The original test only used placement=0, which encodes identically
under WriteInt32 and WriteUInt32. Add a -1 case so a future regression
to the unsigned writer would actually fail the test.
Flagged by Task 1 code review.
Captures post-B.4c state, click-NPC investigation findings (chain
already wired via Tell/CommunicationTransientString/etc; verify
opportunistically during B.5 visual test), and B.5 scope decisions
made in chat before the user requested a session handoff:
- Trigger: F-key (SelectionPickUp action, already bound)
- Target: requires _selectedGuid (no pick-under-cursor fallback)
- Wire opcode 0x0019 (GameAction.PutItemInContainer)
- Payload: itemGuid + containerGuid + placement (12 bytes)
- Container = _playerServerGuid
- Three changes in two existing files (~50 LOC total)
Plus carry-overs from B.4c (#61 cycle-boundary flap, #62 PARTSDIAG
null-guard), the B.4b ID-translation gotcha pattern to watch for,
and the standard ACE session-race tip.
Branch `claude/phase-b5-pickup` (renamed from
`claude/investigate-npc-click`) is the workspace; the fresh session
should start there.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase B.4c shipped end-to-end with 4 implementation commits + 4 docs commits.
M1 demo target 'open the inn door' now has full visual feedback at Holtburg.
Code:
- IsDoorSpawn / IsDoorName helpers + Door spawn-time AnimationSequencer
registration with state-seeded initial cycle (Off/On from spawn PhysicsState
ETHEREAL bit)
- [door-anim] registration diagnostic + [door-cycle] UM dispatch diagnostic
(both gated on ACDREAM_PROBE_BUILDING)
- Stance-value fix: NonCombat is 0x3D not 0x01; cycle key is 0x8000003D
not 0x80000001. Without the fix, HasCycle always returned false and
doors collapsed to entity origin (halfway underground).
- Refactor: shared IsDoorName(string?) predicate eliminates the open-coded
duplicate name check; durable subsystem-named comment.
Closes#58. Files #61 (link->cycle flash, polish) + #62 (PARTSDIAG null-guard,
latent). Final whole-branch code review (Opus) approved.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Opus final review of B.4c flagged that Task 4's handoff doc invented
implementation details that don't exist in the code:
1. IsDoorSpawn claimed to check "spawn.WeenieObj.WeenieType == 8 OR
IsDoorName(spawn.Name)" — the actual code is just IsDoorName(spawn.Name)
delegating to "name == "Door"". No WeenieType lookup exists.
2. A "_doorSequencers" per-door dict was referenced in three places — that
dict doesn't exist. The actual code reuses the existing
_animatedEntities[entity.Id] dict (same one that holds creatures + the
player), with Animation = null! per the existing pattern at line 7885.
3. The UM dispatch path was described as a new B.4c-added branch with
pseudocode — that's wrong. B.4c does NOT add a new dispatch path;
OnLiveMotionUpdated's existing TryGetValue against _animatedEntities
handles doors automatically once Task 1's spawn-time branch registers
them. The only UM-dispatch B.4c contribution is the [door-cycle]
diagnostic line, gated on IsDoorName.
Corrects sections "At world load (spawn time)", "When the door opens",
"Per-frame mesh rebuild", and "Door types covered" to reflect the actual
shipped code. cmd→motion mapping (cmd=0x000C → open, cmd=0x000B → close)
left as-is — it was correct.
No code change. Verified by re-reading GameWindow.cs IsDoorSpawn /
IsDoorName helpers, the Task 1 spawn-time branch body, and the
TickAnimations sequencer dispatch.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Visual test revealed doors rendered halfway in the ground because the
spawn-time SetCycle seed never fired:
- Spec specified NonCombat stance = 0x01, but ACE's MotionStance.NonCombat
is 0x3D (61). The cycle key is `0x80000000 | stance`, so the correct
initial style is 0x8000003D, not 0x80000001.
- HasCycle(0x80000001, ...) always returned false -> SetCycle was skipped
-> sequencer left with no current motion -> Advance(dt) returned empty
frames -> per-frame MeshRefs rebuild at line 7691 set every part to
(origin, identity) -> door parts collapsed to the entity origin (which
sits at the door's pivot, halfway underground for inn doors).
Fix:
1. Rename inline `NonCombatStance` -> `NonCombatStyle` and use the correct
0x8000003D value.
2. Defensively prefer spawn.MotionState?.Stance when present (the wire
may carry an explicit non-NonCombat stance for unusual doors), falling
back to NonCombat. Mirrors OnLiveMotionUpdated's existing pattern at
line 3148: `uint fullStyle = stance != 0 ? (0x80000000u | (uint)stance) : ae.Sequencer.CurrentStyle`.
3. Extend [door-anim] registered diagnostic to include initialStyle so
future visual tests can verify the stance value at a glance.
Verified by reading the prior visual test's log: ACE broadcasts UMs
with stance=0x003D and the runtime sequencer keyed cycles by
style=0x8000003D. Same value now used at spawn.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code-quality review of the [door-cycle] diagnostic flagged three items:
- Important: open-coded doorInfo.Name == "Door" duplicated IsDoorSpawn's
predicate. Introduces IsDoorName(string?) as the shared core both
IsDoorSpawn and the diagnostic call.
- Minor: the diagnostic's comment said "Phase B.4c" which rots after
archival; rewrite to use the durable [door-cycle] grep target instead.
- Minor: the diagnostic re-read update.MotionState.Stance / ForwardCommand
instead of the stance/command locals every other diagnostic in the
method uses. Switched to the locals for pattern consistency.
No behavior change. Build green; tests 1046/8 baseline unchanged.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Logs one line per UpdateMotion arriving for an entity named "Door"
when ACDREAM_PROBE_BUILDING=1. Greppable trail for the B.4c visual
test: confirms the dispatcher hit the sequencer for door open / close.
Durable subsystem-named tag per the Opus reviewer's B.4b feedback
([B.4c] would rot after phase archival; [door-cycle] survives).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds IsDoorSpawn helper and a sibling branch to the live-spawn
handler's animation registration gate. Detects entities where
spawn.Name == "Door" and registers them in _animatedEntities with an
AnimationSequencer seeded from the spawn PhysicsState's ETHEREAL bit
(Off cycle if closed, On if already open).
Mirrors ACE Door.cs:43 (CurrentMotionState = motionClosed) so the
sequencer always has frames for the per-frame tick to advance from
the first render. Without the seed, Advance(dt) returns no frames and
the MeshRefs rebuild at line 7691 collapses the door to origin.
No changes to OnLiveMotionUpdated, AnimationSequencer, EntitySpawnAdapter,
or the per-frame tick. The tick's sequencer branch at line 7497 reads
ae.Sequencer.Advance(dt) and never touches ae.Animation in this path
(only the legacy slerp else branch at line 7644+ does).
[door-anim] registered diagnostic gated on ACDREAM_PROBE_BUILDING.
One spec deviation: Animation = null! (null-forgiving) instead of
Animation = null — AnimatedEntity.Animation is a required non-nullable
field; null! is the same pattern used at line 7857 for sequencer-driven
AnimatedEntity registrations in the same file.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Task-by-task plan with full code in every step, no placeholders.
Task 1: IsDoorSpawn helper + Door registration branch (state-seeded
SetCycle from spawn PhysicsState ETHEREAL bit).
Task 2: [door-cycle] diagnostic in OnLiveMotionUpdated for greppable
verification.
Task 3: Holtburg inn doorway visual test (user-performed).
Task 4: ship handoff + close#58 + roadmap/CLAUDE/memory updates.
Self-review table at bottom maps every spec section to its task(s);
all covered. Companion to spec
docs/superpowers/specs/2026-05-13-phase-b4c-design.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase B.4c closes#58 (filed during B.4b ship). When a door's
state flips via ACE Door.ActOnUse, the L.2g chain handles the
SetState collision-bit flip but no UpdateMotion handler ever
animated the door visually. Investigation traced the gap to the
spawn-time registration gate at GameWindow.cs:2692 which requires
a multi-frame idle cycle — doors have no idle.
Design: door-specific spawn-time branch that bypasses the gate,
builds an AnimationSequencer, seeds it with Off (closed) or On
(open) cycle based on spawn PhysicsState. ACE Door.cs:43 sets the
same initial state. ~40 LOC in one file. Reuses the existing
AnimationSequencer + per-frame tick + WB renderer pipeline. No
changes downstream.
Discovered during self-review that the per-frame tick at
GameWindow.cs:7691-7697 unconditionally overwrites ae.Entity.MeshRefs
with sequencer-derived transforms; an empty sequencer would collapse
the door to origin. The state-seeded SetCycle at spawn keeps the
sequencer always producing valid frames. Also documented:
ae.Animation = null is safe because the tick's sequencer branch at
line 7497 never reads it (only the legacy slerp else branch does).
Diagnostic tags renamed from phase-named [B.4c] to durable
[door-anim] / [door-cycle] per Opus reviewer feedback on B.4b.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Final whole-branch code review (Opus) surfaced two Important post-merge
follow-ups + a one-word inaccuracy in the handoff doc:
- #59: tighten WorldPicker per-entity Setup.Radius (M1-deferred; the
ServerGuid==0 invariant is load-bearing and worth documenting before
L.2d's CBuildingObj port lands).
- #60: port retail's obstruction_ethereal downstream path so combat-HUD
contact reporting works for ethereal creatures (M2-combat).
- handoff: corrected "Added a _entitiesByServerGuid reverse-lookup" to
"Used the pre-existing _entitiesByServerGuid" — the dict has existed
since Phase 6.6/6.7; slice 1c used it, didn't add it.
Review verdict: branch ready to merge to main.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
B.4b visual test revealed the L.2g pipeline was a phantom:
- Server SetState arrives with parsed.Guid = ServerGuid (0x7A9B4015)
- ShadowObjectRegistry keys by local entity.Id (0x000F4245)
- UpdatePhysicsState(0x7A9B4015, ...) misses the lookup -> no-op
- Cached state stays 0x00010008 forever
- CollisionExemption.ShouldSkip sees the unchanged state
- Door keeps blocking the player
Translate in OnLiveStateUpdated by looking up the WorldEntity via
_entitiesByServerGuid and using entity.Id as the registry key.
Also extends the [setstate] diagnostic to include entityId=0x... so
the next visual-test grep can confirm the translation lands.
This was the actual blocker the user reported as "I cant go through
it" -- ACE was flipping ETHEREAL, our pipeline acknowledged it in the
diagnostic, but the cached state for the resolver-side check never
moved. Both L.2g slice 1's unit tests and slice 1b's collision
exemption widening were correct in isolation; the integration between
them was broken by the ID-space mismatch.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
B.4b visual test confirmed the L.2g slice 1 handoff's open question:
ACE's Door.Open() broadcasts state=0x0001000C (HasPhysicsBSP |
Ethereal | ReportCollisions), NOT the state=0x14+ that retail servers
send (Ethereal | IgnoreCollisions). The L.2g pipeline correctly
mutates ShadowObjectRegistry with the new state, but
CollisionExemption.ShouldSkip required both bits and the door stayed
solid.
Retail (acclient_2013_pseudo_c.txt:276782) wraps FindObjCollisions in
`if NOT (state & ETHEREAL && state & IGNORE_COLLISIONS)`. ETHEREAL
alone takes a different retail path at line 276795 that sets
sphere_path.obstruction_ethereal = 1 and lets downstream movement
allow passage despite the contact. We haven't ported that downstream
path yet.
Pragmatic shortcut: widen the early-out to ETHEREAL alone so doors
become passable when ACE flips the bit. Retail-server broadcasts
still hit the same branch correctly (both bits set implies ETHEREAL).
Compatible with both server styles.
Renames test EtherealOnly_NotSkipped -> EtherealOnly_Skipped and
flips its assertion. 13 CollisionExemption tests pass; full suite
1046 pass / 8 pre-existing baseline fail (unchanged).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
GameWindow.OnInputAction had an early-return gate dropping every
non-Press activation. With the new InputDispatcher firing
SelectDblLeft as ActivationType.DoubleClick, the case in the switch
was unreachable -- visual test confirmed [input] SelectDblLeft
DoubleClick fired but [B.4b] pick never followed.
Fix: also let DoubleClick through the gate. The existing case label
matches on action (not activation), so SelectDblLeft fires
PickAndStoreSelection(useImmediately: true) as designed.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Visual test of the B.4b handler revealed the dispatcher never fired
SelectDblLeft. OnMouseDown was only looking up Press and Hold
activations — DoubleClick bindings in KeyBindings.cs were effectively
dead code.
Adds 500ms-threshold double-click detection: tracks last-mouse-down
button + Environment.TickCount64 timestamp; a same-button press within
the threshold additionally fires ActivationType.DoubleClick for the
matching binding (Press still fires normally for the second click).
Clears the pair-state after firing so a triple-click doesn't produce
a second DoubleClick.
Tests cover same-button within threshold, beyond threshold (no fire),
different-button (no fire), and triple-click (fresh pair required).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes#57. Adds three OnInputAction switch cases (SelectLeft,
SelectDblLeft, UseSelected) and three private helpers
(PickAndStoreSelection, UseCurrentSelection, SendUse). Single-click
selects but does not Use; double-click selects + Uses; R hotkey
sends Use on the existing _selectedGuid. ImGui mouse-capture
filtering already happens in InputDispatcher — no new guard needed.
Diagnostic lines emitted for log grep:
[B.4b] pick guid=0x{guid:X8} name={label}
[B.4b] use guid=0x{guid:X8} seq={seq}
Also adds a one-line doc comment on _selectedGuid clarifying its
dual-purpose role (combat Q-cycle + interaction click), per the Task 3
review.
Build green; tests 1046/1054 (8 pre-existing-baseline fails
unchanged). Switch-case behavior verified at runtime via the Holtburg
inn doorway visual test (per spec §Testing → Runtime verification).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Retail's selection model is a single "current target" used by combat,
interaction, NPC dialog, and HUD alike - not two parallel selections.
Renames the existing combat-only field on GameWindow so the upcoming
B.4b click handler and the existing Q-cycle SelectClosestCombatTarget
share the same selection state.
Mechanical rename, no behavior change. Build + tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code review flagged two latent correctness bugs in Pick:
1. The single t = -b - sqrt(d) intersection skipped entities whose
5m bounding sphere contained the ray origin. Realistic at
point-blank range — if the player stands within ~5m of a door,
the near-plane sits inside the door's bounding sphere and the
door becomes unpickable. Standard fix: when t_near < 0 fall
through to t_far = -b + sqrt(d) (the sphere exit point).
2. The discriminant formula assumes |direction| = 1. BuildRay
currently normalizes so the assumption holds at the wire, but
the contract wasn't documented. Added an explicit
<param name="direction"> note.
New test Pick_RayOriginInsideEntitySphere_StillReturnsServerGuid
covers the inside-sphere case. Suite: 9/9 WorldPicker tests pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds Pick(origin, direction, candidates, skipServerGuid, maxDistance)
to AcDream.Core.Selection.WorldPicker. Iterates candidates, skips
entities with ServerGuid==0 (atlas/dat-hydrated statics — no server
identity) and the caller's skipServerGuid (the player self).
Geometric ray-sphere intersection at 5m radius (matches
WorldEntity.DefaultAabbRadius). Returns the nearest hit's ServerGuid
within maxDistance (50m default), or null on miss.
6 xUnit tests added: hit, miss, two-in-line-returns-closer, skip-guid,
skip-zero-server-guid, beyond-max-distance.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New AcDream.Core.Selection.WorldPicker static helper. BuildRay
unprojects pixel (mouseX, mouseY) through a view+projection matrix
pair into a world-space (origin, direction) ray. Used by
GameWindow.OnInputAction to drive entity picking on click.
Pure math, no state, no DI. Composes view*projection (System.Numerics
row-vector convention, matching the rest of acdream's camera path —
see GameWindow.cs:6445 FrustumPlanes.FromViewProjection). 2 xUnit
tests cover center-of-viewport (forward ray) and right-of-center
(positive-X deflection).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Original spec placed WorldPicker in src/AcDream.App/Rendering/ and the
test in tests/AcDream.App.Tests/, but AcDream.App.Tests doesn't exist
as a project. Moved to AcDream.Core.Selection where it conceptually
belongs (no App-layer deps; only WorldEntity + System.Numerics) and
where the existing AcDream.Core.Tests project can hold the tests.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase B.4b closes the M1-blocker discovered during the L.2g slice 1
visual test: the input dispatcher fires SelectDblLeft on click but
GameWindow.OnInputAction has no case for any Select* / UseSelected
action, so clicks silently die.
Spec creates the minimum new structure to close the gap:
- New static helper WorldPicker (BuildRay + Pick over WorldEntities)
- Rename _selectedTargetGuid -> _selectedGuid on GameWindow (unifies
combat + interaction selection per retail's single-target model)
- Three switch cases (SelectLeft, SelectDblLeft, UseSelected)
Two further L.2g handoff inaccuracies surfaced during exploration:
WorldPicker and SelectionState do NOT exist in src/ (handoff and
ISSUES #57 both claimed they did). BuildPickUp also doesn't exist;
only BuildUse / BuildUseWithTarget / BuildTeleToLifestone are present.
Spec accounts for the actual state and defers BuildPickUp + SelectionState
class extraction.
Visual verification scenario reuses the L.2g slice 1 reproducibility
recipe: one Holtburg inn doorway log captures both L.2g + B.4b.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
L.2g slice 1 is CODE-COMPLETE: parser + registry mutator + WorldSession
dispatcher + GameWindow subscriber (4 commits: 2459f28, d538915,
536a608, 108e386). Build clean, 6 new tests pass, baseline-stable
across the full suite. Per-commit + final integration code reviews
all approved.
Visual verification deferred: while running the Holtburg-doorway test,
Phase B.4's outbound Use handler turned out to be unwired. The wire
builders (InteractRequests.BuildUse), classes (SelectionState,
WorldPicker), input-action enums, and keybindings all exist — but
GameWindow.OnInputAction has no case for SelectDblLeft, so the click
silently does nothing. The inbound L.2g chain we just landed can't
fire until something sends an outbound Use.
This commit captures the handoff + reframes next-session work:
* docs/research/2026-05-12-l2g-slice1-shipped-handoff.md (NEW)
Full evidence: 4 shipped commits, end-to-end code flow, B.4
discovery explanation, 4 minor + 1 Important review notes
(the Important one is a test-coverage gap that the B.4b visual
test will settle automatically), reproducibility recipe,
next-session pick.
* CLAUDE.md
"Currently in Phase L.2" paragraph: L.2g slice 1 code shipped;
visual test deferred to B.4b. Next-phase-candidates list:
L.2g slice 1 (now done) replaced with the B.4b candidate
pointing at the slice scope.
* docs/plans/2026-04-29-movement-collision-conformance.md
L.2g section gains a "Current shipped slice (2026-05-12):" table
listing the 4 commits.
* docs/plans/2026-05-12-milestones.md
M1 phase-list updated: L.2g slice 1 (code) shipped; B.4 renamed
"B.4 / B.4b" with the gap-discovery note + B.4b shape.
* docs/ISSUES.md
New issue #57 (HIGH) for the B.4 interaction-handler gap.
Promoted to Phase B.4b; will close as
DONE (promoted to Phase B.4b) when B.4b's design spec lands.
* Memory file project_interaction_pipeline.md (in personal
memory dir, not in this commit) updated to reflect reality.
Next session: Phase B.4b (~30-50 LOC, 1-2 subagent dispatches,
~30 min). Subscribe SelectDblLeft -> WorldPicker.Pick ->
InteractRequests.BuildUse -> _liveSession.SendGameMessage. Same
Holtburg-doorway visual test verifies both L.2g slice 1 and B.4b
in one pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two changes folded into one commit:
1. GameWindow subscribes to WorldSession.StateUpdated and routes the
parsed (guid, newState) pair into
ShadowObjectRegistry.UpdatePhysicsState. End-to-end wiring complete:
server SetState (0xF74B) -> WorldSession dispatcher -> StateUpdated
event -> GameWindow handler -> registry mutation -> next resolver
tick sees the new ETHEREAL bit and CollisionExemption short-circuits
the door cylinder. After this commit the M1 'open the inn door'
scenario is unblocked at the code-path level; visual verification
follows in Task 7 (user-driven).
The handler also emits a [setstate] diagnostic line when
ACDREAM_PROBE_BUILDING is enabled, giving a greppable trail when
the visual test runs.
2. Slice 0.5 freebie folded in: the [entity-source] probe lines now
include state=0x... flags=... so ETHEREAL flips are greppable
end-to-end from spawn through state change. Resolves the 'slice
1.6' suggestion from the L.2d ship handoff
(docs/research/2026-05-13-l2d-slice1-shipped-handoff.md).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three changes folded into one commit:
1. New public StateUpdated event on WorldSession + dispatcher branch
for op == SetState.Opcode. Mirrors the VectorUpdated /
MotionUpdated event pattern. GameWindow will subscribe in the next
commit and feed the parsed (guid, newState) pair to
ShadowObjectRegistry.UpdatePhysicsState.
2. One-shot probe-gated hex-dump (ACDREAM_PROBE_BUILDING) emits the
first inbound SetState message's body bytes. Originally planned
as a separate slice 1.5 confidence-check on holtburger's claimed
12-byte payload vs ACE's GameMessageSetState.cs. Folded into the
dispatcher to avoid re-touching the same branch. The new
_setStateHexDumped guard keeps the log clean — auto-close every
30s would otherwise produce noise.
3. Doc-comment polish on SetState.cs requested by Task 1's code
review: remove false uncertainty about ACE's sequence-field width
(ACE's UShortSequence.CurrentBytes provably writes 2 bytes via
BitConverter), and align the 'total body size' phrasing with
VectorUpdate.cs's convention. Folded here to avoid churning the
file twice this slice.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New mutator that overwrites cached PhysicsState bits on every shadow copy
of the named entity. The existing CollisionExemption.ShouldSkip(...) check
(acclient_2013_pseudo_c.txt:276782) reads the same cached field, so a
post-spawn ETHEREAL flip is now honored on the next resolver tick without
any resolver-path change.
Retail anchor: CPhysicsObj::set_state at acclient_2013_pseudo_c.txt:283044.
Slice 1 scopes to the bare state-write — retail's cosmetic side-effect
handlers (0x800 lighting, 0x20 nodraw, 0x4000 hidden) don't fire for the
ETHEREAL bit and stay deferred.
Three TDD tests cover: ETHEREAL flip from 0->0x4; unregistered-entity
no-op; entity spanning multiple cells gets all copies updated.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
DTO + TryParse for the GameMessageSetState wire message. The server
broadcasts this when an already-spawned entity's PhysicsState changes
post-CreateObject — chiefly when a door's Ethereal bit toggles on Use.
Wire format per holtburger SetStateData (validated against retail-format
servers): u32 opcode + u32 guid + u32 state + u16 instanceSequence + u16
stateSequence = 16 bytes total. Mirrors the existing VectorUpdate.cs
template.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
L.2d slice 1.5 ship identified the Holtburg doorway blocker as a closed
Door entity (Setup 0x020019FF) whose PhysicsState.Ethereal bit flips
when the player Uses the door. The L.2d shape-fidelity work doesn't
cover this — the door's collision shape is correct; what's missing is
honoring the *runtime* state change.
L.2g is the new sub-phase that handles it. Scope is narrow:
* Parse inbound GameMessageSetState (0xF74B).
* Plumb the new PhysicsState value into ShadowObjectRegistry's
cached per-entity state so the existing CollisionExemption.IsExempt
already-in-place short-circuit sees up-to-date bits.
* Verify the Holtburg inn-door scenario: walk in blocked, Use door,
walk through, auto-close blocks again after 30s.
* Confirm UpdateMotion (NonCombat, On/Off) drives non-creature
entities (door swing animation).
Why a new L.2 sub-letter (and not B.4 or Door-special-case): the wire
mechanism (SetState flipping Ethereal) is also how ACE handles activated
traps, opened chests, spell projectiles becoming ethereal. Generic
infrastructure with doors as the verification scenario; lane is the
informal sixth "dynamic state."
Roadmap state:
* L.2 plan-of-record adds the L.2g section after L.2f.
* Milestones doc M1 phase list extended `a-f` -> `a-g`.
* CLAUDE.md status pointer + "next phase candidates" list updated to
name L.2g slice 1 implementation as the natural next step.
Risk: low. Wire-byte width has a hex-dump fallback path in slice 1
(holtburger says 12 bytes, ACE writes 16, capture settles it). ETHEREAL
plumbing already exists; we feed it new data. No resolver changes.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds two strategic-level documentation pieces:
- docs/plans/2026-05-12-milestones.md: morale + scope-management layer
above the phase-level roadmap. Seven milestones (M0–M7) from
"Connect & explore" to "v1.0", each defined by a concrete playable
scenario + freeze list + ~6–10 weeks of effort. M0 declared
retroactively done — ~25 phases shipped through 2026-05-12 are
frozen until M7's polish pass. Currently working toward M1
("Walkable + clickable world": L.2 collision + B.4 interaction).
- CLAUDE.md: new "Milestone discipline" section above "Roadmap
discipline" with the four motivation rules (one active milestone at
a time, frozen phases off-limits, recorded demo video per landing,
state both altitudes at session start). Plus "Work-order autonomy —
the meta-rule" paragraph delegating all work-order picks to Claude,
with a reinforcing bullet in "Things you should just do without
asking" under How to operate.
Triggered by the 2026-05-12 session where the user reported feeling
lost / jumping between things. Diagnosis: vertical-slice phase ships
never aggregated into milestone-level "done" events; decision fatigue
from constant work-order picks. Cure: milestone artifacts + scope
freezes + Claude drives the order, user reviews.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User request: stop being asked "which should we work on next?" Claude
should drive the work-order autonomously per the milestone discipline +
roadmap, never present a menu of options, never pause for confirmation
between phases.
Two additive edits:
1. New "Work-order autonomy — the meta-rule" paragraph in the Milestone
discipline section, placed above the four motivation rules. Names
it the meta-rule that makes the others actually work. The user
retains the right to redirect; default is "Claude drives, user
reviews." If two next steps are genuinely equivalent, state the
choice in one sentence and start — don't ask.
2. Strengthened the "Continue to the next planned sub-step" bullet in
"Things you should just do without asking" under How to operate.
Adds explicit "You pick what comes next per the Milestone discipline
section — never present the user a menu like 'should we do X or Y?'
or ask 'what next?'. Just choose and announce the choice in one
sentence."
Saved as durable feedback memory in feedback_work_order_autonomy.md
(outside repo, in Claude's auto-memory).
Triggered by the 2026-05-12 session where the user reported feeling
lost / jumping between things; the diagnosis was decision fatigue from
constant work-order picks. Milestones doc (ecb0f2d) gave the structure;
this commit makes Claude responsible for executing it.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Introduce a morale + scope-management layer above the roadmap. Seven
milestones (M0-M7) from "Connect & explore" to "v1.0", each defined by a
concrete playable scenario and ~6-10 weeks of work. Each milestone hit
triggers a recorded demo video + a freeze list of phases that go
off-limits until M7's polish pass.
M0 ("Connect & explore") is declared done retroactively — ~25 shipped
phases through 2026-05-12 (terrain, network, audio, particles, chat,
input, streaming, WB rendering migration, sky/lighting, particle system,
combat/spell/item data layers) are frozen. Currently working toward M1
("Walkable + clickable world"): L.2 collision + B.4 interaction, ~4-6
weeks.
CLAUDE.md gains a "Milestone discipline" section above the existing
"Roadmap discipline" — sets the two-altitude orientation (milestones
above, phases below), names M1 as the current target, and codifies the
four motivation rules: (1) one active milestone at a time, (2) frozen
phases off-limits, (3) recorded demo video per landing, (4) state both
altitudes at session start.
Addresses the "everything is half-built" feeling caused by per-phase
vertical-slice ships never adding up to a milestone-level "done" event.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
L.2d as scoped is essentially closed at the Holtburg site. The slice-1.5
trace settled the question: the "I can't walk through doorways" symptom
is a closed Door entity (Setup 0x020019FF named "Door") at the building
threshold, not a building-BSP-collision issue. Building BSP is healthy.
The two prior framings turned out wrong:
- L.2a handoff (2026-05-12): "per-cell walkability missing" — based on
hit attribution pointing at the building, missed the Door cylinder
also colliding per tick.
- L.2d slice 1 spec (2026-05-13 morning): "BSP shape fidelity, three
hypotheses X/Y/Z" — ruled out by the trace once the probe labeling
bug was fixed in slice 1.5.
Handoff doc captures full evidence, side findings (building double-
registration latent bug, missing PhysicsState in entity-source log),
and a candidates list for the next-session ordering discussion.
Plan-of-record L.2d sub-direction paragraph updated to match: "watch-
and-wait" mode, no more slices until a new shape-fidelity bug is
observed at a different site. Door-state handling becomes its own
sub-phase, scope deferred to project-ordering discussion.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
First Holtburg-doorway capture showed all 191 [resolve-bldg] entries
labeled "n/a (cylinder)" — including hits attributed to the building
0xA9B47900 which [entity-source] confirmed was registered as type=BSP.
The label was a probe bug, not a real cylinder route.
Root cause: BSPQuery's grounded-path (Path 5) returns early via
`StepSphereUp(transition, worldNormal, engine)` when no step is already
in progress. The slice-1 side-channel write at line 1546 came AFTER
that early return, so it never fired for the dominant grounded-player
case. Compounding: StepSphereUp recurses into ResolveWithTransition →
FindObjCollisions, whose per-entity `LastBspHitPoly = null` clear
wiped any earlier write before the outer attribution emitter read it.
Fix:
1. BSPQuery Path 5: move LastBspHitPoly write to the top of
`if (hit0 || hitPoly0 != null)` blocks (both foot- and head-sphere),
BEFORE the StepSphereUp early return. Recursion-safe — the inner
resolve's BSP writes will overwrite with the inner entity's poly,
but for the dominant case (same wall hit on both outer and inner)
that's still the correct attribution.
2. TransitionTypes.FindObjCollisions: drop the per-entity clear of
LastBspHitPoly. With BSPQuery now writing at hit-detection time
instead of response-computation time, the side-channel value is
reliable without per-iteration zeroing.
3. TransitionTypes [resolve-bldg] emission: key the "n/a (cylinder)"
label on `obj.CollisionType` directly, not on LastBspHitPoly being
null. A BSP entity with a null poly now logs "n/a (BSP path —
side-channel not written, missing BSPQuery wire site)" so any
future BSPQuery path that's missing the wire is visible in the
trace rather than being silently mis-labeled.
Verified: build green, the 2 slice-1 tests still pass, 8 pre-existing
failures unchanged.
Spec: docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md
First capture (showing the label bug): launch-l2d-slice1.log lines
12086-12120 (representative [resolve-bldg] entries for obj=0xA9B47900).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds ACDREAM_PROBE_BUILDING — a read-only per-shadow-entry probe that
captures full BSP collision evidence whenever TransitionTypes.FindObjCollisions
attributes a hit (via the existing L.2a slice 3 chain). One multi-line
[resolve-bldg] entry per attributed hit: partIdx, hasPhys, bspR vs
vAabbR, world-space entOrigin_lb, and the actual hit polygon's vertices
in both object-local and world space.
Paired with a one-time [entity-source] line at every ShadowObjects.Register
call site in GameWindow so entityId from a probe line is greppable to its
WorldEntity source within a single log file.
Plumbing: BSPQuery writes the resolved hit polygon to a new
PhysicsDiagnostics.LastBspHitPoly side-channel at the 5 SetCollisionNormal
sites in Paths 5/6 + CollideWithPt. TransitionTypes clears that field
before each shadow-entry dispatch and reads it back at the L.2a slice 3
attribution site to emit the probe line.
Spec component 4 originally described an out ResolvedPolygon? parameter
on BSPQuery.FindCollisions; the static side-channel achieves the same
observable behavior without plumbing through BSPQuery's recursive private
methods. Deviation noted in PhysicsDiagnostics.LastBspHitPoly's XML doc.
Reframes the plan-of-record's L.2d sub-direction paragraph: the 2026-05-12
handoff proposed porting CBuildingObj + per-cell walkability, but ACE
BuildingObj.cs:39-52 + named-retail acclient_2013_pseudo_c.txt:701260
show find_building_collisions is one BSP test on Parts[0]. Per-cell
walkability belongs to L.2e, not L.2d. L.2d slice 1 is the diagnostic;
slice 2 is the actual fix scoped from slice 1's evidence (one of three
hypotheses: wrong BSP loaded / over-registered parts / BSPQuery flaw).
Tests: 2 synthetic unit tests in PhysicsDiagnosticsTests.cs pin the
static API contract that the BSPQuery → side-channel → TransitionTypes
emission chain depends on. The multi-line line format itself is verified
by acceptance criterion 2 (live Holtburg-doorway capture) — covering it
here would require a heavy PhysicsEngine + Transition fixture for a
diagnostic-only emission.
Verified: dotnet build green; the 2 new tests pass; the 8 pre-existing
test failures listed in the L.2a handoff (MotionInterpreter GetMaxSpeed_*,
PositionManager.ComputeOffset_BothActive_Combined,
PlayerMovementController.Update_ForwardInput_*, Dispatcher.W_held_*,
BSPStepUpTests.{D4,C3}) remain failing — none introduced by this slice.
Spec: docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md
Conformance anchors:
- acclient_2013_pseudo_c.txt:701260 (CBuildingObj::find_building_collisions)
- acclient_2013_pseudo_c.txt:323725 (BSPTREE::find_collisions)
- ACE references/ACE/Source/ACE.Server/Physics/Common/BuildingObj.cs:39-52
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Reframes L.2d direction based on ACE BuildingObj.cs:39-52 + named-retail
acclient_2013_pseudo_c.txt:701260: retail's find_building_collisions is
one BSP test on PartArray.Parts[0]. No per-cell walkability. Per-cell
work (find_cell_list, point_in_cell, sphere/box_intersects_cell) is
L.2e territory.
Slice 1 is now a read-only BSP-hit diagnostic that captures full
collision evidence per L.2a [resolve] hit=yes line. Distinguishes 3
hypotheses (wrong BSP loaded / over-registered parts / BSPQuery flaw)
before any behavior change. Slice 2 is the actual fix, scoped from
slice 1's evidence.
Authors: brainstorm session 2026-05-13 (cold-start from L.2a slice
1+2+3 evidence). Predecessor handoff at
docs/research/2026-05-12-l2a-shipped-l2d-handoff.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three new bullets, all evidence-driven from /insights:
"Only stop and wait for the user when":
- Request is an investigation/audit/analysis/review/report-only — no edits
or diagnostic drops until the user approves a fix. Use the /investigate
skill (local at .claude/skills/investigate/SKILL.md, gitignored).
- A referenced commit/path/branch/doc doesn't exist where the user said
it would — ask one short question; don't go hunting across branches.
Prevents the N.5-handoff-style 30-min wrong-branch exploration.
"What NOT to do":
- Don't replace working retail-faithful logic with a modern redesign
without explicit approval. Cites the 267 min remote-entity rewrite +
sky-fog shader speculation both reverted in full. Retail-faithful
first; "cleaner" second.
The /investigate skill itself stays local (option 3 — not committed).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Ships Phase L.2a (Truth & Diagnostics) for Movement & Collision Conformance,
plus the L.2d sub-direction call backed by reproducible evidence.
Three code commits:
- ebef820 — L.2a slice 1: [resolve] + [cell-transit] probes with DebugPanel mirror.
- e0c08bc — L.2a slice 2: extend [resolve] line with hit object guid + env flag.
- a068292 — L.2a slice 3: populate previously-stub CollisionInfo entity
attribution at the per-object call site in Transition.FindObjCollisions.
Plus a docs commit (eb401e8) shipping the cold-start handoff, next-session
prompt, L.2 plan-of-record shipped-slice notes, and CLAUDE.md status updates.
Three findings backed by reproducible Holtburg doorway evidence:
1. L.2e cell-id format gap: player CellId tracked as bare low byte
(0x00000029), no landblock prefix.
2. L.2c wall-slide working: clean clamping with correct normal, no ok=False.
3. L.2d sub-direction confirmed: 126/140 wall hits attributed to
obj=0xA9B47900 (landblock-baked building static); no door-range
entity ids appear. Fix is CBuildingObj + per-cell walkability port,
NOT door-state-toggle.
Build green; 1032/1040 unit tests pass. The 8 failing tests are
pre-existing on the branch base (verified by stash + rerun); none from
L.2a slice work.
Next session: L.2d slice 1 brainstorm + design spec
(docs/research/2026-05-12-l2d-next-session-prompt.md).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Documents the L.2a-slice-1/2/3 ship for the next session and updates
the project's source-of-truth docs to reflect current state.
New files:
- docs/research/2026-05-12-l2a-shipped-l2d-handoff.md — full cold-start
handoff: what shipped, three findings (L.2e cell-id format gap, L.2c
wall-slide working, L.2d sub-direction = CBuildingObj port), branch
state, diagnostic surface inventory, files changed, open concerns,
cold-start checklist, reproduction recipe.
- docs/research/2026-05-12-l2d-next-session-prompt.md — terse copy-paste
prompt for the next Claude Code session.
Modified:
- docs/plans/2026-04-29-movement-collision-conformance.md — added "Current
sub-direction" note under L.2d capturing the evidence-driven call:
building-mesh fidelity issue, not door-state-toggle.
- CLAUDE.md — updated "Currently between phases" → "Currently in Phase
L.2"; added L.2a shipped paragraph; added ACDREAM_PROBE_RESOLVE /
ACDREAM_PROBE_CELL to Diagnostic env vars; prepended L.2d brainstorm
to next-phase candidates list.
No code changes in this commit.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The CollisionInfo.CollideObjectGuids list + LastCollidedObjectGuid
fields existed but were never written anywhere in the codebase — slice
2's [resolve] probe found this when 85 hit=yes lines came back with
no obj= attribution.
This commit fills the gap at the only place we have the attribution
data: the per-object iteration in Transition.FindObjCollisions, where
obj.EntityId is in scope right after each per-object BSPQuery /
CylinderCollision call. Two cases trigger an Add():
- result != TransitionState.OK (object hard-blocked transition)
- normal flipped invalid→valid during the call (BSPQuery captured
a slide normal without halting — covers wall-slide cases).
Beyond the diagnostic, this also fixes a quiet structural gap — any
future physics behavior that wants "who did I just collide with"
(PvP exemption sanity check, NPC bump rules, etc.) was previously
flying blind on stub fields. Now the data flows.
Build green. Will re-test the doorway with the same trace to get
the wall's entity id.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Extends the existing [resolve] probe line to surface
ci.LastCollidedObjectGuid (hit object) + ci.CollidedWithEnvironment
(terrain hit flag) + ci.CollideObjectGuids.Count (when >1) so the
operator can tell WHICH entity the wall is, not just the wall normal.
Tonight's L.2a slice 1 trace caught a clean wall-slide at the
Holtburg-area doorway (n=(0,1,0), 122 hit=yes lines), but had no way
to attribute the hit to a specific entity — the L.2d sub-direction
call (door collision shape vs building wall mesh) needs the entity id
to pick the right fix. This extension provides it on the next run.
Format change for [resolve] hit field:
Before: hit=yes n=(0.00,1.00,0.00)
After: hit=yes n=(0.00,1.00,0.00) obj=0xCC0CXXXX
hit=yes n=(0.00,1.00,0.00) env
hit=yes n=(0.00,1.00,0.00) obj=0xCC0CXXXX env nObj=3
Pure additive within the existing PhysicsDiagnostics.ProbeResolveEnabled
gate. No new env var, no new file. Build green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>