player-anim driver fed the sequencer's
SetCycle speed from result.ForwardSpeed, but PlayerMovementController
intentionally pins ForwardSpeed = 1.0 for WalkBackward (ACE expects
this for the auto-upgrade) and SidestepSpeed isn't used by the anim
path at all. So Forward+Run played the RunForward cycle at runRate ×
(correct), but Backward+Run + Strafe+Run used speedMod = 1.0 even
though the body was moving at runRate × velocity.

Fix: split the visual-pacing field from the wire-correctness field.
Added MovementResult.LocalAnimationSpeed — runRate when any
directional input is held with Run, else 1.0. GameWindow's
SetCycle path now uses this instead of ForwardSpeed. The wire
output stays unchanged; only the local animation cycle pace
shifts.

Effect:
  - Forward+Run:  runRate × cycle pace (unchanged behavior).
  - Backward+Run: runRate × cycle pace (was 1×; now matches
                  velocity).
  - Strafe+Run:   runRate × cycle pace (was 1×; now matches
                  velocity).
  - Anything not in Run: 1× (unchanged).

Tests stay 1222 green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 14:59:35 +02:00
Erik
94e9cbcf76 fix(ui): Phase K live-test fixes pt4 — collision wires default OFF, refresh DebugPanel cheat-sheet
User reported "I can't turn off collision wires" — root cause was
two-fold: the wires defaulted to ON at startup so the user saw
them every launch, and the DebugPanel's keybind cheat-sheet
still listed the pre-K.1c retail-default-conflicting bindings
(F1/F2/F3/F7/F8/F9/F10 etc.) instead of the Ctrl+F* aliases the
retail-faithful keymap moved them to.

Changes:

- _debugCollisionVisible defaults to FALSE. Ctrl+F2 toggles it
  on (toast: "Collision wireframes ON"); the DebugPanel →
  Diagnostics → "Toggle collision wires" button toggles too.

- DebugPanel "Help" cheat-sheet rebuilt to reflect the actual
  retail-default + Phase K bindings: Ctrl+F1 (debug), Ctrl+F2
  (collision wires), Ctrl+Shift+F (free-fly), F11 (Settings),
  W/X = forward/back, A/D = turn, Z/C = strafe, Q = autorun
  toggle, Shift = walk modifier, Y/G/H/B = postures,
  Hold MMB = instant mouse-look, Hold RMB = orbit, Tab =
  focus chat input. The user no longer has to read the source
  to find a working binding.

Tests stay 1222 green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 14:53:16 +02:00
Erik
785dd92378 fix(input): Phase K live-test fixes pt3 — fly→chase round-trip, Shift coexists, run-speed for backward + strafe
Four issues from the K-fix2 launch (2026-04-26 user report):

1. Can't return from free-fly to player view.
   CameraController.ToggleFly only swaps Fly↔Orbit, so a user who
   flew out of player mode landed in orbit (Holtburg) on
   toggle-back instead of the chase camera. Added
   ToggleFlyOrChase() helper that prefers Fly→Chase /
   Chase→Fly when _playerMode is true and a chase camera is
   available; falls back to the original Fly↔Orbit toggle for
   offline / pre-login flows. Wired into all three free-fly
   entry points: keyboard shortcut (Ctrl+Shift+F), Camera menu
   item, and DebugPanel button.

2. Shift while moving STOPS instead of dropping to walk.
   Root cause: InputDispatcher.IsChordHeld required
   _keyboard.CurrentModifiers to match chord.Modifiers EXACTLY.
   So with W bound as (W, None), holding W and then pressing
   Shift made CurrentModifiers=Shift mismatch chord (None) →
   IsActionHeld(MovementForward) returned false → Forward flag
   dropped → player stopped. Fixed by relaxing IsChordHeld:
   when chord.Modifiers is None, Shift is allowed to coexist
   (it's the retail walk-modifier). Other modifiers
   (Ctrl, Alt, Win) still mismatch strictly so Ctrl+W stays a
   distinct chord from W.

   +2 tests pinning the new permissive-Shift / strict-Ctrl
   semantics.

3. Backwards too slow when running.
   forwardCmdSpeed for the WalkBackward branch was hardcoded
   to 1.0; localY was hardcoded to -(WalkAnimSpeed * 0.65).
   Neither honored input.Run. With Run=true (default),
   backward now scales by runRate (~2.4×) so X = "run
   backwards" matches the forward run pace × the 0.65
   backward animation cycle ratio.

4. Strafe too slow when running.
   localX for SideStepLeft / SideStepRight was hardcoded to
   ±SidestepAnimSpeed regardless of Run. Same fix: when Run
   is held, scale by runRate so strafe at default speed
   matches the run-forward pace.

Tests: 1220 → 1222 (the two new IsChordHeld tests).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 14:48:45 +02:00
Erik
6481169cb9 fix(input): Phase K live-test fixes pt2 — visible cursor in chase, free-fly discoverable
Two issues from the K-fix1 launch (2026-04-26 user report):

1. Mouse pointer invisible after login.
   Root cause: CameraController.EnterChaseMode invokes
   ModeChanged?.Invoke(IsChaseMode) — passing TRUE when chase
   becomes active. The OnCameraModeChanged handler interpreted
   that bool as `isFlyMode`, so chase entry wrongly triggered
   the Raw cursor branch (raw = invisible pointer). The bool is
   unreliable: ToggleFly passes IsFlyMode, ExitChaseMode passes
   IsFlyMode, but EnterChaseMode passes IsChaseMode. Read the
   controller state directly inside the handler instead — fly
   mode IS the only state that needs Raw, everything else stays
   Normal so the user can click panels / future selectables.

2. No way to enter free-fly mode.
   The DebugPanel already had a "Toggle Free-Fly Mode" button
   wired in K.2, but the user didn't know to look there. Added
   two more discovery paths:

     - Keyboard shortcut: Ctrl+Shift+F → AcdreamToggleFlyMode
       in RetailDefaults() (retail leaves Ctrl+Shift+F unbound;
       Ctrl+F is unused too, so this is conflict-free).

     - View → Camera submenu in the ImGui MainMenuBar with a
       "Enter / Exit Free-Fly Mode" entry whose label flips with
       the active state. Shortcut hint shows "Ctrl+Shift+F".

   The keyboard handler now also cancels _playerModeAutoEntry on
   manual fly toggle (matches the DebugPanel button + new menu
   entry — user's choice wins, the chase camera doesn't snap on
   top of the fly camera mid-inspection).

   Also corrected the View → Debug menu shortcut hint (was "F1",
   actual binding is Ctrl+F1 since K.1c).

Tests still 1220 green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 14:30:28 +02:00
Erik
bc9ee9fdfa fix(input): Phase K live-test fixes — default-run, Q-autorun toggle, free cursor, no Holtburg flash
Four issues from K.3 live verification (2026-04-26 user report):

1. Default movement speed should be RUN, not walk.
   PlayerMovementController.MovementInput.Run was sourced from
   IsActionHeld(MovementRunLock) (Q held). Inverted to
   !IsActionHeld(MovementWalkMode) (Shift held = walk; default = run).

   Also fixed RetailDefaults() — MovementWalkMode was bound to
   (ShiftLeft, ModifierMask.None), but when LShift IS the primary
   key the OS keyboard reports CurrentModifiers=Shift and the
   chord lookup mismatches. Bind both LShift+Shift and RShift+Shift
   to match (the same fix AcdreamCurrentDefaults already had).

2. Q is autorun TOGGLE, not hold-to-run. Added _autoRunActive
   field; OnInputAction toggles it on MovementRunLock Press;
   MovementInput.Forward now ORs in _autoRunActive so autorun
   stays latched until canceled. Pressing Backup / Stop /
   StrafeLeft / StrafeRight clears the latch (deliberate movement
   wins, retail-faithful). Pressing Forward AGAIN does NOT cancel —
   matches retail's stack semantics.

3. Mouse cursor visible by default in chase mode + no Y-axis
   steering without an explicit hold input. OnCameraModeChanged
   now uses CursorMode.Normal for chase (was Raw — invisible
   pointer). MouseMove handler's "neither RMB nor MMB held"
   branch dropped its AdjustPitch call — pitch is gated to
   deliberate hold inputs only. Fly mode keeps Raw (continuous
   look-and-fly affordance).

   Restored AcdreamRmbOrbitHold binding in RetailDefaults() —
   K.1c silently dropped it when SelectRight took the RMB Press
   slot; the Hold-type binding coexists with Press so RMB orbit
   still works in addition to (future) SelectRight click.

4. Holtburg flashes briefly at live login. Added
   IsLiveModeWaitingForLogin gate (true iff ACDREAM_LIVE=1 AND
   chase camera has not yet been entered) that:
     * suppresses StreamingController.Tick in OnUpdate so no
       landblocks load around the hardcoded startup center
       0xA9B4 (Holtburg);
     * skips terrain + entity rendering in OnRender via a
       SkipWorldGeometry label after the sky pass.
   Sky still draws so the user sees a live, time-of-day-correct
   sky during the connection / character-list / EnterWorld
   handshake. Latches off once chase mode has been entered, so
   later fly-mode toggles render the world normally.

Tests still 1220 green.

Also commits .gitignore tmp/ rule (left over from K.3
session) — gitignored per-session scratch (commit message
drafts, ad-hoc temp files).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 10:11:01 +02:00
Erik
f42c164b90 feat(ui): #25 Phase K.3 — Settings panel + click-to-rebind + Phase K shipped
Phase K final commit. Settings panel with click-to-rebind UX on top of
the K.1+K.2 input architecture, plus the roadmap / ISSUES / memory
updates that retire Phase K.

InputDispatcher gains BeginCapture / CancelCapture / IsCapturing /
SetBindings — modal capture suppresses normal action firing for the
next chord. Esc cancels (returns sentinel default chord); modifier-only
keys don't complete capture; non-modifier key down with current
modifier mask completes.

IPanelRenderer + ImGuiPanelRenderer + FakePanelRenderer gain
BeginMainMenuBar / EndMainMenuBar / BeginMenu / EndMenu / MenuItem
primitives.

SettingsVM owns a draft copy of KeyBindings with explicit Save /
Cancel / Reset semantics. Click-to-rebind enters dispatcher capture
mode; on chord captured, conflict-detect against draft (excluding the
action being rebound itself); surface a ConflictPrompt when the chord
collides; ResolveConflict(replace=true|false) commits or reverts.
ResetActionToDefault restores a single action to RetailDefaults();
ResetAllToDefaults rebuilds the entire draft. Save invokes the
onSave callback (which writes JSON + swaps the live dispatcher's
bindings).

SettingsPanel renders 8 retail-keymap-categorized CollapsingHeader
sections (Movement, Postures, Camera, Combat, UI panels, Chat,
Hotbar, Emotes). Per action: name + current binding(s) summary +
"Rebind"/"Reset" buttons. Conflict prompt at the top when pending.
Save / Cancel / "Reset all to retail defaults" at the top.

GameWindow registers SettingsPanel + wires F11 →
ToggleOptionsPanel → IsVisible toggle, plus a top-of-frame ImGui
MainMenuBar with View → Settings/Vitals/Chat/Debug entries (calls
ImGui directly — the abstraction methods exist for backend
portability but the host doesn't own a menu-bar surface).

Tests: +37 across InputDispatcherCaptureTests (7),
IPanelRendererMainMenuBarTests (9), SettingsVMTests (13),
SettingsPanelTests (8). Solution total 1220 green.

Roadmap (docs/plans/2026-04-11-roadmap.md) appends Phase K shipped
section after Phase J with K.1a–K.3 commit SHAs. ISSUES.md files
Phase L deferred work as #L.1–#L.8 (hotbar UI, spellbook favorites,
combat-mode dispatch, F-key panels, floating chat windows, UI layout
save/load, joystick bindings, plugin input subscription) and adds
#21–#25 to Recently closed. project_input_pipeline.md updated to
shipped state. CLAUDE.md gets an input-pipeline reference.

Closes Phase K.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 09:44:56 +02:00
Erik
af74eac0c2 feat(input): #24 Phase K.2 - auto-enter player mode at login + MMB mouse-look + DebugPanel free-fly + Tab to chat-input focus
Five changes:

1. PlayerModeAutoEntry — testable guard class that fires once after
   EnterWorld + WorldSession.State.InWorld + player entity present +
   PlayerController.State == InWorld. GameWindow arms the entry
   after EnterWorld; per-frame Tick checks all four guards and
   invokes the same fly-to-player transition the Tab handler runs.
   User-initiated fly toggle (DebugPanel button) Cancel()s pending
   entry. Skip in offline mode (no ACDREAM_LIVE) — Holtburg orbit
   stays default for testing.

2. MouseLookState + KeyBindings.RetailDefaults() binds MMB Hold to
   InputAction.CameraInstantMouseLook. GameWindow subscribes:
   - Press: hide cursor, capture position, _mouseLookActive = true.
   - Release: restore cursor, deactivate.
   - WantCaptureMouse=true while held → suspend (release cursor).
   - MouseMove while active: combined drive — chase camera yaw +
     character heading move together (retail's signature mouse-look
     behavior). Camera Y still pitches camera-only.

3. DebugPanel "Toggle Free-Fly Mode" button via DebugVM.ToggleFlyMode
   action delegate — replaces the F-key as the primary discovery
   path for free-fly. Gated on DevToolsEnabled.

4. ChatPanel.FocusInput() one-shot + IPanelRenderer.SetKeyboardFocusHere
   primitive. GameWindow's ToggleChatEntry (Tab) subscriber calls
   _chatPanel.FocusInput() so Tab moves focus to the chat input
   field. Replaces the K.1c TODO stub.

5. WantCaptureMouse gating reinforcement on surviving mouse handlers
   (no new code; verified intact from K.1b).

21 new tests (8 PlayerModeAutoEntry, 10 MouseLookState, 3 ChatPanel
focus). 1183 total green. 0 warnings, 0 errors.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 09:20:17 +02:00
Erik
da189103b8 feat(input): #23 Phase K.1c - retail-faithful keymap cutover + JSON persistence (muscle memory change)
Single bisectable commit where the user-visible keyboard layout
flips from acdream-current (W/S/A/D/Z/X) to canonical AC retail
(W/X/A/D/Z/C). The InputDispatcher abstraction landed in K.1a,
existing handlers cut over in K.1b, and now KeyBindings.RetailDefaults()
returns the byte-precise retail preset matching
docs/research/named-retail/retail-default.keymap.txt.

Movement (matches AC1 muscle memory):
- W/Up = MovementForward (run by default)
- X/Down = MovementBackup
- A/Left = MovementTurnLeft
- D/Right = MovementTurnRight
- Z = MovementStrafeLeft
- C = MovementStrafeRight
- Alt+A / Alt+Left = MovementStrafeLeft (Alt-flips-turn)
- Alt+D / Alt+Right = MovementStrafeRight
- LShift (Hold) = MovementWalkMode (default = run; held = walk)
- Q = MovementRunLock (autorun toggle)
- S = MovementStop (sets Ready stance / idle)
- Space = MovementJump (hold to charge)
- Y = Ready, G = Sitting, H = Crouch, B = Sleeping (postures)

Selection / targeting (18 bindings on punctuation cluster):
- F = SelectionPickUp, T = SelectionSplitStack, P = PreviousSelection
- Backspace/Minus/Equals = closest/prev/next CompassItem
- Backslash/[/] = closest/prev/next Item
- Apostrophe/L/Semicolon = closest/prev/next Monster
- Home = LastAttacker
- Slash/Comma/Period = closest/prev/next Player
- N/M = prev/next Fellow
- E = SelectionExamine
- R = UseSelected

UI:
- F1 = ToggleHelp; Shift+Ctrl+F1 = TogglePluginManager
- F3 = Allegiance, F4 = Fellowship, F5 = Spellbook, F6 = SpellComponents
- F8 = Attributes, F9 = Skills, F10 = World, F11 = Options (lights up
  the Settings panel in K.3), F12 = Inventory
- Alt+1/2/3/4 = ToggleFloatingChatWindow1/2/3/4
- Esc = EscapeKey, Shift+Esc = LOGOUT
- Numpad * = CaptureScreenshot

Hotbar / spellbook:
- 1-9 = UseQuickSlot_1..9 (hotbar) AND UseSpellSlot_1..9 (in MagicCombat
  scope - dormant until Phase L)
- Ctrl+1-9 = UseQuickSlot_1..9 (duplicate)
- Alt+5-9 = UseQuickSlot_14..18 (second bar)
- 0 / Ctrl+0 = CreateShortcut

Chat:
- Tab = ToggleChatEntry (focus chat input; subscriber stub-TODO in K.2)
- Return = EnterChatMode (send)

Combat (mode-dependent, dormant - Phase L lights up):
- Grave (`) = CombatToggleCombat
- Insert/PgUp/Delete/End/PgDn = melee power+attack-level OR missile
  accuracy+aim-level OR magic spell-tab nav + cast (resolved by
  scope at runtime once CombatState.CurrentMode lands).
- Ctrl+Insert/PgUp/Delete/PgDn = first/last spell tab + first/last spell

Emotes: U = Cry, I = Laugh, J = Wave, O = Cheer, K = PointState

Camera (numpad cluster + F2):
- F2 / Numpad/ = CameraActivateAlternateMode
- Numpad 4/6/8/2 = rotate left/right/up/down
- Numpad - / + = move toward / away
- Numpad 0 = ViewDefault, Numpad . = FirstPerson
- Numpad 5 = LookDown, Numpad Enter = MapMode

Scroll:
- Mouse wheel handled by dispatcher OnScroll path
- Ctrl+Up / Ctrl+Down = ScrollUp / ScrollDown

Acdream debug actions relocated from F-keys to Ctrl+F-keys to avoid
retail conflicts:
- Ctrl+F1 = AcdreamToggleDebugPanel
- Ctrl+F2 = AcdreamToggleCollisionWires
- Ctrl+F3 = AcdreamDumpNearby
- Ctrl+F7 = AcdreamCycleTimeOfDay
- Ctrl+F8 / Ctrl+F9 = AcdreamSensitivityDown / Up
- Ctrl+F10 = AcdreamCycleWeather
AcdreamToggleFlyMode + AcdreamTogglePlayerMode have NO keyboard
binding in retail-default. K.2 adds a DebugPanel button for fly
toggle and auto-enter player mode at login.

Total: 149 bindings.

JSON load/save:
- KeyBindings.LoadOrDefault(path): merge-over-defaults migration.
  Missing actions get default bindings; unknown actions in user
  file are skipped (preserves user customizations across action
  enum additions). Corrupt file warns + returns RetailDefaults
  without overwriting (don't blow away user's file silently).
- KeyBindings.SaveToFile(path): writes with schema version=1, alpha-
  sorted action names, alpha-sorted modifier keys for stable diffs.
- KeyBindings.DefaultPath() = %LOCALAPPDATA%/acdream/keybinds.json.

GameWindow startup:
- Replaces KeyBindings.AcdreamCurrentDefaults() call with
  KeyBindings.LoadOrDefault(KeyBindings.DefaultPath()) via a small
  LoadStartupKeyBindings() helper.
- Logs "keybinds: loaded N bindings from <path>" so launch.log
  shows the source of truth at session start.

Three deviations from plan:
1. LoadStartupKeyBindings() helper instead of inline initializer
   (field initializer can't call methods directly).
2. ToggleChatEntry subscriber is a no-op stub with TODO K.2 comment
   (ChatPanel doesn't expose FocusInput() yet; will add in K.2).
3. AcdreamRmbOrbitHold removed from RetailDefaults() to avoid
   double-binding RMB (SelectRight + RmbOrbitHold on the same chord
   would fire both subscribers). Chase-camera orbit will be replaced
   by MMB-hold mouse-look in K.2 - retail's CameraInstantMouseLook.

28 new tests:
- KeyBindingsRetailTests: 19 cases pinning every retail mapping
  (W/X movement, Z/C strafe, Tab=ToggleChatEntry, Shift+Esc=LOGOUT,
  Shift+Ctrl+F1=TogglePluginManager, MovementWalkMode=Hold,
  Acdream debug on Ctrl+F*, hotbar number-row variants, etc).
- KeyBindingsJsonTests: 9 cases (round-trip; missing file →
  defaults; corrupt → defaults + no-overwrite; merge-over-defaults;
  legacy version=0 parsing; Hold-activation preservation; unknown-
  action skip; DefaultPath shape).

Solution total: 1162 green (243 Core.Net + 254 UI + 665 Core),
0 warnings.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 00:14:25 +02:00
Erik
256e9624bd feat(input): #22 Phase K.1b - cut handlers over to dispatcher (single input path)
Removes the parallel direct keyboard/mouse polling that K.1a left in
GameWindow alongside the new dispatcher. Now every input flows
through InputDispatcher; legacy IsKeyPressed/KeyDown/MouseDown/MouseUp/
Scroll handlers in GameWindow are deleted (~220-line refactor).

Bindings remain acdream-current (W/S/A/D/Z/X movement, Shift run,
F-key debug surface). K.1c flips them to retail.

Pieces:
- InputDispatcher.IsActionHeld(InputAction): per-frame held-state
  query for movement (W/X/A/D/Z/X/Shift/Space) so PlayerMovement-
  Controller can read action state without polling raw keys.
  Internally walks all bindings for the action; chord match
  requires modifier mask exactness.
- InputAction adds AcdreamRmbOrbitHold (Hold-activation, RMB held
  drives chase-camera orbit) and AcdreamFlyDown (Ctrl held in fly
  mode for descent).
- GameWindow OnInputAction subscriber replaces the entire KeyDown
  switch + per-mouse-button handlers. Single dispatcher event drives:
    - F1  AcdreamToggleDebugPanel
    - F2  AcdreamToggleCollisionWires
    - F3  AcdreamDumpNearby
    - F7  AcdreamCycleTimeOfDay
    - F8  AcdreamSensitivityDown
    - F9  AcdreamSensitivityUp
    - F10 AcdreamCycleWeather
    - F   AcdreamToggleFlyMode
    - Tab AcdreamTogglePlayerMode (player/fly toggle - K.1c will
          reassign this to ToggleChatEntry)
    - Esc EscapeKey (cancel fly mode etc.)
    - Mouse wheel ScrollUp/ScrollDown (camera zoom)
    - RMB held (Hold) drives orbit; LMB drag still drives orbit
      camera; mouse position handled by surviving MouseMove handler
      which is gated on ImGui WantCaptureMouse.
- MovementInput per-frame: reads from _inputDispatcher.IsActionHeld.
  MouseDeltaX hardcoded to 0f (mouse never drives character yaw).
  _playerMouseDeltaX field stays defined for chase-camera RMB-orbit
  but is never consumed by movement.
- WantCaptureMouse explicit gate at the top of every surviving mouse
  handler in GameWindow (defense in depth - dispatcher already gates
  via IMouseSource.WantCaptureMouse).

Movement-input boundary preserved: PlayerMovementController.Update
still takes the same MovementInput struct. Existing
PlayerMovementControllerTests continue green - no regression in
motion-command byte production.

Two deviations:
1. Scroll lost magnitude going through the dispatcher (fixed-step
   zoom). Acceptable - discrete wheel-tick matches retail feel
   anyway.
2. Movement chords are duplicated with both ModifierMask.None and
   ModifierMask.Shift (covering "shift held to run while walking
   forward" etc.) so the dispatcher's modifier-strict matching
   preserves the modifier-blind feel of the old IsKeyPressed
   polling. Will be reshaped cleanly in K.1c when retail's
   walk-modifier semantics flip (default = run, shift held = walk).

15 new tests:
- InputDispatcherIsActionHeldTests: 7 cases covering chord-held +
  release + modifier-mismatch + multi-binding-for-action.
- InputDispatcherTests: 3 scroll-action cases.
- DispatcherToMovementIntegrationTests (Core.Tests): 5 cases
  proving FakeKeyboardSource.Press(W) -> dispatcher.IsActionHeld ->
  MovementInput.Forward -> PlayerMovementController produces the
  expected motion-command bytes. Includes the regression-prevention
  test that mouse-X delta value (zero vs nonzero) doesn't affect
  the motion bytes.

Solution total: 1133 green (243 Core.Net + 225 UI + 665 Core),
0 warnings.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 23:43:11 +02:00
Erik
84512d3c64 feat(input): #21 Phase K.1a - input architecture skeleton (parallel to existing handlers)
Introduces the abstraction without changing user-visible behavior.
Existing keyboard/mouse handlers in GameWindow continue working
unchanged. The new InputDispatcher runs alongside, fires
InputAction events, and a diagnostic Console.WriteLine subscriber
proves the path is observable. K.1b cuts the existing handlers
over; K.1c flips bindings to retail.

New types in src/AcDream.UI.Abstractions/Input/:
- InputAction enum (~110 actions, doc-grouped by retail keymap
  category: MovementCommands, ItemSelectionCommands, UICommands,
  QuickslotCommands, Chat, Combat, Emotes, Camera, Scroll, Mouse
  selection, plus Acdream-specific debug actions for the existing
  F-key behaviors)
- KeyChord record struct (Silk.NET.Input.Key + ModifierMask + Device)
- ModifierMask [Flags] enum matching retail keymap bit values
  (Shift=0x01, Ctrl=0x02, Alt=0x04, Win=0x08)
- ActivationType enum (Press, Release, Hold, DoubleClick, Analog)
- Binding record (chord -> action -> activation)
- InputScope enum with stack semantics (Always at bottom, Game on
  top during normal play; Chat / EditField / Dialog / MeleeCombat /
  MissileCombat / MagicCombat / Camera push as transient overlays)
- KeyBindings collection class with Find / ForAction / Add / Remove.
  AcdreamCurrentDefaults() factory matches today's hardcoded binds
  (W/S/A/D/Z/X movement, Shift run, F-key debug surface) so K.1a
  doesn't change behavior. RetailDefaults() is K.1c's job; for now
  it returns the same map.
- IKeyboardSource / IMouseSource - test-fakeable interfaces wrapping
  Silk.NET. Both surface WantCaptureMouse / WantCaptureKeyboard
  flags so the dispatcher can gate per ImGui state.
- InputDispatcher: multicast event Fired<InputAction, ActivationType>;
  scope stack with PushScope/PopScope/ActiveScope; per-frame Tick()
  fires Hold-type bindings for currently-held chords; mouse buttons
  encoded as KeyChord with Device=1.

New adapters in src/AcDream.App/Input/:
- SilkKeyboardSource - Silk.NET IKeyboard wrapper, tracks held state
- SilkMouseSource - Silk.NET IMouse wrapper, proxies ImGui WantCapture
  flags for both keyboard and mouse

GameWindow.cs:
- Constructs adapters + dispatcher in OnLoad
- Subscribes to dispatcher.Fired with diagnostic Console.WriteLine
  ("[input] {action} {activation}") so the path is observable in
  launch.log without touching any actual game state
- Calls _inputDispatcher.Tick() per frame in OnUpdate
- Existing IsKeyPressed and event handlers unchanged

Memory crib at memory/project_input_pipeline.md describes the five
layers (Silk events -> Source interfaces -> Dispatcher -> Action
events -> Subscribers) with file paths + scope semantics + the K.1c
retail-defaults plan. Indexed in MEMORY.md.

Two deviations from plan, both documented:
1. InputDispatcher placed in UI.Abstractions/Input/ rather than
   App/Input/ - it has no Silk dependencies (uses only the test-
   fakeable interfaces) and the test fakes live in
   UI.Abstractions.Tests. Mirrors LiveCommandBus precedent. Silk
   adapters + GameWindow wiring stay in App.
2. WantCaptureKeyboard moved to IMouseSource alongside WantCaptureMouse
   (the dispatcher needs both at the same point).

34 new tests covering KeyChord equality, ModifierMask flags,
KeyBindings lookup, dispatcher chord matching with modifier
mismatch rejection, Hold-type Press/Release transitions, Tick()
firing held bindings, scope stack push/pop with mismatched-pop
throwing, WantCapture* gating.

Solution total: 1118 green (243 Core.Net + 215 UI + 660 Core),
0 warnings.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 23:17:41 +02:00
Erik
a316d6359c feat(chat): Phase J Tier 1+2 - @ verb prefix, /retell, /framerate, /loc
Three-tier rollout per the 2026-04-25 retail @help dump showing the
full ACE command surface. Tier 1 + most of Tier 2 in one commit.

TIER 1 - @ as / equivalent

ACE accepts both / and @ as verb prefixes (per its own help text:
"Note: You may substitute a forward slash (/) for the at symbol
(@)."). ChatInputParser now normalises @ to / for the verb-match
phase and re-enters parsing. Critical: for verbs we don't recognise
(@acehelp, @tele, @die, @version, @loc-on-server, @nonsense, ...),
the original @ is kept in the message text so ACE's CommandManager
intercepts the message server-side. If we substituted / there too,
ACE would treat it as plain Talk and broadcast it.

Result: @a hi / @tell Bob hi / @help / @clear / @reply / @retell
all route exactly like their / counterparts. @acehelp / @tele /
@version / @die etc. pass through to the server intact.

TIER 2 - client-only commands

- /retell <msg> (also @retell): resend to the last person you
  tell'd. Mirrors retail @retell. ChatVM tracks
  LastOutgoingTellTarget on each OnSelfSent(Tell, ...) entry —
  SenderGuid==0 distinguishes outgoing echo from inbound whispers,
  same way LastIncomingTellSender already worked. ChatInputParser
  takes a new optional lastOutgoingTellTarget param.

- /framerate (also @framerate): prints "Framerate: 144.2 FPS"
  into chat. Wired via a new ChatVM.FpsProvider Func<float>
  callback set by GameWindow at construction (closes over
  _lastFps). Falls back to "(provider unavailable)" if no
  callback is wired (tests / pre-live).

- /loc (also @loc): prints "Location: (123.4, 567.8, 60.0)" into
  chat. Wired via ChatVM.PositionProvider Func<Vector3> closing
  over GetDebugPlayerPosition() in GameWindow. ACE has a server-
  side @loc too; client wins here (instantaneous + uses the local
  interpolated position).

ChatPanel.TryHandleClientCommand grew @ aliases for /help /clear
/framerate /loc and the new EqAny helper for case-insensitive
multi-string matching. Help text rewritten to reference the
/ <-> @ equivalence and point at @acehelp / @acecommands for ACE's
full command list.

TIER 3 - automatic (no code)

Most retail @-commands (@allegiance motd, @afk, @die, @lifestone,
@corpse, @marketplace, @pkarena, @emote/@emotes, @fillcomps,
@permit, @consent, @squelch, @unsquelch, @messagetypes, @age,
@birth, @day, @endurance, @pklite, @version, @filter, @unfilter,
@loadfile, @log, @marketplace, ...) are server-side ACE commands.
Tier 1's passthrough takes care of them automatically — they
arrive via Talk, ACE recognises the @ and intercepts, replies via
SystemChat (which our 0xF7E0 wiring renders as [System] lines).

DEFERRED

- @saveui / @loadui / @lockui: ImGui layout save/load, ~1 hr
  standalone task. Filed for follow-up.
- @title <text>: rename chat window. ImGui window-id complications.
- Toggle-style @framerate (FPS overlay on/off): print-once is
  simpler and matches retail's most-common usage.

30 new tests:
- ChatInputParserAtPrefixTests: 11 covering @-prefix recognition,
  unknown-@ passthrough, /retell and @retell.
- ChatVMRetellAndProvidersTests: 8 covering LastOutgoingTellTarget
  tracking, FpsProvider/PositionProvider callbacks, no-provider
  fallback.
- ChatPanelInputTests: +3 (/framerate, @loc, @acehelp passthrough).

Solution total: 1063 green (243 Core.Net + 160 UI + 660 Core),
0 warnings.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 21:34:13 +02:00
Erik
7726f62528 feat(chat): Phase J - welcome message + own-echo dedup + long-form slash aliases + WeenieError templates
Six fixes from the 2026-04-25 live verify session.

1. ServerMessage (0xF7E0) wired to ChatLog. ACE's
   GameMessageSystemChat - used for the login banner "Welcome to
   Asheron's Call ... powered by ACEmulator ... type @acehelp" plus
   any future server broadcast - rides opcode 0xF7E0. The parser
   shipped in I.5 but the WorldSession.ServerMessageReceived event
   was never subscribed by GameWindow, so the welcome line was
   silently dropped. Subscribed now; same wave wires the missing
   EmoteHeard / SoulEmoteHeard / PlayerKilledReceived events that
   I.5 also left orphan.

2. Drop optimistic /say echo + plumb local-player-guid into ChatLog.
   ACE's HandleActionTalk broadcasts a HearSpeech back to the sender
   too, so we were double-printing every /say (own optimistic +
   server echo). New ChatLog.SetLocalPlayerGuid() pushes the chosen
   character guid in (mirrors VitalsVM pattern); OnLocalSpeech
   detects own-guid match and substitutes Sender="" so the formatter
   's IsOwnSpeaker path renders "You say, ..." instead of
   "+Acdream says, ...". Single line per /say.

3. IsOwnSpeaker check now applies to ChatKind.Channel too. Empty/
   "You" sender -> "[Allegiance] You say, \"text\"" instead of the
   "[Allegiance]  says, \"text\"" double-space hole that Phase I.6's
   OnSelfSent left when echoing legacy ChatChannel sends.

4. Long-form slash aliases: /general /allegiance /patron /vassals
   /monarch /covassals /fellowship /fellow /lookingforgroup
   /roleplay /rp /tr /gen, plus /s as alias for /say. Retail muscle
   memory expected these; the prior parser only recognized /g /a /p
   /v /m /cv /lfg /role and friends, so "/patron hello" fell
   through as /say with the literal "/patron" prefix.

5. WeenieError templates filled in for the codes the user hit:
   - 0x0414 YouAreNotInAllegiance  -> "You are not in an allegiance!"
   - 0x050F YouDoNotBelongToAFellowship -> "You do not belong to a Fellowship."
   Replaces the cryptic "WeenieError 0x0414" / "0x050F" lines.

6. @ command pass-through: ACE handles @help / @acehelp / @tele etc.
   server-side by intercepting Talk text with @ prefix; the user's
   message isn't broadcast and ACE replies via SystemChat. Drop the
   optimistic /say echo so the chat shows only the server's response
   (the SystemChat wiring from #1 surfaces it as [System] {help}).

Tests:
- 11 long-form-alias Theory cases on ChatInputParser.
- 3 own-guid-substitution cases on ChatLog (own match, different
  guid, pre-login fallback).
- Existing PrefixSubstring test refactored to "/genio" since the
  previous "/general" stub is now a real verb.

Solution total: 1021 green (243 Core.Net + 125 UI + 653 Core),
0 warnings, 0 errors. +14 tests.

Acceptance: at login, [System] Welcome to Asheron's Call appears.
Single "You say, \"hi\"" per /say. /allegiance with no allegiance
shows [Allegiance] You say, ... + [System] You are not in an
allegiance!. /patron / /vassals / /monarch route correctly.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 21:07:56 +02:00
Erik
3f7821c18d fix(chat): BuildTell wire field order + retail-style FormatEntry + suppress duplicate Channel echo
Three follow-up fixes from the 2026-04-25 live verify session.

1. CRITICAL: BuildTell wire field order. Our outbound layout was
   [target_name, message] but ACE's GameActionTell.Handle reads
   [message, target_name] (verified against
   references/ACE/.../GameActionTell.cs:17-18 verbatim). Result: every
   /tell since Phase I.3 has been failing with WeenieError 0x052B
   (CharacterNotAvailable) because ACE was looking up the message
   text as the recipient name. Swapped the field order in
   ChatRequests.BuildTell so message is written first; updated the
   pinned BuildTell test to expect the corrected layout. The
   WorldSessionChatTests round-trip continues to pass since SendTell
   delegates to BuildTell.

2. Retail-style FormatEntry. The user asked for the canonical retail
   strings:
     /say (own):       You say, "text"
     /say (incoming):  Name says, "text"
     /tell (own echo): You tell Caith, "text"
     /tell (incoming): Caith tells you, "text"
     channel:          [Trade] +Acdream says, "text"
     /shout (own):     You shout, "text"
     /shout (incoming):Name shouts, "text"

   Discriminators: SenderGuid == 0 distinguishes our own outbound
   echoes (set by OnSelfSent) from real incoming whispers (carry the
   sender's player guid). Sender == "" or "You" distinguishes our own
   /say echoes (OnLocalSpeech substitutes "You" when the wire sender
   is empty per holtburger client/messages.rs:476-487).

   ChatEntry gains a new ChannelName slot so Channel-kind entries
   render with the friendly room name ("Trade") instead of "ch 3".
   Falls back to "ch {ChannelId}" when ChannelName isn't populated
   (legacy ChatChannel inbound or older callers).

3. Suppress optimistic Channel echo. The user saw duplicates per
   /trade /lfg in the live trace:
     [ch 0] Trade: hello                     <-- our optimistic
     [ch 3] +Acdream: [Trade] hello          <-- ACE's TurbineChat broadcast
   ACE's TurbineChatHandler at Network/Handlers/TurbineChatHandler.cs
   broadcasts EventSendToRoom to ALL recipients in the room including
   the sender, so the canonical echo always arrives via 0xF7DE. Drop
   the optimistic OnSelfSent for Turbine kinds in GameWindow's
   SendChatCmd handler; trust the server. Legacy ChatChannel paths
   (Fellowship / Allegiance / Patron / Monarch / Vassals / CoVassals)
   keep the optimistic echo because the legacy 0x0147 broadcast may
   not always come back to the sender.

   Inbound TurbineChat also stops embedding "[Trade] " into the
   message text — passes the friendly name out-of-band via the new
   channelName parameter on ChatLog.OnChannelBroadcast.

11 tests updated for the new format strings (8 in ChatVMTests, 1 in
ChatVMCombatTests, 1 BuildTell, plus the format additions cover
incoming/outgoing variants per kind). Solution total: 1007 green
(243 + 114 + 650), 0 warnings.

Tells should now actually deliver. Channel echoes show as
[Trade] +Acdream says, "hello" without the duplicate.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 20:49:02 +02:00
Erik
e17caa2942 fix(chat): translate WeenieError templates + strip Tell target punctuation + Turbine routing diagnostics
Three post-launch fixes from the 2026-04-25 live verify session.

1. WeenieError display bug. Many ACE WeenieError / WeenieErrorWithString
   codes are *informational*, not error-level — the user saw cryptic
   "WeenieError 0x051B: General" / "WeenieError 0x051D" at login, but
   those decode as "You have entered the General channel." and
   "Turbine Chat is enabled." per ACE WeenieError(WithString).cs
   templates. New static helper Core/Chat/WeenieErrorMessages.cs maps
   ~30 high-frequency codes to retail-faithful templates with `_`
   placeholder substitution. ChatLog.OnWeenieError now routes through
   Format(); unknown codes still fall back to "WeenieError 0xNNNN[: param]"
   so nothing is silently lost. New codes can be added in 30 seconds
   when the user reports one.

2. Tell target eats trailing punctuation. Retail muscle memory is
   "/t Name, message" — comma is the separator. Our split-on-whitespace
   pulled "Name," (with comma) as the target, server returned 0x052B
   "That person is not available now." because no such character.
   ChatInputParser.TryParseTargeted now strips a trailing ,;:.!? from
   the target token so "/t Caith, hi" and "/t Caith hi" both work.
   Added 7 Theory cases covering each separator + the long-form alias.

3. TurbineChat routing diagnostics. The user's ACE login showed the
   "TurbineChatIsEnabled" + "YouHaveEnteredThe_Channel" notifications
   for General/Trade/LFG, confirming TurbineChat IS active server-side.
   But outbound /g /trade /lfg might still fall back to legacy
   ChatChannel (which the server then rejects). Added diagnostic
   Console.WriteLines so the next launch shows:
     - "chat: SetTurbineChatChannels parsed enabled=true general=0x... ..."
       (when ACE sends the 0x0295 channel-id table)
     - "chat: outbound TurbineChat General room=0x... cookie=0x... len=N"
       (when SendChatCmd routes a Turbine kind through 0xF7DE)
     - "chat: outbound legacy ChatChannel Fellowship id=0x... len=N"
       (when SendChatCmd uses the legacy 0x0147 path)
     - "chat: SendChatCmd kind=General dropped (turbine.Enabled=false no legacy id)"
       (when neither path can dispatch — usually means ACE didn't send
       0x0295 yet and the kind is Turbine-only)

   Sets up Bug 3 (proper outbound TurbineChat for /g /trade /lfg) for
   a follow-up commit once the next live trace shows the actual flow.

18 new tests:
- WeenieErrorMessagesTests: 11 covering known templates + fallback.
- ChatInputParserTests: +7 Theory cases for trailing-punctuation strip.

Solution total: 1007 green (114 UI + 650 Core + 243 Core.Net), 0 warnings.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 20:31:23 +02:00
Erik
56037a4471 feat(ui): #15 migrate DebugOverlay to ImGui DebugPanel - 7 collapsing sections + diagnostics toggles
Replaces the 473-LOC custom-StbTrueTypeSharp DebugOverlay with an
ImGui-rendered DebugPanel using the I.1 widget extensions. Single
window with 7 CollapsingHeader sections; checkboxes are the primary
toggle surface; F-keys retained where they invoke real gameplay
actions, dropped where they only toggled panels.

Pieces:
- DebugVM (UI.Abstractions): read-through ViewModel with combat-event
  ring (cap 25), toast ring (cap 25), 4 diagnostic-flag bools
  (DumpMotion / DumpVitals / DumpOpcodes / DumpSky), 3 Action hooks
  (CycleTimeOfDay / CycleWeather / ToggleCollisionWires). Self-
  subscribes to CombatState.DamageTaken/DealtAccepted/Evaded* /
  Missed*/AttackDone/KillLanded - replaces the old BindCombat path.
- DebugPanel (UI.Abstractions): one ImGui window with sections
  Player Info, Performance, Compass (text-only - draw-list strip
  deferred to D.6), Help (BeginTable cheat-sheet), Combat events
  (TextColored by kind: Info=yellow, Warning=red, Error=deep red),
  Recent toasts, Diagnostics (Checkboxes for the 4 flags + Buttons
  for the 3 cycle/toggle actions).
- All 28 Snapshot data points covered: Fps, FrameMs, PlayerPos,
  HeadingDeg, CellId, OnGround, InPlayerMode, InFlyMode,
  VerticalVelocity, EntityCount, AnimatedCount, LandblocksVisible,
  LandblocksTotal, ShadowObjectCount, NearestObjDist, NearestObjLabel,
  Colliding, DebugWireframes, StreamingRadius, MouseSensitivity,
  ChaseDistance, RmbOrbit, HourName, DayFraction, Weather,
  ActiveLights, RegisteredLights, ParticleCount.
- GameWindow surgery (+252/-165): removed _debugOverlay field +
  snapshot builder block + Update/Draw calls; added _debugVm /
  _debugPanel construction in the if (DevToolsEnabled) block;
  added per-frame nearest-object scan cached for VM closures
  (zero cost when devtools off); helper methods CycleTimeOfDay /
  CycleWeather / ToggleCollisionWires / GetDebug* / GetActiveSensitivity.

F-key disposition:
- F1: repurposed - now toggles whole DebugPanel visibility.
- F2: kept - ToggleCollisionWires (also a Button in panel).
- F4 / F5 / F6: REMOVED - per-section toggles replaced by
  CollapsingHeader inside one window.
- F7: kept - CycleTimeOfDay (also Button).
- F8 / F9: kept - mouse-sensitivity adjust; toasts route to
  _debugVm.AddToast.
- F10: kept - CycleWeather (also Button).

DebugOverlay.cs DELETED (473 LOC). TextRenderer + BitmapFont kept
alive: UiHost references _debugFont and the future HUD-in-world
(D.6) will reuse both.

11 new DebugVM tests covering combat-event-ring subscription, toast
ring cap, diagnostic-flag toggles. UI.Abstractions.Tests: 96 -> 107.
Solution total: 989 green (243 Core.Net + 639 Core + 107 UI).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 20:09:26 +02:00
Erik
3d26c8efde feat(chat): #20 CombatChatTranslator - retail-faithful combat -> ChatLog templates
Subscribes to CombatState's DamageDealtAccepted / DamageTaken /
MissedOutgoing / EvadedIncoming / AttackDone / KillLanded events
and emits chat-line text into ChatLog.OnCombatLine, mirroring
holtburger's templates verbatim from references/holtburger/apps/
holtburger-cli/src/pages/game/panels/chat.rs:221-308.

Pieces:
- ChatLog: new ChatKind.Combat value; new CombatLineKind enum
  (Info / Warning / Error) on ChatEntry; OnCombatLine(text, kind)
  adapter.
- CombatChatTranslator (Core, IDisposable). Static formatters:
  FormatDamageType (slashing/piercing/bludgeoning/fire/cold/acid/
  electric/nether), FormatDamageLocation (head/chest/abdomen/
  upper arm/lower arm/hand/upper leg/lower leg/foot), FormatPercent,
  FormatAttackConditionsSuffix.
- ChatVM.RecentLinesDetailed() returns FormattedLine records with
  kind metadata so panels can render combat lines colored.
- ChatPanel switches on Kind/CombatKind: combat-Info -> yellow,
  combat-Warning -> red incoming-damage, combat-Error -> deep red,
  all others -> existing renderer.Text path.
- GameWindow constructs translator after GameEventWiring.WireAll;
  disposes in OnClosing + live-session failure path.

Templates landed:
  Attacker:  "You hit {def} for {dmg} {dtype} damage ({hp%}). [Crit]{suffix}"
  Defender:  "{atk} hit you for {dmg} {dtype} damage to your {loc} ({hp%})..."
  Evade-out: "{def} evaded your attack."
  Evade-in:  "You evaded {atk}'s attack."
  AttackErr: "Attack sequence finished with {error}."
  Kill:      synthesized "You killed {name}." + server PlayerKilled
             death-message arrives separately via ChatLog.OnPlayerKilled.

Deviations from holtburger templates (documented in source):
- DamageDealt omits Critical-hit suffix until CombatState.DamageDealt
  carries the flag (defender-side has it; attacker-side doesn't yet).
- DamageTaken omits (health%) until CombatState.DamageIncoming
  parses the wire health-percent field.
- AttackConditions suffix is implemented but always empty until the
  bitflag is plumbed into CombatState records.

18 new tests (12 translator + 4 ChatVMCombat + 2 ChatLog).
Solution total: 978 green (243 Core.Net + 639 Core + 96 UI).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 19:55:15 +02:00
Erik
ca968fc766 feat(net+chat): #19 TurbineChat (0xF7DE) codec + ChatChannelInfo + SetTurbineChatChannels parser
Full port of holtburger's TurbineChat sidecar wire path:

- TurbineChat.cs: 0xF7DE codec with three payload variants
  (EventSendToRoom S->C, RequestSendToRoomById C->S, Response).
  10-field outer header (size_first/blob_type/dispatch_type/
  target_type/target_id/transport_type/transport_id/cookie/
  size_second + payload).
- UTF-16LE turbine string codec with 1-or-2 byte variable-length
  prefix (high bit on first byte signals 2-byte form). Mirrors
  holtburger's read_turbine_string / write_turbine_string at
  references/holtburger/.../messages/chat/turbine.rs:502-544.
- SetTurbineChatChannels.cs: 0x0295 GameEvent sub-opcode parser
  (10 x u32 channel ids). Wired through GameEventDispatcher in
  WorldSession ctor; routes to GameEventWiring + TurbineChatState.
- ChatChannelInfo.cs (Core): unified record union with Legacy
  (channel id + name) and Turbine (room id + chat type +
  dispatch type + name) variants, plus IsSelfEchoChannel
  predicate (Tells = false, channels = true so optimistic echo
  is suppressed where the server will echo).
- TurbineChatState.cs (Core): Enabled flag + 10 cached room ids
  + NextContextId() cookie counter starting at 1.
- WorldSession adds TurbineChatReceived + TurbineChannelsReceived
  events; SendTurbineChatTo outbound builds RequestSendToRoomById
  + sends through SendGameAction. ProcessDatagram dispatches
  0xF7DE at the top level.
- GameWindow constructs TurbineChatState, subscribes inbound
  EventSendToRoom -> ChatLog.OnChannelBroadcast; extends I.3's
  SendChatCmd handler to route Turbine kinds (General/Trade/Lfg/
  Roleplay/Society/Olthoi) through TurbineChat first, fall back
  to legacy ChatChannel send when state.Enabled == false.

Round-trip golden fixtures from holtburger source verified for
all three payload variants + UTF-16LE strings (short + long
prefix + non-ASCII Cafe + empty) + SetTurbineChatChannels.

26 new tests:
- TurbineChatTests, SetTurbineChatChannelsTests in Core.Net.Tests
- ChatChannelInfoTests, TurbineChatStateTests in Core.Tests

Solution total: 960 green (243 Core.Net + 625 Core + 92 UI).

ACE doesn't run a TurbineChat server, so codec is "ready when
needed" for retail-server-emulating setups. Legacy ChatChannel
fallback continues to work for current ACE-against-acdream play.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 19:44:56 +02:00
Erik
8e6e5a0b61 feat(ui+net): #16 LiveCommandBus + WorldSession.Send{Talk,Tell,Channel} + SendChatCmd wiring
Replaces NullCommandBus.Instance in PanelContext with a real
LiveCommandBus when a live session is active. Panels publish
SendChatCmd; the host routes it to the right wire opcode + emits
a ChatLog.OnSelfSent local echo (optimistic; retail-equivalent
for Talk).

Pieces:
- ChatChannelKind enum (UI.Abstractions) - mirrors holtburger's
  ChatChannelKind (references/holtburger/.../client/types.rs:35-49).
- SendChatCmd record (UI.Abstractions) - (Channel, TargetName?, Text).
- LiveCommandBus (UI.Abstractions) - single-handler-per-type;
  Register<T> throws on double-register; Publish<T> logs missing
  handler but does not throw.
- ChannelResolver (UI.Abstractions) - port of holtburger's
  resolve_legacy_channel (client/commands.rs:50-62) mapping
  ChatChannelKind to legacy ChatChannel ids verbatim from
  holtburger-protocol/.../chat/types.rs:8-24 (Fellow=0x0800,
  AllegianceBroadcast=0x02000000, Vassals=0x1000, Patron=0x2000,
  Monarch=0x4000, CoVassals=0x01000000).
- WorldSession.SendTalk / SendTell / SendChannel - 3-line wrappers
  around existing ChatRequests.Build* + SendGameAction. Internal
  GameActionCapture seam + InternalsVisibleTo for tests.
- GameWindow registers SendChatCmd handler: Say -> SendTalk +
  ChatLog echo, Tell -> SendTell + echo, channel kinds ->
  ChannelResolver.Resolve -> SendChannel + echo.

12 new tests across SendChatCmd + LiveCommandBus + ChannelResolver
+ WorldSessionChat. NullCommandBus.Instance retained for back-compat
when no live session.

Solution total: 893 green (51 + 229 + 613).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 19:27:22 +02:00
Erik
b153bbe5ad feat(player): #6 fold enchantment buffs into vital max via EnchantmentMath
Ports CEnchantmentRegistry::EnchantAttribute (PDB 0x00594570, see
docs/research/named-retail/acclient_2013_pseudo_c.txt line 416110).
The retail formula:

    real_max = (vital.(ranks+start) + attribute_contribution) * mult_buff + add_buff
    clamp >= 5 if base >= 5 else >= 1

is now applied in LocalPlayerState.GetMaxApprox.

EnchantmentMath.GetMod(activeEnchantments, table, statKey)
  - Family-stacking dedup via SpellTable.Family (only one buff per
    family-bucket wins, by highest spell-id as a generation proxy).
  - Family=0 means "no bucket" — each layer is its own bucket.
  - Returns (Multiplier, Additive) ready to apply.
  - StatKey constants: MaxHealth=1, MaxStamina=3, MaxMana=5
    (verified against named-retail/acclient.h line 37287-37301).

Spellbook.GetVitalMod(statKey) delegates to EnchantmentMath using
its constructor-injected SpellTable.

LocalPlayerState.GetMaxApprox now applies the full formula with
the min-vital floor (matches CreatureVital::GetMaxValue at PDB
0x0058F2DD). When Spellbook is null (back-compat), falls back to
Identity (no buff modification) — existing tests stay green.

GameWindow constructor wires SpellBook -> LocalPlayer so the chain
is complete in the live session.

Architecture in place; data still flat.

Until ISSUES.md #12 lands the wire-format extension that captures
StatMod (type/key/val) on ActiveEnchantmentRecord, the per-enchantment
modifier value isn't aggregated yet — GetMod returns Identity. Once
#12 wires the data, the existing aggregator + formula light up
automatically. Live +Acdream Stam/Mana will keep reading ~95% until
#12 lands.

6 new EnchantmentMathTests cover: empty list returns Identity,
no-table-entries returns Identity, stat-key constants match ACE,
Identity is (1, 0), family-stacking dedup, family=0 (no-bucket).

Total tests: 828 -> 834.

Closes #6 architecturally. Files #12 to track the wire-data follow-up.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 17:55:15 +02:00
Erik
4ceac5cb40 feat(spells): #11 SpellTable - hydrate metadata from spells.csv at startup
New SpellMetadata + SpellTable. Loads docs/research/data/spells.csv at
GameWindow construction (3,956 spells x 11 useful fields including
Family for buff stacking which issue #6 needs). The CSV is copied to
bin/<config>/net10.0/data/spells.csv via the csproj <None Include>
entry; SpellTable.LoadFromCsv resolves relative to AppContext.BaseDirectory.

Hand-rolled CSV parser handles RFC 4180 quoted fields with embedded
commas (the Description column) + escaped double-quotes ("" -> ").
No external CsvHelper dep. Falls back to SpellTable.Empty + console
warning if the file is missing (tooling contexts).

Spellbook now accepts an optional SpellTable in its constructor +
exposes TryGetMetadata(spellId, out SpellMetadata). When the table is
absent (legacy `new Spellbook()` calls), TryGetMetadata returns false
gracefully so existing tests keep passing.

GameWindow:
  - SpellTable field initialized via LoadSpellTable() helper that
    handles the missing-file case + emits the spells: loaded N entries
    log line.
  - SpellBook field constructor-initialized with the loaded SpellTable
    so TryGetMetadata works for the live session.

10 new tests (SpellTableTests):
  - Empty table behavior
  - Header-only loads to empty
  - Single row populates all metadata
  - Quoted Description with embedded commas
  - Blank lines skipped
  - Bad-spell-id rows silently skipped (third-party data is messy)
  - Unknown spell-id lookup returns false
  - ParseRow primitive: simple comma split, quoted-field with comma,
    escaped double-quote.

Total tests: 818 -> 828.

Closes #11. Phase G (issue #6 — fold enchantment buffs into vital max
via EnchantmentMath using SpellTable.Family for stacking) unblocked.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 17:48:43 +02:00
Erik
7da2a027d4 feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block
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>
2026-04-25 16:42:24 +02:00
Erik
d42bf5735d feat(player): #5 LocalPlayerState — Stam/Mana wired through PlayerDescription
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>
2026-04-25 11:02:00 +02:00
Erik
9faf9d7e3a feat(ui): ChatPanel — second devtools panel proves the abstraction
Adds a second real panel behind ACDREAM_DEVTOOLS=1. Shows the tail
of ChatLog (last 20 entries by default) formatted per ChatKind:

  "Caith: hello"                  — LocalSpeech
  "Regal says distantly: hi"      — RangedSpeech
  "[ch 7] Caith: g'day"           — Channel
  "[Tell] Regal: psst"            — Tell
  "[System] Your spell fizzled!"  — System
  "[Popup] A door stands..."      — Popup

Why now: proves the D.2a IPanelRenderer contract survives beyond a
single progress-bar panel. ChatPanel exercises Text() + Separator()
on a variable-length list where VitalsPanel was a fixed three-widget
layout. No renderer primitives needed to grow — the contract held,
which is the whole point of the abstraction layer.

Files:
  - src/AcDream.UI.Abstractions/Panels/Chat/ChatVM.cs (new)
      Snapshots ChatLog tail every frame. Cheap at default 500-entry
      cap. Per-kind formatting lives here (not in the panel) so the
      D.2b retail-look swap inherits plain-text fallbacks.
  - src/AcDream.UI.Abstractions/Panels/Chat/ChatPanel.cs (new)
      IPanel implementation. Separator + N Text lines. "(no messages
      yet)" fallback when the log is empty.
  - src/AcDream.App/Rendering/GameWindow.cs
      Registers the ChatPanel alongside VitalsPanel in the devtools
      init block. Uses the existing GameWindow.Chat field already
      fed by H.1's wire layer + GameEventWiring.WireAll.
  - tests/AcDream.UI.Abstractions.Tests/ChatVMTests.cs (new)
      12 tests covering tail selection, display-limit bounds, every
      ChatKind's formatting, null-log + zero-limit guards, no stale
      caching across appends.

Also fixes one stale "Hexa.NET.ImGui" mention in VitalsPanel's xmldoc
(pivoted to ImGui.NET in 55aaca7; doc needed a trailing update).

Build: 0 warnings, 0 errors. Tests: 23 UI.Abstractions (up from 11,
all Core + Core.Net still green), 0 failures.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 00:48:07 +02:00
Erik
55aaca7a14 feat(ui): Phase D.2a — VitalsPanel wired into GameWindow + backend pivot
Closes Phase D.2a. Launch with ACDREAM_DEVTOOLS=1 now shows a live
ImGui "Vitals" window whose HP bar reads CombatState.GetHealthPercent
for the local player. Without the env var the branches are dead code,
no ImGui context is created, and behaviour is identical to before.

GameWindow hunks:
  - fields: _imguiBootstrap / _panelHost / _vitalsVm + DevToolsEnabled
  - init (OnLoad): construct bootstrap + host, register VitalsPanel
  - GUID push: _vitalsVm?.SetLocalPlayerGuid(chosen.Id) at live-connect
  - frame begin: _imguiBootstrap.BeginFrame(dt) after GL clear
  - frame end: _panelHost.RenderAll(ctx) + _imguiBootstrap.Render() after debug overlay
  - input gating: skip WASD when ImGui.GetIO().WantCaptureKeyboard

Backend pivot: Hexa.NET.ImGui → ImGui.NET + Silk.NET.OpenGL.Extensions.ImGui.

First-light integration with the Hexa backend crashed 0xC0000005 inside
Hexa.NET.ImGui.Backends.OpenGL3.ImGuiImplOpenGL3.InitNative. Root cause:
Hexa's native OpenGL3 backend resolves GL function pointers via GLFW or
SDL internally; with Silk.NET (which uses neither) the pointers are null
and the native code crashes on first use. The mitigation path was
already planned — the design doc's Risk section called a pivot to
ImGui.NET a "one-morning operation" — and that's exactly what happened.

  - Packages: Hexa.NET.ImGui 2.2.9 + Hexa.NET.ImGui.Backends 1.0.18
    → ImGui.NET 1.91.6.1 + Silk.NET.OpenGL.Extensions.ImGui 2.23.0
  - ImGuiBootstrapper: was static Initialize(gl)+Shutdown() wrapping
    Hexa's OpenGL3 init; now an IDisposable wrapping Silk.NET's
    ImGuiController instance which handles GL backend init + input
    subscription in one go.
  - SilkInputBridge.cs deleted (~190 LOC): ImGuiController subscribes
    IKeyboard / IMouse events itself, we don't need a bespoke bridge.
  - ImGuiPanelRenderer: ImGuiNET.ImGui.* calls instead of
    Hexa.NET.ImGui.ImGui.*. Widget surface unchanged.

Boundary discipline is preserved — no panel imports ImGuiNET; only
ImGuiPanelRenderer does. The D.2b custom toolkit will implement the
same IPanelRenderer contract without touching panel code.

Out of scope (tracked for follow-up):
  - Stam/Mana currently return float? null (VitalsVM). Absolute values
    need LocalPlayerState + PlayerDescription (0x0013) parsing to be
    stored rather than discarded — filed as a post-D.2a issue.
  - Mouse-capture gating (WorldMouseFallThrough-style click-through
    tests) — not needed until we add clickable inventory items.

Roadmap + memory + architecture doc + UI framework plan updated in the
same commit per CLAUDE.md roadmap-discipline rules. 753 tests pass
(550 Core + 192 Core.Net + 11 new UI.Abstractions), 0 build warnings.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 00:43:46 +02:00
Erik
d1c7d4a8b6 net: resolve ACDREAM_TEST_HOST via DNS, not just IPAddress.Parse
Allows hostnames like `play.coldeve.ac` in ACDREAM_TEST_HOST. Previously
the env var fed `IPAddress.Parse` directly and threw "An invalid IP
address was specified" on anything that wasn't a literal dotted IP.

Now: `IPAddress.TryParse` first (fast path, unchanged for 127.0.0.1 /
literal IPs); on failure, fall back to `Dns.GetHostAddresses` and prefer
the first IPv4 address (ACE + retail both use IPv4 UDP exclusively).

Tested against `play.coldeve.ac:9000` — resolves to 51.79.80.150,
handshake succeeds, login to character Barris works end-to-end.
2026-04-24 23:58:42 +02:00
Erik
e4cf3a9b6b weather(phase-5d): AdminEnvirons packet handler + thunder sound dispatch
Ports retail's AdminEnvirons (opcode 0xEA60) — the client-visible
weather-event channel distinct from the PlayScript path. Wire format
(chunk_006A0000.c: `[u32 opcode][u32 environChangeType]`).

EnvironChangeType range:
  0x00..0x06 — fog presets (Clear/Red/Blue/White/Green/Black/Black2)
  0x65..0x75 — one-shot ambient sounds (Roar, Bell, Chant, etc)
  0x76..0x7B — Thunder1..6 sounds (paired with a lightning PlayScript)

Dispatch:
  - WorldSession decodes the packet, fires EnvironChanged event.
  - GameWindow.OnEnvironChanged:
    * Fog values (0x00..0x06) → WeatherSystem.Override. The enum
      values line up byte-for-byte with our EnvironOverride enum
      (deliberately mirrored from retail), so a direct cast works.
    * Sound values (0x65..0x7B) → console log with retail name for
      now. Actual OpenAL playback needs a EnvironChangeType →
      WaveData lookup (indexed via SoundTable dat), which is a
      separate follow-up. The event still fires so any future
      audio subscriber can plug in.

Combined with Phase 6a-6c PhysicsScript/PlayScript wiring, the
complete retail lightning pipeline is now:

  server sends PlayScript(0xF754, lightningGuid, scriptId=0x33xxxxxx)
    → runs the flash script via PhysicsScriptRunner
    → CreateParticleHook spawns the flash particles
  server sends AdminEnvirons(0xEA60, Thunder3Sound=0x78)
    → OnEnvironChanged logs; audio binding TBD

Whether the user's ACE sends these packets depends on the server
(ACE 2.x vanilla does NOT — Agent #5 verified no lightning opcodes in
the default emit path). With the client port complete, any ACE mod
or extension that emits the right packets will Just Work in acdream.

Build + 742 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-24 11:27:13 +02:00
Erik
2e9a836f08 weather(phase-6bc): wire PlayScript packet + script runner into frame loop
Phase 6b — WorldSession now dispatches the PlayScript opcode (0xF754)
that retail uses for all server-triggered client-side visual effects.
Wire format per Agent #5 decompile (chunk_006A0000.c:12320-12336):

    [u32 opcode=0xF754][u32 targetGuid][u32 scriptId]

New event `PlayScriptReceived(uint guid, uint scriptId)` fires on
every matching fragment. Unknown payloads (body < 12 bytes) are
silently ignored.

Phase 6c — GameWindow instantiates a PhysicsScriptRunner at startup,
subscribes to PlayScriptReceived, and ticks the runner every frame
BEFORE the ParticleSystem tick so a CreateParticleHook fired this
frame gets its emitter integrated in the same frame.

Anchor policy: use the camera's world position for the script anchor.
For Dereth-wide storm effects (lightning flashes) the camera is the
right reference frame — the flash is "around the player." Per-entity
effects (spell casts, emotes) dedupe by (scriptId, entityId) so
multiple simultaneous plays on different guids work; a follow-up will
look up the guid's last-known world pos from _worldState for accurate
per-entity anchoring.

The full pipeline now for a lightning flash:
  1. ACE (or other retail-emulating server) sends
     GameMessage(0xF754, lightningGuid, scriptId=0x33xxxxxx).
  2. WorldSession parses: PlayScriptReceived event fires.
  3. GameWindow.OnPlayScriptReceived routes to _scriptRunner.Play.
  4. Runner loads the PhysicsScript from the dat, schedules every
     (StartTime, AnimationHook) entry.
  5. Per-frame Tick fires each hook at its scheduled time via
     ParticleHookSink — CreateParticleHook spawns a particle emitter
     (the flash), SoundHook plays thunder audio (Phase 5d), etc.

Set ACDREAM_DUMP_PLAYSCRIPT=1 to see each inbound PlayScript and each
hook fire as `[pes]` log lines — useful for identifying which script
IDs your ACE server actually sends.

Build + 742 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-24 11:24:30 +02:00
Erik
1e1d3875f7 sky(phase-3g): fix LCG multiplier — 360 (DaysPerYear), not 7620
Ran a live memory probe against retail acclient.exe (new tool:
tools/RetailTimeProbe/) to read the TimeOfDay struct at
DAT_008ee9c8 and compare against our computed values. The decompile
agent's identification of TimeOfDay+0x10 as "SecondsPerDay (int
copy)" turned out to be WRONG — the live value is **360**, which is
GameTime.DaysPerYear.

The retail FUN_00501990 LCG seed is:
  seed = Year × (*+0x10) + DayOfYear
       = Year × DaysPerYear + DayOfYear
       = flat "total days since epoch" day-index

Our previous Phase 3c port passed 7620 (DayLength in ticks) as the
multiplier, producing seed=883,967 against retail's seed=41,807 —
completely different LCG outputs, completely different DayGroup
picks. That's why the user's retail kept showing stormy/rainy while
acdream showed sunny/clear (or vice versa) even after Phases 3c.1
and 3f aligned Year and DayOfYear.

Also confirmed by the probe:
  - EpochBase / ZeroTimeOfYear = 3600   ✓ Phase 3f already correct
  - BaseYear / ZeroYear = 10            ✓ DerethDateTime.ZeroYear
  - Year=116, DayOfYear=47              ✓ our AbsoluteYear / DayOfYear
  - SecondsPerDay float (+0x0C) = 7620  ✓ DayTicks
  - SecondsPerYear = 2,743,200          ✓ YearTicks

One "finding that's not a fix": retail's +0x48 DayFraction is a
sub-period fraction (fraction through current day/night window)
NOT a full-day fraction. CurDayEnd - CurDayStart = 2857.5 = 0.375
of a day = 6 Dereth hours = night duration. Not relevant for our
keyframe bracket interpolation, which correctly uses a full-day
0..1 scale matching the SkyTime.Begin values. Documented in the
probe research doc so future work doesn't trip on it.

Changes:
- tools/RetailTimeProbe/ — new P/Invoke tool. Forced x86 target to
  match retail's bitness so hardcoded DAT_xxxxxxxx addresses are
  pointer-width-correct. Handles ASLR relocation via
  Process.MainModule.BaseAddress.
- src/AcDream.App/Rendering/GameWindow.cs: RefreshSkyForCurrentDay
  passes 360 (DaysInAMonth × MonthsInAYear) not 7620.
- src/AcDream.Core/World/SkyDescLoader.cs: ActiveDayGroup(ticks)
  and DefaultDayGroup same.
- docs/research/2026-04-23-retail-memory-probe.md — full probe
  results + decompile-agent correction.
- AcDream.slnx — add tools/ folder.

Build + 733 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-24 10:17:38 +02:00
Erik
cd8a37a9c8 sky(phase-3f): anchor calendar to dat's GameTime.ZeroTimeOfYear
Final piece of the retail-sync puzzle. Live Dereth dat has
GameTime.ZeroTimeOfYear = 3600 (verified 2026-04-23 diagnostic dump).
Our DerethDateTime hardcoded +7/16 × DayTicks = 3333.75, copied from
ACE's DerethDateTime.cs comment "tick 0 = Morntide-and-Half". The dat
is authoritative; ACE's comment is wrong by 266.25 ticks (~33 Dereth
minutes).

User-observed regression (2026-04-23):
  acdream: middle-of-night (Darktide), clear, DayGroup "Sunny"
  retail:  near-pre-dawn (Foredawn), thunderstorm, stormy DayGroup
  (both connected to the same ACE at PortalYearTicks=291134079)

Same server tick → different calendar extraction → the offset skewed
dayFraction AND pushed DayOfYear across a boundary at certain ticks,
feeding a different LCG seed into the DayGroup picker (FUN_00501990).
A single 266.25-tick offset error explains both the time mismatch and
the weather mismatch.

Code changes:
- DerethDateTime.OriginOffsetTicks — runtime-settable static, default
  = DayFractionOriginOffsetTicks (3333.75, the legacy fallback).
  Applied in DayFraction, Year, DayOfYear, ToCalendar.
- DerethDateTime.SetOriginOffsetFromDat(double) — called at Region
  load.
- SkyDescLoader.DumpRegionSkyDesc dumps GameTime fields (and all 16
  TimesOfDay entries) when ACDREAM_DUMP_SKY=1.
- GameWindow.LoadRegion adopts the dat's ZeroTimeOfYear after
  LoadFromRegion, logs the before/after values.

Also dumps every Dereth TimeOfDay hour-boundary (0..15) so any future
calendar weirdness has authoritative ground truth in the log.

Build + 733 tests green (no test depended on the hardcoded offset).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-24 10:00:54 +02:00
Erik
5f9df4d620 sky(phase-3e): drive WeatherSystem from DayGroup name — no more rogue rain
User reported rain in acdream while retail showed a clear sunny sky
after Phase 3d landed. Root cause: two independent weather systems
running in parallel.

  1. Retail DayGroup picker (FUN_00501990 port, Phase 3c/3c.1) —
     selected DayGroup[6] "Sunny" correctly.
  2. WeatherSystem.Tick (legacy stub from pre-decompile era) —
     kept rolling its own hardcoded PDF every day (60% Clear, 20%
     Overcast, 12% Rain, 5% Snow, 3% Storm), independent of the
     DayGroup picker. Its output drove the rain/snow particle
     emitters via UpdateWeatherParticles. If its hash happened to
     land on Rain for today's dayIndex, rain rendered even on a
     Sunny DayGroup day.

Retail has ONE source of truth for weather: the DayGroup roll. There
is no separate weather state machine — rain/snow/storm are implied by
the DayGroup name and its per-keyframe SkyObjectReplace settings.

Fix (Phase 3e):
- WeatherSystem.SetKindFromDayGroupName(string?) — loose substring
  match on the retail DayGroup name: "storm" → Storm, "snow" → Snow,
  "rain" → Rain, "cloud"/"overcast"/"dark"/"fog" → Overcast, else
  Clear. Case-insensitive. Covers the names observed in the live
  Dereth dat dump (Sunny, Clear, Cloudy, Rainy + inferred variants).
- WeatherSystem._externallyDriven flag disables the internal
  RollKind auto-roll once SetKindFromDayGroupName has been called at
  least once. Tests that drive Tick() directly keep the legacy
  hash-roll behavior (offline fallback). ForceWeather still works
  for debug overrides.
- GameWindow.RefreshSkyForCurrentDay calls
  Weather.SetKindFromDayGroupName(grp.Name) right after it installs
  the new SkyStateProvider. Logs the resulting WeatherKind on the
  same line as the DayGroup pick for correlation.
- New WeatherSystemTests.SetKindFromDayGroupName_MapsRetailNames
  (theory, 14 cases) + SetKindFromDayGroupName_DisablesInternalRoll.

Expected effect: Sunny/Clear DayGroups → no rain emitter. Rainy/Stormy
DayGroups → rain emitter active. The user's specific scenario
(DayGroup[6] "Sunny") now correctly maps to WeatherKind.Clear and no
particles spawn.

Build + 733 tests green (+16 new).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-24 09:32:27 +02:00
Erik
75ad74e0b3 sky(phase-3d): fix time drift — WorldTime.TickSize is always 1.0
User reported the in-game sky time in acdream consistently trails
retail's, even after Phases 3a-3c.1 aligned the DayGroup selection.
Diagnosed it as a rate mismatch between our client-side extrapolation
and the ACE server's tick advancement.

ACE advances PortalYearTicks at 1.0 ticks per real-second:
  Timers.cs:  PortalYearTicks += worldTickTimer.Elapsed.TotalSeconds

Our WorldTime was using SkyDesc.TickSize (0.8 in the live Dereth dat)
as the extrapolation rate:
  NowTicks = lastSync + elapsed * TickSize   // with TickSize=0.8

Between the server's ~20s TimeSync gap, we fell 4 ticks behind. Every
sync yanked us back, but in the window between syncs the sky interp
was rendering at a stale (earlier) dayFraction — visible as "acdream
is behind retail" when the user had retail running alongside.

Root cause: we misread r12 §1.2's definition of SkyDesc.TickSize.
Agent C's decompile (`docs/research/2026-04-23-sky-decompile-hunt-C.md`
§5 and the 2026-04-23 sky-retail-verbatim synthesis §5) showed
SkyDesc.TickSize is consulted at `FUN_005062e0:6241` as:

  _DAT_00842798 = SkyDesc.TickSize + _DAT_008379a8   // next deadline

i.e. the per-frame sky-subsystem update PERIOD. It's a throttle, not a
clock-rate multiplier. SkyDesc.LightTickSize=15 plays the same role for
lighting interpolation (re-run every 15 real-seconds).

Fix: remove the SkyDesc.TickSize → WorldTime.TickSize assignment. Keep
WorldTime.TickSize at its default 1.0, matching the server's rate.
SkyDesc.TickSize stays on the LoadedSkyDesc for a future Phase 4 port
of the actual retail throttle logic.

Build + 717 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-24 09:25:03 +02:00