Commit graph

28 commits

Author SHA1 Message Date
Erik
5d35f4fe46 feat(core): add WorldView with 3x3 neighbor landblock computation 2026-04-10 18:02:41 +02:00
Erik
8f5b498be6 feat(core): add SetupMesh.Flatten for single-level part hierarchy 2026-04-10 18:01:16 +02:00
Erik
473a06c534 feat(core): add LandblockLoader with Stab+Building → WorldEntity mapping 2026-04-10 17:58:30 +02:00
Erik
dbf913ebb4 feat(core): add SurfaceDecoder for A8R8G8B8 and BCn formats 2026-04-10 17:56:15 +02:00
Erik
f915a13263 feat(core): add GfxObjMesh.Build multi-surface mesh extractor 2026-04-10 17:52:09 +02:00
Erik
01745d30ab chore(core): scaffold World/Meshing/Textures + add BCnEncoder.Net 2026-04-10 17:49:14 +02:00
Erik
af68c56b91 docs: phase 2 implementation plan (tasks 1-10 full, 11-18 sketch)
Tasks 1-10 are fully specified TDD-bite-sized and cover Phase 2a:
scaffold + GfxObjMesh.Build + SurfaceDecoder + LandblockLoader +
SetupMesh.Flatten + WorldView + TextureCache + StaticMeshRenderer +
debug + visual verification. End state: Holtburg terrain with buildings
rendered and at least some textures resolved.

Tasks 11-18 are sketches for Phase 2b in a future session: terrain
atlas, 3x3 neighbor rendering, ICamera/FlyCamera/CameraController, and
the IGameState/IEvents plugin API growth. These will be re-planned
with fresh context once Phase 2a is known to work.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 17:27:53 +02:00
Erik
b72851a3ee docs(phase-2): refine design after DatReaderWriter spike
Verified the real GfxObj data shape against DatReaderWriter's generated
types and WorldBuilder's ObjectMeshManager. Three corrections:

- GfxObj.Surfaces is a list and Polygon.PosSurface indexes into it;
  multiple surfaces per GfxObj are the norm. GfxObjMesh.Build now
  returns IReadOnlyList<GfxObjSubMesh> — one sub-mesh per referenced
  surface. StaticMeshRenderer draws entities by grouping entities by
  GfxObj and then by sub-mesh within each GfxObj. Matches the approach
  WorldBuilder takes.

- LandBlockInfo has both Objects (Stabs — small decorations, rocks,
  trees) AND Buildings (BuildingInfo). LandblockLoader loads both
  lists and maps them uniformly to WorldEntity since both types share
  the Frame shape.

- Stab.Frame and BuildingInfo.Frame carry position+orientation only,
  no scale component. WorldEntity.Scale dropped. WorldEntitySnapshot
  loses its Scale field too. Phase 3+ can add it back if needed.

Closes the one open design question flagged in the original doc.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 17:18:43 +02:00
Erik
7e601073d4 docs: phase 2 design — static meshes, textures, neighbors
Locks the design decisions from brainstorming: full scope (geometry +
textures + 3x3 neighbor grid), dual cameras (orbit default + FlyCamera
toggled by F), minimal plugin API growth (IGameState.Entities snapshot
+ IEvents.EntitySpawned). BCnEncoder.Net handles DXT/BCn decoding,
matching WorldBuilder's approach.

Adds three new namespaces under AcDream.Core (World, Meshing, Textures)
and three new rendering components under AcDream.App (StaticMeshRenderer,
TextureCache, FlyCamera + ICamera). Entities are deduplicated by
GfxObj id at the GPU layer; textures dedup by Surface id. Plugins
get immutable snapshots, not live references.

Rough 18-task sequence captured. Full bite-sized plan comes next via
superpowers:writing-plans.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 17:16:08 +02:00
Erik
2089bf3d56 Merge phase-1/terrain-and-plugins: terrain rendering + plugin scaffold
Phase 1 MVP complete. 16 commits implementing:
- Solution reorg into Plugin.Abstractions / Core / App / Tests + Smoke plugin
- Plugin system: manifest parsing, directory discovery, collectible-ALC
  loader with cross-ALC type identity preserved, failure isolation
- Terrain: LandblockMesh generator, Silk.NET window, GPU upload,
  height-ramp shader, orbit camera with mouse+scroll input
- End-to-end: Serilog + AppPluginHost + SerilogAdapter, Smoke plugin
  round-trips through Initialize/Enable/Disable alongside terrain render

17 xUnit tests green, build clean, smoke verified visually against
retail dats (Holtburg 0xA9B4FFFF renders as expected).
2026-04-10 16:59:15 +02:00
Erik
6a100ef6e7 refactor(app): harden shutdown per final review
Addresses final code review of phase-1 branch (Important I-1, I-3):

- Move plugin Enable() loop inside the same try block as GameWindow.Run,
  and wrap each Enable() in per-plugin try/catch mirroring the Disable
  loop. Previously, a plugin Enable() throwing would skip the finally
  block entirely: plugins that had already enabled would never get
  disabled, Serilog would never flush, and the exception would escape
  ungracefully. Now Enable failures are logged and contained, and
  shutdown always runs.
- Add a comment at the Get<LandBlock> call in GameWindow.OnLoad explaining
  why TryGet was avoided (the [MaybeNullWhen(false)] nullable-generic
  analysis trips TreatWarningsAsErrors).

I-2 (camera aspect doesn't update on window resize) deferred to Phase 2.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:52:19 +02:00
Erik
fb83e0bb6f feat(app): wire plugin host, ship smoke plugin, log lifecycle
Phase 1 MVP end-to-end. Program.cs initializes Serilog, builds an
AppPluginHost that hands plugins a SerilogAdapter (IPluginLogger),
discovers plugins from the App's output plugins/ dir, loads each via
PluginLoader, calls Enable on all of them before opening the GameWindow,
and calls Disable in a finally block on shutdown.

AcDream.Plugins.Smoke is a new first-party plugin that logs through
the host during Initialize / Enable / Disable. Its csproj references
the abstractions with Private=false + ExcludeAssets=runtime to avoid
shipping a second copy of AcDream.Plugin.Abstractions.dll (which would
break ALC type identity). An MSBuild Target on the App project copies
the plugin DLL into plugins/AcDream.Plugins.Smoke/ and writes the
plugin.json manifest next to it.

Smoke verified against real dats. Console output observed:
  [INF] scanning plugins in ...\plugins
  [INF] smoke plugin initialized
  [INF] loaded plugin acdream.smoke (Smoke Plugin)
  [INF] smoke plugin enabled
  loaded landblock 0xA9B4FFFF
  <window renders terrain>
  [INF] smoke plugin disabled  (on shutdown)

Phase 1 done.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:46:25 +02:00
Erik
87c45c70ac feat(app): render landblock with height-ramp shader + orbit camera
Adds a 2-stage GLSL shader (vertex + fragment), a Shader helper that
compiles/links and exposes SetMatrix4 for uniforms, and an OrbitCamera
with yaw/pitch/distance and a 192-unit-centered target for a single
landblock. TerrainRenderer now takes a Shader and issues an actual
DrawElements call with uView + uProjection uniforms. GameWindow owns
the Shader and Camera, routes mouse drag to camera yaw/pitch, and
scroll wheel to camera distance.

The fragment shader maps world Z to a green-brown-white ramp so
lowlands read green, midlands brown, and peaks white — no textures
yet, but enough to visually confirm the terrain shape.

Shaders are copied to the output dir via a <None Update> item group.

Smoke verified against real dats: process stays alive with no GL
errors, no shader compile/link failures, and no exception trail.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:44:08 +02:00
Erik
8356fe65a0 feat(app): load landblock from dats and upload mesh to GPU
GameWindow now owns a DatCollection + TerrainRenderer. On load it
opens the dat directory passed as argv[0] (or ACDREAM_DAT_DIR), finds
Holtburg (landblock 0xA9B4FFFF) by default with a fallback to the
first landblock in the cell b-tree, builds the CPU mesh from
LandblockMesh.Build, and uploads VBO+EBO+VAO with a 3f/3f/2f attribute
layout. No draw call yet — shader and matrix uniforms land in Task 9.

Enabled AllowUnsafeBlocks on the App csproj so the fixed-buffer upload
in TerrainRenderer compiles. Uses dats.Get<LandBlock>(id) instead of
TryGet(..., out T) to sidestep the [MaybeNullWhen(false)] analysis that
TreatWarningsAsErrors was flagging.

Smoke verified against the real retail dats: prints
"loaded landblock 0xA9B4FFFF" and the window stays alive with no GL
errors or exceptions.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:42:13 +02:00
Erik
6d18e0bd38 feat(app): Silk.NET window smoke — clear to navy
Minimal Silk.NET window wiring: 1280x720, OpenGL 4.3 core profile,
VSync, dark navy clear color, Escape to close. No rendering beyond
the clear call — terrain and shader land in Tasks 8 and 9.

Manual smoke: process starts, stays alive past GL context creation,
produces no stderr, no uncaught exceptions. Actual visual check
will happen end-to-end after Task 10.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:39:40 +02:00
Erik
baf0db303d feat(core): add LandblockMesh flat-terrain generator
Pure CPU mesh generator: takes a DatReaderWriter LandBlock DBObj and
produces 81 vertices + 128 triangles covering 192x192 world units.
Vertices are a readonly record struct (position, normal, texcoord)
so the upcoming GPU upload in Task 8 can sizeof() them directly.
Height byte -> world z uses a simple 2x scale; the real AC height
lookup table is a Phase 2+ concern.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:37:52 +02:00
Erik
f6a57cbc6c refactor(core): harden PluginLoader per code review
Addresses code quality review of a7f0732:
- LoadedPlugin now holds the AssemblyLoadContext explicitly so Task 10
  can call Unload() for hot reload (Critical)
- LoadedPlugin.Error is Exception? to match PluginDiscoveryResult and
  preserve stack traces; synthetic failures build FileNotFoundException
  and InvalidOperationException (Important)
- PluginLoader falls back to ReflectionTypeLoadException.Types if
  GetTypes() can't fully resolve (Important)
- Hardcoded abstractions assembly name is now a const (Minor)
2026-04-10 09:57:45 +02:00
Erik
a7f0732026 feat(core): add PluginLoader with collectible ALC 2026-04-10 09:51:16 +02:00
Erik
9dfbc05052 refactor(abstractions): rename ILogger to IPluginLogger, doc Initialize
Addresses code quality review of ed1c2d0:
- ILogger would collide with Microsoft.Extensions.Logging.ILogger and Serilog.ILogger
  in any plugin file that imports both namespaces; renamed to IPluginLogger
- IAcDreamPlugin.Initialize now has an XML doc clarifying its lifecycle contract
2026-04-10 09:46:30 +02:00
Erik
ed1c2d061c feat(abstractions): add IAcDreamPlugin, IPluginHost, ILogger 2026-04-10 09:42:52 +02:00
Erik
42480cc751 refactor(core): preserve exception in PluginDiscoveryResult + order deterministically
Addresses code quality review of 9161868:
- PluginDiscoveryResult.Error is now Exception? rather than string?,
  preserving stack traces across the plugin boundary for logging
- PluginDiscovery.Scan orders subdirectories by ordinal string comparison
  so plugin load order is reproducible across platforms
2026-04-10 09:40:17 +02:00
Erik
91618682e2 feat(core): add PluginDiscovery directory scan 2026-04-10 09:35:58 +02:00
Erik
99d2702c13 refactor(core): harden PluginManifest error model
Addresses code quality review of c082ecf:
- Require takes a literal JSON field name, no more fragile PascalCase->camelCase transform
- Parse_MissingRequiredField_Throws asserts exact message, not substring
- Remove unused using System.Text.Json.Serialization
2026-04-10 09:33:00 +02:00
Erik
c082ecf36a feat(core): add PluginManifest json parsing 2026-04-10 09:28:08 +02:00
Erik
caf57cca3e chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00
Erik
84c76ba6aa docs: phase 1 implementation plan
Ten bite-sized tasks covering: solution reorg into four projects,
TDD-driven PluginManifest parsing + discovery + collectible-ALC
loader (with a real fixture DLL), LandblockMesh pure generator,
Silk.NET window smoke, dat-backed landblock mesh upload, height-
ramp shader + orbit camera, and finally the end-to-end smoke
plugin round-trip. Manual visual smoke only for the GL bits;
xUnit TDD for everything testable.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 09:17:49 +02:00
Erik
c016ab54fd docs: plugin architecture design
Captures the day-1 plugin + scripting contract for acdream:
C# plugins via collectible AssemblyLoadContext with a stable
IPluginHost API, Lua macros via a first-party Macros plugin that
embeds MoonSharp, and a four-stage packet pipeline for raw and
parsed traffic in both directions. Extends the phased MVP so
every core system is exposed through the plugin API in the same
commit that adds it.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 09:11:52 +02:00
Erik
020ec2a35d chore: phase 0 — skeleton + dat asset inventory
Brand-new solution targeting .NET 10, using Chorizite.DatReaderWriter 2.1.4
to walk a retail AC dat directory and print how many of each asset type live
in client_portal / client_cell_1 / client_highres / client_local_English.

Opens the four dats in ~16 ms and counts 887,381 indexed assets across 40+
tracked DBObj types. Cell-database terrain (LandBlock, LandBlockInfo, EnvCell)
uses mask-based IDs that DatReaderWriter 2.1.4's GetAllIdsOfType<T> does not
support; worked around with a manual b-tree walk in CountCellByLow16.

Sanity check: LandBlock count is 65,025 = 255 x 255, exactly the AC world grid.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 09:02:56 +02:00