Commit graph

9 commits

Author SHA1 Message Date
Erik
614a1e055f feat(chat): Campaign CH slice CH3 — side-channel membership, wire, and echo parity
Ports retail's SendTurbineChat (@0x0057db10) local pre-send membership gate
so Roleplay/Society/Olthoi stop silently swallowing outbound chat: a new
TurbineChatMembershipGate checks Turbine availability and the player's own
Hear*Chat option before sending, raising "Turbine chat is not available."
or the 0x0551 YouAreNotListeningTo_Channel refusal through the CH2 AddText
chokepoint instead. Wired into both the graphical (LiveSessionCommandRouter)
and headless (DirectGameRuntimeCommandAdapter) send paths so they can't
diverge. Retracts the 26-day-old false "ACE doesn't run a TurbineChat
server" claim from ISSUES.md, the roadmap, and project_chat_pipeline.md —
ACE's TurbineChat implementation is complete and on by default; the real
bug was treating Hear*Chat as a display filter instead of room membership.

Also: implements SetSingleCharacterOption (0x0005), the only wire message
that actually joins/leaves a Turbine room, and wires the five Settings Chat
toggles to it (publish on Save, changed bits only) plus seeds ChatSettings
from the server's own CharacterOptions2 on every PlayerDescription. Fixes
the legacy-channel double-print (Fellow/Vassals/Patron/Monarch/CoVassals
skip the local echo now that ChatChannelInfo.IsSelfEchoChannel is finally
consulted). Routes /a to Turbine unconditionally (retail's @a never falls
back to the legacy bitflag) and adds /ab for the legacy AllegianceBroadcast
verb retail actually has. Surfaces a nonzero TurbineChat ack HResult instead
of discarding it silently. Deletes the malformed, callerless SetCharacterOptions
(0x01A1) and AddChannel/RemoveChannel (0x0145/0x0146) builders.

Files every AC-specific algorithm change cites the named retail decomp
(SendTurbineChat 0x0057db10, StartupTurbineChatSystem 0x0057EFB0,
GameActionSetSingleCharacterOption) plus ACE/holtburger cross-checks.
Register rows AP-181 (no client-side spam throttle) and UN-9 (an
incidentally-discovered CharacterOptions1.Default literal mismatch, not
investigated further) filed per the divergence-register rule.

11,957 passed / 4 skipped / 0 failed (full Release suite, up from the
11,916/4/0 baseline).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 19:39:44 +02:00
Erik
77c8296e3f feat(chat): Campaign CH slice CH2 — retail SpewBox interface text
Retail routes on-screen refusals ("You can't jump while in the air",
"You are too encumbered to carry that!") through a SEPARATE transient
screen surface (gmSpewBoxUI, ClientSystem::AddTextToScroll @0x00563C50)
that never touches the chat scroll — type 0x1A is exactly the bit every
ChatInterface window's default filter excludes
(ChatInterface::ChatInterface @0x004F4550). acdream had no such split:
every WeenieError rendered in chat at a single stand-in LogTextType
0x00 (CH1-era approximation, register AP-176), and locally-detected
jump refusals were silently discarded.

This slice ports the full mechanism per
docs/research/2026-08-09-chat-retail-interface-text.md:

CORE (AcDream.Core/Chat):
- WeenieErrorMessages.Resolve now returns (text, RetailLogTextType) from
  a 338-row transcription of ClientCommunicationSystem::HandleFailureEvent
  @0x00571990 (Appendix A's 339 cases minus one, 0x4F8, deliberately
  excluded — its case body is a tangled decompiler artifact, not
  resolvable with confidence). Spot-checked ~20 rows directly against
  the raw decomp (case 0x2b/0x36/0x3a/0x4e/0x4ec/0x4f3/0x4f4 and the
  jump family), beyond the ~10 the brief asked for, because the first
  pass surfaced two transcription classes the research doc's markdown
  silently ate: (1) 7 ids marked "shared string global" resolved by
  reading the case bodies directly (0x24/0x48/0x49 reuse the jump-
  refusal globals; 0x4DE/0x4DF/0x55A/0x55E are pure param passthrough);
  (2) 19 "arg3 + literal" CONCATENATION ids whose leading space (and
  therefore their %s marker) the markdown table's cell-trimming ate —
  fixed by re-reading each case body, several requiring a SECOND
  non-truncated data_XXXXXXXX dump elsewhere in the same oracle file to
  recover text the ~33-char inline preview cut off. One retail typo is
  preserved verbatim: 0x4F4's second placeholder is literal "$s", not
  "%s" — only the first substitutes.
- ClientTextRefusals: the 11 process-lifetime string globals, all
  byte-recovered from the PDB-paired C:\Users\erikn\Downloads\acclient.exe
  (MATCH verified via check_exe_pdb.py) via raw UTF-16LE prefix search —
  5 were truncated in the research doc's own transcription and all 5
  turned out to end "...combat mode"/"...this position", not the
  shorter "...combat" a truncated read would suggest.
- SpewBoxState: the gmSpewBoxUI pending/visible queue port (insert-at-0,
  dedupe-against-index-0-only, MaxConcurrentItems overflow, per-entry
  expiry, one-frame enqueue/drain decoupling). Placed in Core (not
  Runtime as the brief's default) because AcDream.UI.Abstractions
  references Core but not Runtime, and SpewBoxVM needs to wrap it
  directly — the same constraint ChatVM already satisfies against
  ChatLog.
- Folded the 4-entry WeenieErrorText.cs into the full table; deleted it.

RUNTIME (AcDream.Runtime):
- RuntimeCommunicationState.AddText(text, type, windowId): the
  AddTextToScroll chokepoint. type == ClientLocal -> SpewBox only, never
  chat; everything else -> the existing transcript, tagged with type.
- GameEventWiring gains an `onInterfaceText` delegate hole (Core.Net
  cannot reference Runtime, so this follows the file's own established
  pattern for every other Runtime-owned sink). Rewires 0x028A/0x028B/
  UseDone through the full table + router; fixes 0x02EB
  CommunicationTransientString's routing type from a CH1-era 0x00
  guess to retail's hardcoded ClientLocal (Handle_Communication__
  TransientString @0x0057D460).
- LiveSessionEventRouter's 0xF7E0 ServerMessage handler now routes
  through AddText with the wire chatType verbatim instead of always
  writing ChatLog directly.
- PlayerMovementController gains OnInterfaceText, applied by
  RuntimeLocalPlayerMovementState to every controller it installs.
  Reports ChargeJump/jump refusals exactly as ClientCombatSystem::
  CommenceJump @0x0056AF90 / DoJump @0x0056B110 do — confirmed via
  their compiled dispatch that ONLY 0x24/0x48/0x49 produce text;
  0x47 (GeneralMovementFailure, fully-constrained/no-stamina) and any
  other code are retail-SILENT (DoJump's jump table has exactly 4 real
  targets), which contradicts this task's brief ("0x47 -> the
  constrained/stamina row per §4.2") — the brief's reading of §4.2
  described what jump_is_allowed COMPUTES, not what CommenceJump/DoJump
  DISPLAY for it. Implemented the decomp-verified silent behavior.

APP (AcDream.App / AcDream.UI.Abstractions):
- The 5 composition sites that already used RetailLogTextType.ClientLocal
  now call Communication.AddText instead of Chat.OnSystemMessage
  directly, so they reach the SpewBox instead of the transcript.
- SpewBoxVM (UI.Abstractions) + SpewBoxController (App), modeled
  directly on PortalWaitNoticeController. Position/font/colour/
  MaxConcurrentItems are placeholders: SpewBoxLayoutDumpDiagnostic
  exhaustively swept the installed client_portal.dat's entire LayoutDesc
  id range (0x21000000-0x21000075, 101/118 ids populated, sanity-checked
  against 3 known ids) and found ZERO elements of class 0x10000016 —
  gmSpewBoxUI is mounted from C++ code, not any authored LayoutDesc, so
  the dump cannot recover these values.

REGISTER: AP-176 retired (its WeenieError half is now the full table
port); its OnCombatLine half was never in this slice's scope and is
split out to AP-179 so that divergence keeps a row. AP-177 (invented
line lifetime) and AP-178 (invented position/font/colour/max-items)
filed for the presentation placeholders above. AP-175 (PopUpString ->
chat instead of modal) is untouched, not duplicated.

Suite: 11,890 passed / 4 skipped / 0 failed (was 11,835/4/0; +55 net
new tests, 0 regressions).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 17:04:02 +02:00
Erik
8bc458fb88 feat(audio): Campaign A slice A3 — the server sound channel (0xF750)
acdream never parsed retail's Sound event, so every server-driven cue was
silent: melee hits and wounds, wield/unwield, pickup/drop, lockpicking,
lifestone bind, spell resist, trap triggers, item mana depletion.

SoundEvent parses the 16-byte message (guid, SoundType, f32 volume) whose
layout three oracles agree on: retail CM_Physics::DispatchSB_SoundEvent
@0x006AC760 reading buf+4/+8/+0xC, ACE's GameMessageSound at declared
length 16, and holtburger's PlaySoundData.

Playback reuses EntityEffectController's existing per-guid queue rather
than adding a second one, because retail routes sounds through the SAME
CObjectMaint blob queue as F754/F755: an event for a guid the client does
not know yet is parked and drained by HandleCreateObject, so a creature
that spawns and immediately grunts still grunts. Dropping it — the
obvious alternative — would silently lose the cue. Sound joins Direct and
Typed as a third PendingEffect kind so one readiness edge releases the
whole mixed stream in order.

AudioHookSink.PlayServerSound reproduces two decoded asymmetries with the
animation-hook path: the sound plays at the WIRE volume and the
SoundTable entry's volume is ignored (the hook path does the opposite),
while the entry's probability still gates it and its priority still
drives eviction. An object with no SoundTable plays nothing, matching
CPhysicsObj::play_sound @0x0050F460's early return.

The no-window host parses and discards, exactly as it does for F754/F755
— sound is presentation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 22:07:23 +02:00
Erik
d6e8b60303 fix(movement): invalidate burden on enchantment changes 2026-07-31 10:16:27 +02:00
Erik
461a1fb7b4 feat(player): port retail augmentation stat chain 2026-07-31 08:08:23 +02:00
Erik
9355ddcec6 feat(physics): Campaign P P1 - stat-coupled movement (burden/stamina/vitae)
Ports the retail CACQualities/EncumbranceSystem/MovementSystem chain
(named-retail decomp pc 256393/412901-414050/416169-416320/695958+) so
PlayerWeenie's run rate, jump height, jump permission, and jump stamina
cost are real functions of burden, current stamina, and vitae/skill
enchantments instead of stubs.

Core:
- New EncumbranceSystem.cs (delegates to the already-verified
  BurdenMath formulas — one source of truth for the burden HUD and
  movement physics) and MovementSystem.cs (GetRunRate/GetJumpHeight/
  JumpStaminaCost/GetJumpPower, decomp-cited; ACE cross-referenced
  where BN dropped the general-case arithmetic entirely).
- PlayerWeenie rewritten as the CACQualities-shaped composition:
  CanJump gates on burden (<2.0 load, UN-8 — x87 polarity resolved by
  plausibility, Ghidra MCP unavailable this slice), JumpStaminaCost
  returns the real ceil((load+0.5)*power*8+2) cost and always affords
  it (matches decomp — retail's own function never refuses; "weak"
  jump comes entirely from the stamina==0 skill-zeroing gate inside
  InqRunRate/InqJumpVelocity, not a hard refusal), SetStamina wires a
  null="unknown, don't gate" sentinel preserving every pre-P1 test.
- EnchantmentMath.GetMod gained an optional StatModType flag filter
  (GetSkillMod convenience wrapper) so the SAME vitae/family-stacking
  machinery already used for vital-max buffs now also answers "what's
  the vitae+skill-enchantment-adjusted Run/Jump skill" — reusing the
  M3 active-enchantment state, not a new engine.

Runtime:
- RuntimeCharacterState now stores the pre-EnchantSkill base run/jump
  skill and recomputes the adjusted value (vitae first, then matching
  Skill-flagged buffs, floor 0.5, truncate) on every base push AND on
  every Spellbook.EnchantmentsChanged notification — a vitae change
  alone moves the produced rate without a fresh PlayerDescription.
- RuntimeMovementSkillState extended with Burden/CurrentStamina
  (RuntimeMovementSkillProjection.ApplyTo pushes both through the
  existing seam); LiveSessionEventRouter recomputes burden from the
  same Strength+aug-property+EncumbranceVal inputs the burden HUD
  already assembles (reacting to the same ClientObjectTable events)
  and pushes current stamina from LocalPlayerState vital updates.
- Wires the previously dead-lettered ReportExhaustion() R3-W4 seam:
  LiveSessionRuntimeFactory's OnMovementStatsUpdated callback re-
  applies the current snapshot to the live controller and forces an
  immediate movement re-evaluation on any skill/burden/stamina change.

Register: retires TS-5 (CanJump/JumpStaminaCost stubs) and AP-25 (no
vitae in pushed skill). Adds AP-127 (two minor unmodeled retail bonus
properties + the stamina-buff-adjusts-local-copy nuance, deliberately
out of the bounded "run/jump query path only" scope) and UN-8 (the
CanJump x87 polarity call, flagged for a future Ghidra MCP
confirmation pass). Extends TS-23 (PlayerKillerStatus not parsed) to
cover JumpStaminaCost's new pk parameter, hardcoded false pending P3.

Full pseudocode + retail citations + the vitae/skill-level finding in
docs/research/2026-07-30-stat-coupled-movement-pseudocode.md.

Release suite: Core.Tests 3977/2 skips, Runtime.Tests 425/0 skips,
App.Tests 3968/3 skips — all green. (One pre-existing, unrelated Debug-
only flake in LandblockBuildOriginTests reproduces on the pre-P1
baseline and passes in Release; not touched here.)

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 08:18:06 +02:00
Erik
dcb61efb5a refactor(runtime): expose canonical gameplay state
Move character options and movement skills into the Runtime-owned character graph, expose borrowed inventory, character, and social views, and route retained UI state commands through generation-gated typed Runtime contracts. Preserve the existing synchronous wire path while deleting the App-owned option and skill mirrors and extending normalized parity checkpoints.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 09:12:30 +02:00
Erik
d02a12ceac refactor(runtime): own magic and player state
Move the coupled Spellbook and LocalPlayerState into one Runtime-owned character graph, route content, live-session, retained UI, reset, and shutdown through that exact owner, and delete the duplicate desired-component snapshot from inventory state. Preserve synchronous retail update and reset ordering while adding independent-instance and retryable-failure coverage.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 08:39:02 +02:00
Erik
7593078774 refactor(runtime): move session lifetime and ordered transport
Move the canonical WorldSession generation, connect/enter/tick/stop transaction, inbound subscription owner, and retryable teardown acknowledgements into AcDream.Runtime. Keep App as a borrowing graphical host with a single inertable command projection and no mirrored session state.

Validated by 79 Runtime tests, 3,776 App tests with three existing skips, the Release solution build, and 8,428 complete Release tests with five existing skips.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 19:39:24 +02:00
Renamed from tests/AcDream.App.Tests/Net/LiveSessionEventRouterTests.cs (Browse further)