The CSequence frame-advance core (gaps G3/G4/G5/G6/G8/G9/G19),
ACE-verified skeleton + retail constants + the P0-pinned leftover carry:
- update_internal (0x005255d0): frame_number += framerate*dt; overshoot
clamps to the RAW high/low frame with leftover-time computation +
animDone; the pose/physics/hook triple fires for EVERY crossed integer
frame (ascending fwd / descending rev, strict > < boundaries, NO
epsilon, NO safety cap); AnimDone is a LIST-STRUCTURE gate (head !=
first_cyclic) queuing the global AnimDoneHook; iterative loop carries
the leftover into the next node (P0 pin — a lag spike fast-forwards
through multiple queued nodes in one tick).
- advance_to_next_animation (0x005252b0): four pose ops per transition
(subtract1 outgoing @ current frame + residual physics; step — fwd
wraps to first_cyclic, REVERSE wraps to the LIST TAIL, asymmetric by
design; reseed from the incoming direction-aware boundary; combine
incoming + physics). Pose ops run in BOTH directions — ACE's
framerate-sign gates are ACE-isms, decomp is unconditional modulo the
degenerate-framerate guard.
- update (0x00525b80): non-empty -> update_internal + apricot; empty +
frame -> accumulated-physics free motion (G8).
- execute_hooks (0x00524830): direction filter (Both or match) QUEUING
into the IAnimHookQueue host seam (stands in for CPhysicsObj.anim_hooks
+ the AnimDoneHook singleton; drain placement moves in R6). Null part
frame guarded (documented safe divergence vs retail's latent deref).
- FrameOps.Combine/Subtract1: the AFrame pose composition (verified
math from the pre-R1 port, now against DatReaderWriter Frame).
10 conformance tests: single-tick goldens, exact-integer boundary
sit (the old #61 flash class), cyclic wrap without AnimDone,
link->cycle fast-forward proving hook order (link hooks -> ANIMDONE ->
cycle hooks) AND the carry, reverse descending hooks with the OOB
high+1 start, reverse tail-wrap, zero-framerate physics-only,
empty-list free motion, pos-frame root motion into the caller Frame,
apricot trim via update. Full suite 3346 green.
R1 remaining: P5 (adapter cutover — AnimationSequencer rehosted on the
core, legacy epsilon/stale-head/safety-cap DELETED) + P6 (root-motion
wiring + API narrowing).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
CSequence (Core/Physics/Motion): anim-node list with retail's exact
cursor semantics —
- append_animation (0x00525510): first_cyclic slides to the JUST-
APPENDED node on EVERY call (the cyclic tail is always the last
appended node); curr_anim seeds to head + get_starting_frame only
when null; unresolvable anims discarded (G10);
- remove_cyclic_anims (0x00524e40): removed curr_anim snaps BACK to
prev at get_ending_frame (or 0.0); first_cyclic = new tail;
- remove_link_animations/remove_all_link_animations (0x00524be0/
0x00524ca0): removed curr_anim snaps FORWARD to first_cyclic at
get_starting_frame (G11);
- apricot (0x00524b40, PDB-verified retail name): consumed-head trim
bounded by curr_anim AND first_cyclic;
- clear (0x005255b0) resets placement fields too — raw body is
authority over the gap map's G20 note;
- sequence-level velocity/omega with set/combine/subtract (G12);
- multiply_cyclic_animation_fr touches framerates ONLY (G13 —
velocity rescale belongs to R2's change_cycle_speed composite);
- placement frame family + floored accessors (G14).
Register: AD-33 (double vs x87 long double frame_number, G15),
AD-34 (managed LinkedList vs intrusive DLList).
17 list-surgery state-table tests; 39 total R1 tests green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Port the inbound funnel verbatim into MotionInterpreter:
- MoveToInterpretedState (0x005289c0): raw-state style adopt, FLAT
copy_movement_from overwrite, apply, then action replay under the
15-bit server_action_stamp wraparound gate (local player skips its
own autonomous echoes).
- ApplyInterpretedMovement (0x00528600): my_run_rate cache from
RunForward speed, then retail dispatch order style -> forward-or-
Falling -> sidestep(-stop) -> turn(-stop), turn early-return.
- DispatchInterpretedMotion (0x00528360): contact-gated sink dispatch
(IInterpretedMotionSink = the GetObjectSequence backend the App
implements); blocked non-action motions take the apply-only path —
retail's real mechanism behind K-fix17's 'airborne remotes keep
their cycle' empirical guard.
- contact_allows_move REWRITTEN VERBATIM from the real 0x00528240
(pseudo-C 305471): Falling/0x40000011 + turns always allowed,
non-creature weenies + no-gravity bypass, else Contact+OnWalkable.
The previous body conflated jump_charge_is_allowed (0x00527a50)
posture checks — the 2026-06-04 deep-dive divergence, now retired.
Six tests that pinned the misattributed behavior corrected
(grounded posture does NOT block motion; airborne accepts
Falling/turns only).
- IWeenieObject.IsCreature (default true) for the gate's non-creature
bypass.
Conformance harness (the user-requested 'prove it equals retail'
apparatus, layer 1): RetailObserverTraceConformanceTests parses the
LIVE cdb trace of a retail observer (Fixtures/l2g-observer-trace.log,
captured via tools/cdb/l2g-observer.cdb) into 183 golden cases —
each [MTIS] input state replayed through our funnel must produce
retail's exact [DIM] dispatch sequence. 183/183 conformant, including
the airborne jump case (replayed contact-free; pre-gate vs post-gate
accounting + HitGround second-pass truncation documented in-test).
13 synthetic funnel tests cover the branches the trace missed
(actions, stamps, longjump, sidestep).
GameWindow integration (S2b) follows; funnel not yet wired.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Port retail's three-stamp inbound gate for 0xF74C UpdateMotion:
- MotionSequenceGate (Core/Physics): CPhysicsObj::is_newer (0x00451ad0)
wraparound u16 compare, verbatim per ACE PhysicsObj.is_newer (the BN
pseudo-C setcc returns are garbled; ACE + branch structure are the
oracle). Gates: INSTANCE_TS at dispatch (stale incarnation drops
before any stamp is touched), MOVEMENT_TS strictly-newer (stamped
BEFORE the server-control check, per CPhysics::SetObjectMovement
0x00509690), SERVER_CONTROLLED_MOVE_TS drop-when-stored-newer.
- Seed from CreateObject's PhysicsDesc timestamp block (index 1 =
ObjectMovement now parsed; ACE WorldObject_Networking.cs:411-420
order) — without seeding, entities whose movement sequence is past
0x8000 at spawn would drop every UM against a zero stamp.
Adopt-on-first / advance-only-after, so the #138 rehydrate replay of
retained spawns cannot regress live stamps.
- UpdateMotion + EntitySpawn now carry instance/movement/serverControl
sequences + isAutonomous (was parsed-past; isAutonomous feeds the
S2 funnel's last_move_was_autonomous). Gate wired at the top of
OnLiveMotionUpdated before any state mutation; [UM_STALE] diag under
ACDREAM_DUMP_MOTION / ACDREAM_REMOTE_VEL_DIAG; gate dropped with the
entity on DeleteObject.
Register: AD-32 added (adopt-newer-incarnation instead of retail's
QueueBlobForObject); TS-26 updated (UM side closed, UP side open).
Deviation map: docs/research/2026-07-02-inbound-motion-deviation-map.md.
19 new gate tests + parser coverage; full suite 3276 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports retail's raw->interpreted motion normalization and routes the local
player's velocity through it, so backward/strafe come from the retail source
instead of hand-mirrored controller code (retires register TS-22 + UN-5).
MotionInterpreter (decomp-verbatim, Ghidra/ACE-cross-checked):
- adjust_motion (0x00528010): WalkBackward->WalkForward (x-0.649999976),
TurnLeft->TurnRight (x-1), SideStepLeft->SideStepRight (x-1), sidestep scale
0.5*(WalkAnimSpeed/SidestepAnimSpeed), RunForward early-return, per-channel
holdkey fallback to CurrentHoldKey.
- apply_run_to_command (0x00527be0): WalkForward->RunForward when speed>0 +
UNCONDITIONAL *runRate; TurnRight *1.5; SideStepRight *runRate clamp +/-3.0.
- apply_raw_movement (0x005287e0): copy raw->interpreted, adjust the 3 channels
with per-channel hold keys.
- WalkAnimSpeed unified to the retail-exact 3.11999989f (was 3.12f).
PlayerMovementController: build ONE RawMotionState from MovementInput at
forward_speed=1.0 (apply_run_to_command applies the run rate — a pre-scaled
speed would double-scale), run apply_raw_movement, then take grounded + jump
velocity straight from get_state_velocity (now correct for all directions) and
drive the keyboard turn omega from the interpreted turn_speed (BaseTurnRate x
turn_speed = the same pi/2 formula the remote path uses; numerically identical
to the old TurnRateFor). Deleted the hand-mirrored backward(x-0.65) /
strafe(x+-1.25) formulas in both the grounded and jump blocks. Mouse turn and
the auto-walk path are untouched.
Retail-faithful behavior changes (confirm in smoke): strafe is now
1.25 * ~1.248 * runRate = ~1.56*runRate, clamped via SideStepSpeed<=3.0 so
|v.X|<=3.75 (was 1.25*runRate, no scale/clamp); backward is unchanged
(3.12*0.65*runRate); backward/strafe-left velocity now comes from the pipeline
instead of returning zero. Forward run pace unchanged (4.0*runRate).
Tests: MotionNormalizationTests (17, adjust_motion/apply_run_to_command) +
MotionVelocityPipelineTests (10, apply_raw_movement->get_state_velocity golden
velocities incl. the strafe clamp + turn speeds). Full suite green (3255).
Register: TS-22 + UN-5 deleted (retired); TS-34 added (adjust_motion creature
guard is a no-op — IWeenieObject has no IsCreature; correct for the only caller,
the player). Pseudocode: docs/research/2026-07-01-d6-motion-interp-pseudocode.md.
NEXT D6.2b: the echo-gated wire forward_speed=1.0 question (evidence suggests
ACE relays rather than recomputes; verified via the smoke echo).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Ports the three retail outbound-movement packers verbatim (decomp-derived
golden bytes, confirmed via the Ghidra bridge, cross-checked vs holtburger):
- D1 — RawMotionState::Pack (0x0051ed10): new AcDream.Core.Physics.RawMotionState
data type (11 fields + actions, retail defaults) + RawMotionStatePacker that
sets a flag bit only when the field DIFFERS from its default. MoveToState.Build
now takes a RawMotionState instead of presence-based nullable params, so the
over-sent forwardSpeed=1.0 / currentHoldKey=None / default per-axis holdkeys are
no longer emitted. num_actions packs into bits 11-15 (not "bits 11-31").
- D3 — MoveToStatePack::Pack (0x005168f0) trailing byte =
(standingLongjump ? 0x02 : 0) | (contact ? 0x01 : 0); explicit contact/
standingLongjump params (standingLongjump=false honestly until the feature lands).
- D4 — JumpAction rewritten to retail JumpPack::Pack (0x00516d10): extent,
velocity, full Position, four u16 timestamps, align. Removed the spurious
objectGuid/spellId u32s; Position is now packed (it was absent). Body 56 bytes.
- Position::Pack (0x005a9640) / Frame::Pack (0x00535130) verified already-correct
(cellId, origin xyz, quaternion wxyz); locked with a golden test, no change.
GameWindow callers adapted minimally: build the RawMotionState from the existing
MovementResult values (behavior preserved except the intended D1 omissions) and
pass cellId/position/rotation to the Jump send. Pre-existing MotionInterpreter
placeholder struct RawMotionState renamed LegacyRawMotionState (D6/Phase-2 scope,
pure rename) to free the name for the retail-faithful type.
D5 audit: confirmed a real divergence — retail SendMovementEvent (0x006b4680)
stamps only last_sent_position_time after an MTS while SendPositionEvent
(0x006b4770) stamps all three; acdream's NotePositionSent stamps all three on
both paths. Left unchanged (comments added at both call sites), recorded as
register TS-33, deferred to a dedicated cadence-port slice.
Tests: RawMotionStatePackTests / MoveToStateGoldenTests / JumpActionTests /
PositionPackTests + updated MoveToStateTests / AutonomousPositionTests. Full
suite green (Core.Net.Tests 372, full solution 3228 passed / 4 pre-existing skips).
Register: TS-24/TS-25 refreshed (packer now supports actions/style; runtime
emission still deferred), TS-33 added. Roadmap L.2b shipped note added.
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (2-6)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Splits MotionCommandResolver's single ACE-modern lookup into an
IMotionCommandCatalog seam with two implementations:
- AceModernCommandCatalog (runtime default): built cleanly from the
DatReaderWriter MotionCommand enum (mirrors ACE + local DAT MotionTables)
with a documented class-priority tiebreak. The old blind 0x016E-0x0197
per-range override is DELETED — verified the ACE matrix (LifestoneRecall
0x0153 to 0x10000153, MarketplaceRecall 0x0166, AllegianceHometownRecall
0x0171, OffhandSlashHigh 0x0173) resolves correctly straight from the enum
with no override. Stale shift-start comment corrected to SnowAngelState
(0x43000115 to 0x43000118), not AllegianceHometownRecall.
- Retail2013CommandCatalog (conformance/reference): full verbatim extraction
of command_ids[0x198] at 0x007c73e8 (acclient_2013_pseudo_c.txt:1017259-1017667),
direct wire-low to full index lookup. 408 entries, anchors verified against
source ([0x150]=0x10000150, [0x153]=0x09000153, [0x197]=0x10000197).
MotionCommandResolver.ReconstructFullCommand stays a static facade delegating
to an AceModern singleton — all ~10 runtime callers unchanged.
Removing the override exposed a pre-existing bug: CombatAnimationPlanner's
late-combat command block uses 2013 numbering, not ACE/DRW. Corrected the one
catalog test assertion pinned to the override's output (wire 0x0170 to
0x09000170 IssueSlashCommand, its true DRW identity) and filed the planner bug
as #159 rather than silently patching out-of-scope code.
Tests: +catalog matrices (ACE/2013), class-priority collisions, boundary
cases, real-DAT availability (gap-doc hit counts reproduced). Build + full
suite green (Core.Tests 1718, no regressions).
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (1)
Research: docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
UI Studio (preview panels through the production renderer), importer dat-fidelity (Fix A/B/C/4/5:
the importer carries dat font/justification/color; boundary look=importer / state=runtime), and the
Character window Attributes tab (reads as retail). 3062 tests green.
Handoff: docs/research/2026-06-26-mockup-stage-handoff.md.
# Conflicts:
# docs/ISSUES.md
# docs/architecture/retail-divergence-register.md
LayoutImporter.BuildWidget gains a UiMeter-specific branch after the
ConsumesDatChildren gate: Type-3 slice containers (already consumed by
DatWidgetFactory.BuildMeter to extract sprite ids) are skipped, but all
other children (Type-12 UIElement_Text overlays) are built normally,
registered in byId, and attached as UiElement children of the meter.
This fixes the XP meter (0x10000236): its two Type-12 children
0x10000237 "XP for next level:" label
0x10000238 XP-to-next-level value
are now real UiText widgets in the tree, findable via FindElement.
CharacterStatController.Bind now uses FindElement + LinesProvider binding
instead of injecting runtime AddChild nodes. The two previously-injected
UiText overlays are removed; the controller binds Padding=0, ClickThrough,
RightAligned on the dat-origin widgets instead.
New constants XpNextLabelId + XpNextValueId replace the old comment block.
TAB GROUPS (SKIPPED — documented): UiText.ConsumesDatChildren flipping is
NOT safe globally (risks chat/vitals) and the page-visibility pass in
CharacterStatController depends on tab group Children.Count==0. Tab sprite
injection onto layout.Root stays and is explicitly commented as deliberate.
VITALS SAFE: health/stamina/mana meters have only Type-3 children → new
loop finds nothing → zero UiElement children added → byte-identical render.
VitalsController.BindMeter AddChild(number) pattern unchanged.
Tests: 3 new LayoutImporterTests (slice-only, Fix-5 text children,
vitals regression guard) + 3 CharacterStatControllerTests (label bound,
value bound, missing children no-throw). 715 tests pass.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
DatWidgetFactory.Create now accepts an optional fontResolve: Func<uint,UiDatFont?>
parameter. When supplied and the element has a non-zero FontDid, the element
receives its own dat font instead of the shared global datFont fallback.
Null = original single-font behavior (the live GameWindow path passes null —
provably unchanged). LayoutImporter.Build/BuildFromInfos/Import all thread
the optional resolver down to the factory.
RenderStack gains a lazy font cache (ConcurrentDictionary, pre-seeded with
VitalsDatFont + LargeDatFont) and a ResolveDatFont(uint) method. StudioWindow
wires stack.ResolveDatFont into LayoutSource so every studio import gets
per-element fonts. GameWindow import calls left passing null (follow-up todo).
CharacterStatController font-hack cleanup (diagnosed via one-shot console dump
then removed):
- Name (0x10000231): dat FontDid = 18px font — remove datFont override (null)
- Heritage/PkStatus: dat FontDid = 14px fonts — remove override
- LevelCaption: dat FontDid = 16px — remove override (same font, no visual change)
- Level (0x1000023B): dat FontDid = 36px (the big retail gold font) — was forced
to rowDatFont/LargeDatFont (18px); now drops to null so the dat 36px font drives
- TotalXpLabel/TotalXp: dat FontDid = 16px — remove override
- FooterTitle (0x1000024E): dat FontDid = 20px — remove datFont override
- KEEP: synthesized elements (XP meter overlays, 9 attribute rows, tab sprites)
still use datFont directly since they have no dat origin
All Label/LabelTwoLine/LabelLeft/LabelProvider helpers updated: null = keep
build-time dat font; non-null = controller explicit override (backward-compat).
8 new tests in DatWidgetFactoryFontResolveTests:
- null resolver → DatFont == global datFont
- FontDid=0 → resolver not called
- resolver returns null → fallback to global datFont
- resolver called with element's FontDid
- controller DatFont override wins after build
- LayoutImporter.Build threads fontResolve to factory
- meter element fires resolver for non-zero FontDid
- BuildFromInfos without fontResolve param = original behavior
Build + all 710 App tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
LayoutImporter.ReadState now reads Properties 0x1B (ColorBaseProperty, ARGB bytes) and stores the normalized Vector4 in ElementInfo.FontColor (nullable). ElementReader.Merge propagates it with the same non-null-derived-wins rule as FontDid and HJustify. DatWidgetFactory.BuildText seeds UiText.DefaultColor from FontColor when present.
Diagnosis for LayoutDesc 0x2100002E: ALL 12 header and footer text elements carry NO dat color. Every color is runtime set by CharacterStatController. Comments added at each callsite. No hardcoded colors deleted.
Tests added: 3 ElementReader FontColor Merge + 3 DatWidgetFactory DefaultColor. 702 passed, 0 failed. Screenshots: character window, vitals, toolbar all unchanged.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
LayoutImporter.ReadState now reads Properties[0x14] (HorizontalJustification,
EnumBaseProperty: 0=Left, 1=Center, 3/5=Right) and Properties[0x15]
(VerticalJustification: 2=Top, 4=Bottom; else Center) into two new ElementInfo
fields HJustify/VJustify. Merge propagates them with the same non-default-wins
rule used for FontDid.
DatWidgetFactory.BuildText applies the resolved justify at build time:
HJustify=Center sets Centered=true, HJustify=Right sets RightAligned=true,
VJustify=Top/Bottom sets VerticalJustify. Controllers that FindElement and set
those properties afterward continue to override - backward-compat preserved.
UiText gains VerticalJustify (Top/Center/Bottom, default Center). The Centered
and RightAligned single-line paths call UiText.VOffset() for the Y coordinate,
so VJustify.Top renders text at y=Padding rather than the fixed (H-lh)/2 center.
CharacterStatController: footer title (0x1000024E, H=55 dat box) previously
used Height=18 + Anchors=None to prevent center-vertical overlap with line-1/2.
Diagnostic confirmed dat says HJustify=Center, VJustify=Center. The hack is
replaced with one minimal explicit override: VerticalJustify=Top on the
already-Centered element. Text now renders at top of the 55px box natively.
Centered=false and RightAligned=false hand-sets removed where dat supplies them.
Dat justify values (studio diagnostic, 2026-06-26):
0x1000024E footer title: HJustify=Center, VJustify=Center
0x10000235/0x10000243/0x10000245 value fields: HJustify=Right
header name/heritage/pk/level: HJustify=Center
+13 tests: ElementReader Merge propagation; DatWidgetFactory BuildText
justify application + controller-override backward-compat; UiText VOffset.
696 passed, 0 failed.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replaces the translucent-gold BackgroundColor tint with sprite 0x06001397
(Button state 6 — the retail dark horizontal bars) for the selected-row
background. When spriteResolve is provided to Bind(), clicking a row now
applies BackgroundSprite=0x06001397 + SpriteResolve on that row and clears
it on all others. Falls back to HighlightBg tint when no resolver is passed
(tests, or contexts without GL).
UiPanel.BackgroundSprite / SpriteResolve added so any panel can host a
sprite background in place of the solid BackgroundColor rect. HandleRowClick
updated to accept spriteResolve and apply the sprite or tint branch
depending on availability. Two new tests verify the sprite / deselect paths.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Name label color changed from gold to white (retail "Horan" is white; 2026-06-26 ref)
- Level caption now provides 2 lines ("Character" / "Level") so neither truncates in the 65px element
- "Total Experience (XP):" caption (TotalXpLabelId 0x10000234) now visible; fixed Padding=0 on
LabelLeft so the dat-font line is not clipped by the bottom-pin scroll math in small-height elements
- "XP for next level:" caption + value injected as UiText children ON the UiMeter (0x10000236);
the meter's ConsumesDatChildren=true only gates the importer — AddChild at runtime works fine;
framework draws children after OnDraw so the text overlays the red bar faithfully
- Selected footer title (State B) renders WHITE per retail spec; State A title stays body/parchment
- Maxed attribute (raise cost = 0) shows "Infinity!" in Experience To Raise line per retail spec
- 5 new tests; 1 existing LevelCaption test updated to expect 2 lines; 681/683 pass (full suite green)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
BUG 1 (tab bar): Tab group elements (0x10000228/229/538) are UiText with
ConsumesDatChildren=true so their 3 button children are consumed at import.
Fix: inject 3 sprite UiTexts per tab as CHILDREN OF LAYOUT ROOT at absolute
tab rects, ZOrder=8/9 so they draw over dat-imported UiTexts (ZOrder=1-3).
Original tab groups hidden. Active tab (Attributes) gold; inactive parchment.
BUG 2 (footer): Three root causes, all fixed.
(a) _byId stores LAST registered copy per id: stateA (0x10000240) was
the Titles-page copy, hidden by the page-visibility pass. Fixed by
walking root.Children to find the Attributes page (contains NameId)
then FindInSubtree for stateA within that subtree.
(b) Attributes-page stateB/stateC siblings (stacked at y=545) were still
Visible=True, drawing over stateA line-1/line-2. Fixed with
HideAllById walking the Attributes page subtree for ids 241/247.
(c) Footer label elements (H=17-18px, Padding=4f) were routed through
UiTexts scroll path: bottom-pinned baseY ended above the top clip
boundary, silently blanking all text. Fixed: LabelProvider sets
Padding=0f for directly-bound footer single-line labels.
UiDatElement.ElementId exposes _info.Id for subtree id-based walks.
676 tests pass, vitals panel unaffected (regression screenshot clean).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Gap 1 — Header captions:
- 0x1000023A ("Character Level") above the level value: bound via LabelLeft().
- 0x10000234 ("Total Experience (XP):") left of total XP: bound via LabelLeft().
- 0x10000237/0x10000238 (XP-to-level label + value) are children of the UiMeter
(0x10000236, ConsumesDatChildren=true) and cannot be bound — documented in
code comments; XP meter fill still bound via Fill=XpFraction.
Gap 2 — Tab bar sprites:
- Tab group elements 0x10000228/229/538 are Type-12 UIElement_Text in the dat
(ConsumesDatChildren=true), so the three button children (left-cap, center,
right-cap) are consumed at import and absent from the widget tree. Old
SetTabState/SetButtonStateRecursive found no UiButton children to set.
- Fix: AddTabSprites() injects three UiText sprite-children per group using
the known RenderSurface ids confirmed from the retail UI layout dump:
Open (active) 0x06005D92/0x06005D94/0x06005D96
Closed (inactive) 0x06005D93/0x06005D95/0x06005D97
Source: dump nodes 0x10000439/0x100000E9/0x10000215 in layout 0x2100002E,
state_id 11=Closed, 12=Open per gmTabUI::SetActive(bool).
Gap 3 — Footer legibility:
- The shared footer child ids (0x1000024E etc.) appear in THREE footer-state
groups (A/B/C). ImportedLayout._byId stores the LAST duplicate = narrower
State B/C copies (145px labels). Fix: hide State B/C groups (footerB/footerC
Visible=false), walk State A container (0x10000240) positionally to bind the
wider State A labels (195px). FooterLine1Label now reads "Skill Credits
Available:" and FooterLine2Label reads "Unassigned Experience:" at full width.
Tests: 3 old tab-state tests (SetButtonStateRecursive expectation) replaced by
4 new sprite-injection tests + 2 caption-binding tests. Full suite: 676 pass,
0 fail (was 673 pass after 3 failures).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- UiClickablePanel: new UiPanel subclass with OnClick action + HandlesClick=true
so row clicks survive whole-window-Draggable ancestor frames.
- CharacterStatController overhaul (Pass 2):
- Tab bar button states: SetButtonStateRecursive walks each tab group container
(0x10000228/229/538) setting UiButton.ActiveState="Open" (Attributes) or
"Closed" (Skills/Titles) via UIStateId enum string names from DatReaderWriter.
- Row click: 9 rows become UiClickablePanel; sel[] mutable box drives footer/highlight.
- Toggle: clicking the same row deselects (→ footer State A); click a new row
updates title="Attrib: value", line-1 label="Experience To Raise:", line-1
value=cost, line-2="Unassigned Experience:" in both states.
- Row highlight: BackgroundColor=HighlightBg (semi-translucent gold) on selected row.
- Raise buttons (0x10000246 ×1 + 0x100005EB ×10): hidden initially; shown on
selection with ActiveState="Normal" (affordable) or "Ghosted" (cost=0 or unaffordable).
CollectButtonsById tree-walk finds ALL copies of the button across tab-page mounts
(not just the last-registered _byId copy) so all instances are controlled.
- CharacterSheet: AttributeRaiseCosts long[] (Strength…Mana raise costs in retail
display order; cost=0 → max/disabled row demos the Ghosted button state).
- SampleData.SampleCharacter: fills AttributeRaiseCosts[9] — Strength/Quickness=0
(maxed), Focus@10→110 matching the retail screenshot (spec §4).
- 35 new tests (total 673 pass) covering: row click→footer B title/line1/line2,
toggle deselect→footer A, switch row, highlight set/clear, raise button
hidden/Normal/Ghosted/deselect, tab Open/Closed states, GetRaiseCost helper,
GetRowName helper, SampleData fixture sanity.
Console.WriteLine("[CharacterStat] Row click: index=N → selected=N (Name)") fires
on every click for the user's live verification in the studio.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Canvas clicks now reach the panel UiHost so buttons, tabs, and slots
respond to user interaction. Previously only UiRoot.Pick (inspector
selection) received click events; the panel itself was inert.
Key changes:
- StudioInspector.DrawCanvas now returns a CanvasInputEvent struct
(was nullable click tuple) — carries isHovered, move position,
leftDown/Up, and scroll delta, all in panel-local pixels.
- Coordinate mapping: panel_local = mouse_screen - GetItemRectMin()
(1:1, no scale factor). V-flip (uv0.Y=1, uv1.Y=0) makes screen
top = panel Y=0, so NO extra Y inversion. Documented in comments.
- StudioWindow.OnLoad: removed WireMouse — raw Silk window coords are
offset by the canvas sub-window position and land in the wrong place.
WireKeyboard kept (keyboard input needs no spatial remapping).
- StudioWindow.OnRender: forwards OnMouseMove always (hover states),
plus OnMouseDown/Up/OnScroll in Interact mode. Console.WriteLine
on each forwarded left-click for live verification.
- Interact/Inspect toggle: checkbox in the Studio toolbar (default
Interact). Inspect mode restores old click-to-select-element behavior
while still forwarding OnMouseMove for hover states.
- CanvasCoordMappingTests: 7 pure-math unit tests covering the
origin, interior points, corner, chrome OOB, and the no-extra-flip
invariant (no GL required).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Root cause: the sub-layout 0x2100002C (design H=337px) mounted into tab slot
0x1000022B (H=575px) via ShouldMountBaseChildren. ElementReader.Merge takes the
derived (sub-layout) H=337 as canonical, so the background element's first
ApplyAnchor call captured _amB=238 and the list box captured _amB=65 — both
stayed at their 337px-parent sizes even though the slot is 575px.
Fix: CascadeHeight in LayoutImporter.Resolve mirrors retail's
UIElement::UpdateForParentSizeChange. When ShouldMountBaseChildren fires and the
slot is taller than the base design, every full-stretch background child has its
height cascaded: Top+Bottom anchors → stretch, Bottom-only → pin-to-bottom,
Top-only/None → unchanged. This propagates the correct bottom margins through the
entire subtree before the first render frame.
Layout result (confirmed via headless screenshot):
- List box grows from 160px → 398px (9 rows × 44px ≈ 396px)
- Footer elements move from abs Y≈307 → abs Y≈545 (matching retail dump)
- Separator moves to abs Y≈535
Row constants updated: RowHeight 44px, IconSize 24px, RowPadX 4px, IconGap 6px.
Footer State-A text corrected per spec: title="Select an Attribute to Improve",
line-1 label="Skill Credits Available:", line-1 value=SkillCredits (96),
line-2 label="Unassigned Experience:", line-2 value=UnassignedXp (formatted N0).
CharacterSheet.UnassignedXp (long, retail InqInt64(2)) added.
SampleData.SampleCharacter().UnassignedXp = 87_757_321_741L.
5 footer tests renamed + assertions updated; SampleCharacter_UnassignedXp_IsSet added.
639 tests green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Redo of the character pilot per faithful-port rules. The previous pilot GUESSED a text
report and put it on the wrong window. The decomp (verified by dumping acdream's
importer-resolved tree) shows LayoutDesc 0x2100002E is the tabbed Attributes/Skills/Titles
window: its tab-content slot 0x1000022B mounts sub-layout 0x2100002C (gmAttributeUI) which
chains into the gmStatManagementUI header. The importer ALREADY mounts every content element
(FindElement resolves name 0x10000231, heritage 0x10000232, PK 0x10000233, level 0x1000023B,
total-XP 0x10000235, XP meter 0x10000236 → UiMeter, list box 0x1000023D) — EventId was a red
herring (the dat id lives in _byId, not the widget's EventId field).
CharacterStatController (port of gmStatManagementUI::UpdateCharacterInfo 0x004f0770 +
UpdateExperience 0x004f0a70 + UpdatePKStatus 0x004f00a0) binds those real elements: name,
heritage, PK status, level, total XP, the XP-to-level meter fill, and the six innate
attributes in the list box. Studio (--layout 0x2100002E) now renders the actual panel
content, not an overlay. 16 controller tests green; full App suite stays green.
Refinements with known decomp sources (follow-ups): tab-button active/inactive state so the
3 tabs draw their sprites; exact label wording from the StringTable (table 0x10000001 →
dat 0x31000001); the full AttributeInfoRegion row template (column-aligned values + raise
buttons). CharacterController (text-report 0x2100001A) retained for that separate sub-panel.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The character report element m_pMainText (0x1000011d) is created at RUNTIME by
gmCharacterInfoUI — it is NOT in any static LayoutDesc (confirmed: acdream's
dat-import of both 0x2100002E and 0x2100006E lacks it; only a runtime UI-tree
capture has it). So CharacterController.Bind now CREATES the UiText report
element + attaches it to the panel body (Left 12 / Top 44 / fills, ZOrder above
chrome) and fills it via LinesProvider — replicating what the retail gm*UI does.
Verified: the studio (--layout 0x2100002E) renders the full report — identity,
birth/age/deaths, vitals, the 6 attributes, skills, augmentations, encumbrance.
Tests rewritten to assert the CREATED element (10 pass); full App suite 619 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Task A — CharacterController (LayoutDesc 0x2100002E)
- CharacterSheet.cs: data record for all fields used by the report sections,
with retail property-id citations per field (DateOfBirth 0x62, TotalPlayTime
0x7d, NumDeaths 0x2b, SkillCredits 0xb5/0xc0, AugmentationStat 0x162,
EncumbranceVal 0x5/0xe6).
- CharacterController.cs: static Bind(layout, data, datFont) wires element
0x1000011d (m_pMainText, confirmed gmCharacterInfoUI::PostInit 0x004b86f0) as
a UiText; LinesProvider builds the report. Report section order mirrors
gmCharacterInfoUI::Update (0x004ba790):
1. UpdatePlayerBirthAgeDeaths 0x004b8cb0 — birth/age/deaths
2. UpdateEnduranceInfo 0x004b8eb0 — vitals (H/S/M cur/max)
3. UpdateInnateAttributeInfo 0x004b87e0 — 6 attrs InqAttribute 1,2,4,3,5,6
= Strength, Endurance, Quickness, Coordination, Focus, Self
4. UpdateFakeSkills 0x004b8930 — skill credits (InqInt 0xb5 / 0xc0)
5. UpdateAugmentations 0x004b9000 — aug name (InqInt 0x162 switch 1..0xb)
6. UpdateLoad 0x004b8a20 — burden cur/max/pct
Element 0x1000011d imports as UiText (Type 12); multi-line text set via
LinesProvider — same pattern as ChatWindowController transcript.
- SampleData.SampleCharacter(): plausible retail-scale CharacterSheet fixture.
- FixtureProvider.Populate case 0x2100002Eu: CharacterController.Bind with
SampleData.SampleCharacter + VitalsDatFont.
- CharacterControllerTests.cs: 10 pure data-wiring + content tests (no GL/dats).
Task B — Studio panel picker → main menu bar
- StudioWindow.OnRender: replaced the floating "Studio" toolbar window (kToolbarH
40px) with ImGui.BeginMainMenuBar / EndMainMenuBar (kMenuBarH 22px). Panel
picker combo now lives in the always-on-top menu bar and cannot be occluded by
Tree/Canvas/Props panes. paneY reduced from 40→22, freeing ~18px for the canvas.
Build: dotnet build green (0 CS errors; DLL-lock warnings are AcDream.App being
live — not compile errors). Full suite: 619 passed, 2 skipped.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds Task 4b: a second load path for the UI Studio that reads the committed
retail UI layout dump (docs/research/2026-06-25-retail-ui-layout-dump.json)
and renders any of the 26 retail windows as a static sprite hierarchy.
New files:
- src/AcDream.App/Studio/UiDumpModel.cs — POCOs + System.Text.Json parse of
the dump (UiDump, DumpPanel, DumpNode, DumpRect, DumpStateSet, DumpImage,
DumpState + UiDumpModel static helpers: Parse, ListSlugs, PickImageId).
- src/AcDream.App/Studio/DumpLayout.cs — DumpLayout.Load(path, slug, resolve,
out err): parses the dump, finds the panel by slug, builds a UiElement tree.
Internal DumpSpriteElement draws its sprite via DrawSprite (not reusing
UiDatElement — avoids the ElementInfo/StateMedia dat-import dependency for
this static mockup). DumpGroupElement is a transparent container for Group
nodes. Rect basis is ABSOLUTE in the dump (verified: inventory root at
absolute x=500 and its children also start at x≈500 — child offset from
parent is 0–50px, not 500px); DumpLayout subtracts parent rect to produce
parent-relative Left/Top for each child.
- tests/AcDream.App.Tests/Studio/DumpLayoutTests.cs — 5 tests covering:
inventory load with 0x100001D5 check + >= 40 nodes, unknown slug → null+err,
root at origin, children are parent-relative, all 26 slugs smoke-load.
Modified files:
- StudioOptions: adds DumpSlug + DumpFile fields; --dump <slug> and
--dump-file <path> args; ResolveDumpFile() walks up to the solution root
to find the default dump JSON (mirrors ConformanceDats.SolutionRoot()).
--dump suppresses the default vitals layout so the two modes are exclusive.
- StudioWindow.OnLoad: when DumpSlug is set, loads via DumpLayout (no
FixtureProvider, no controllers — static structure only); else falls
through to the existing LayoutSource + FixtureProvider path.
Results: DumpLayoutTests 5/5 passed; full AcDream.App.Tests 609 passed, 2
skipped (same as before); dotnet build green, 0 warnings.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
FixtureProvider.Populate for 0x21000023 was binding only
InventoryController and omitting PaperdollController, so the
~21 equip slots rendered empty even though sample equipped items
existed in the table. Also, the three per-list empty-slot
sprites were not being resolved from the dat (contentsEmpty /
sideBagEmpty / mainPackEmpty all defaulted to 0), so the slot cells
had no background art.
Fixes:
- FixtureProvider.Populate gains a DatCollection dats param
(mirrors the GameWindow.OnLoad lookup at line 2233-2235).
The 0x21000023 case now resolves all three empty sprites via
ItemListCellTemplate.ResolveEmptySprite and passes them to
InventoryController.Bind.
- PaperdollController.Bind is now called after InventoryController
in the same 0x21000023 case, matching GameWindow:2257-2265
(same layout subtree, contentsEmpty as the equip-slot placeholder,
sendWield: null since there is no live session in the studio).
- StudioWindow.OnLoad passes _dats! to the updated Populate signature.
SampleData.AddEquipped was already correct: MoveItem(guid, PlayerGuid,
-1, equipMask) at ClientObjectTable.cs:134 sets
CurrentlyEquippedLocation = newEquipLocation and calls Reindex which
places the item in _containerIndex[PlayerGuid]. No SampleData change
needed.
Tests: 2 new assertions in FixtureProviderTests —
sideBags_matchInventoryControllerFilter (Type.HasFlag(Container)
|| ItemsCapacity > 0 filter must match both bags) and
equippedItems_retainLocationAndAreInContents (equipped items have
CurrentlyEquippedLocation != None AND appear in GetContents so the
paperdoll controller can find them). 604 pass / 2 skip / 0 fail.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Task 4 of the UI Studio plan: adds SampleData (static ClientObjectTable
builder with a synthetic player, 6 loose items, 2 side bags, and 3 equipped
pieces) and FixtureProvider (switches on layoutId and calls the production
controller Bind methods — VitalsController, ToolbarController,
InventoryController — so the studio previews panels with plausible data
instead of empty widgets).
Icon ids approach: raw-resolve stub — resolves the base iconId via
RenderStack.ResolveChrome and returns the GL handle directly. This is v1
(single-layer icon); the full 5-layer IconComposer composite is a live-game
concern, not a layout-preview concern.
StudioWindow wires FixtureProvider.Populate after _source.Load; the
ClientObjectTable is stored on _objects so controller event subscriptions
(ObjectAdded/ObjectMoved) remain live for the window's lifetime.
4 new FixtureProviderTests (SampleTable_hasPackContents,
SampleTable_hasWeaponAndArmor, SampleTable_hasEquippedItems,
SampleTable_hasSideBags) — all pass. Full App suite: 602 passed / 2
skipped (pre-existing) / 0 failed. Build green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Task 2 of the acdream UI Studio plan. Adds three new files under
src/AcDream.App/Studio/ and one new test file:
- StudioOptions.cs: record + Parse() for the ui-studio CLI args (positional
dat dir or ACDREAM_DAT_DIR, --layout 0xNNNN, --markup <path>; defaults to
vitals 0x2100006C when neither layout nor markup given).
- LayoutSource.cs: wraps LayoutImporter.Import for dat-backed layouts; markup
path sets LastError "markup unsupported (Task 6)" and returns null for now.
Exposes Kind / LayoutId / MarkupPath / LastError / CurrentLayout / Reload().
- StudioWindow.cs: Silk.NET 1280×720 GL 4.3 window; boots RenderBootstrap,
wires input to UiHost, loads the panel via LayoutSource, adds the root to
UiHost.Root.AddChild. QualitySettings resolved the same way GameWindow.Run()
does (SettingsStore → QualitySettings.From → WithEnvOverrides).
- Program.cs: ui-studio dispatch at the top of top-level statements (before
the dat-dir parse) so `dotnet run -- ui-studio` routes to StudioWindow.
- LayoutSourceTests.cs: dat-gated test (skips when dats absent); verifies that
the vitals LayoutDesc (0x2100006C) loads, root is non-null, byId contains the
vitals root element (0x100005F9), and Kind == DatLayout. Passes (1/1 with dats
present; silently skips on CI).
Note: the spec asserts FindElement(0x2100006Cu) — that id is the LayoutDesc
dat id, not a widget element id. The actual vitals root element id is 0x100005F9
(confirmed from the vitals_2100006C.json fixture). The test uses the correct
element id and documents the discrepancy.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The paperdoll doll now matches retail: correct held pose, framing, and
facing. Three decomp-sourced fixes closed the visual gate.
Pose: cdb-confirmed m_didAnimation = 0x030003C0 (gmPaperDollUI), played
once + HELD (set_sequence_animation framerate=0, RedressCreature
0x004a3c22). Dumping the dat showed the 29-frame anim has only two
distinct keyframes — frame 0 (transitional, bent arm) and frames 1..28
(byte-identical: the settled stance, arms down + leg back) — so
ApplyPaperdollPose applies the LAST frame statically (no looping).
Camera: ported verbatim from UIElement_Viewport::SetCamera (decomp
0x004a5a39). position (0.12,-2.4,0.88); direction (0,0,0) => IDENTITY
view frame => look straight down +Y, ZERO yaw; FOV pi/4 (CreatureMode
ctor default 0x004543cf); ambient 0.3. The prior hand-tune aimed the
camera at mid-body, adding a ~2deg yaw that turned the doll's face away
— full-body framing comes from eye-height + FOV, not aiming.
Heading: retail Frame::set_heading(h) (0x00535e40) builds facing
(sin h, cos h); System.Numerics CreateFromAxisAngle(+Z, +h) rotates the
body's default +Y forward to (-sin h, cos h) — the X-lean was MIRRORED
(~22deg), the real cause of the turned-away face. Negate the angle to
land on retail's facing.
Wrap-up: stripped the temporary O/P pose-frame stepper + Slice2
diagnostics; divergence register AP-66 reworded, AP-67 (RTT doll render
vs in-cell CreatureMode::Render) + AP-68 (per-race UpdateForRace
unimpl) added; DollCameraTests pinned to the retail values + a zero-yaw
guard. tools/cdb/paperdoll-pose.cdb = the pose-DID capture script.
Build + full suite green (Core 1579 / Core.Net 343 / App 597 / UI 425).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brings the 134 D.2b UI commits onto the physics/collision development line so
main can fast-forward. Today's #149 (BSP-less static collision) + #150 (open
doors fully passable) + the full collision/streaming/dense-town-FPS arc meet
the paperdoll/inventory work.
# Conflicts:
# docs/ISSUES.md
# docs/architecture/retail-divergence-register.md
RegisterLiveEntityCollision had a premature gate at the top of the method:
if (!hasCyl && !hasSphere && !hasRadius) return;
This fired BEFORE ShadowShapeBuilder.FromSetup ran. The builder emits a BSP shape
for every Part whose GfxObj has a PhysicsBSP, regardless of CylSpheres/Spheres/Radius.
A furniture weenie with only a physics-BSP mesh (candle holder, candelabra, etc.)
has no CylSpheres, no Spheres, and Radius=0 -- so it was always dropped, making it
fully passable (invisible wall that lets the player walk through it).
Fix: remove the premature gate. The three `bool` locals (hasCyl, hasSphere, hasRadius)
are retained -- `hasRadius` is still used by the Radius fallback lower in the method
for entities with no CylSphere/Sphere/BSP but a non-zero setup.Radius. The correct
final gate at shapes.Count==0 (after builder + Radius fallback) handles all cases:
- BSP-only entity: builder emits BSP shape -> shapes.Count>0 -> registered.
- Truly shapeless (no BSP, no cyl, no sphere, no radius): builder empty, no Radius
fallback fires -> shapes.Count==0 -> return (not registered, passable). Correct.
Retail anchor: CPhysicsObj::FindObjCollisions (acclient_2013_pseudo_c.txt:276917) --
the gate at pc:276917 is on the MOVER's CPartArray, not a target-side shape filter.
CPartArray::FindObjCollisions (pc:286236) iterates ALL parts; each part's
find_obj_collisions tests physics_bsp when present. There is no retail equivalent of
our premature gate that skips BSP-only targets.
Tests (ShadowShapeBuilderShapeSourceTests): two new cases.
Setup_WithBspPart_NoCylSpheres_EmitsBspShape -- proves the builder emits the shape
the premature gate was discarding.
Setup_WithPartButNoBsp_NoCylSpheres_YieldsEmptyShapeList -- regression guard proving
truly shapeless entities are still not registered (the shapes.Count==0 gate holds).
Full Core suite: 1595 pass / 0 fail / 2 skip.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
CPhysicsObj::FindObjCollisions at pc:276961-276989 has a two-layer mechanism for
ethereal doors. Layer 1 (BSPQuery Path-1 sphere_intersects_solid, pc:323742) already
ported in Task 3 handles the open-gap case. Layer 2 (pc:276963-276977) is a
force-reset that catches the residual case: when the player's sphere CENTER crosses
a thin ethereal slab, sphere_intersects_solid can still return Collided via
HitsSphere (polygon contact on the slab face). Without Layer 2, the opened door
remains an invisible wall until the player's center passes ~0.48m beyond the slab.
Port: in FindObjCollisionsInCell, immediately after the shape dispatch (BSP / Sphere /
Cylinder branches), insert the Layer-2 gate:
if (result != OK && sp.ObstructionEthereal && !sp.StepDown && (obj.State & 0x1u) == 0)
{ result = OK; ci.CollisionNormalValid = false; }
The STATIC_PS (0x1) guard (pc:276969) ensures static-ethereal env geometry still
blocks. Cylinder/Sphere shapes already return OK from their own ObstructionEthereal
early-outs so Layer 2 is effectively BSP-only in practice, but is written
unconditionally matching retail.
Tests (ObstructionEtherealTests): three new BSP Layer-2 cases using a synthetic
wall polygon in local-space coordinates. (A) ethereal non-static: passable. (B)
ethereal+static: still blocks. (C) non-ethereal: still blocks. All 11 tests pass;
DoorCollision/CellarUp/CornerFlood/HouseExitWalk regression gate: 25/25 pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Part A (D4): CObjCell::check_entry_restrictions (pc:309576) gate is omitted from
FindEnvCollisions. Investigation confirmed the gate requires restriction_obj (per-cell
access-lock entity id) + weenie-object-table dispatch (CanMoveInto / CanBypassMoveRestrictions)
— neither exist in acdream. CellPhysics has no restriction_obj field; DatReaderWriter
models no per-cell access locks. Gap is inert in all dev content (ACE starter area has
no access-locked env cells). Documented as AP-50 in the retail divergence register.
Part B (W1): Replace the hardcoded-false smell in BspOnlyDispatch with named internal
helpers PvpExempt() and MissileIgnore() that return false with retail oracle citations
(pc:276808-276841 and pc:274385 respectively). BspOnlyDispatch now folds all three
terms in retail's exact predicate structure. Behavior is byte-identical in M1.5 scope
(both stubs false ⇒ reduces to HAS_PHYSICS_BSP_PS check alone, same as before).
A6.P7 door dispatch unchanged.
Tests: 3 new guard tests in A6P7DispatchRulesTests — W1_PvpExempt_ReturnsFalseInM15Scope,
W1_MissileIgnore_ReturnsFalseInM15Scope, W1_BspOnlyDispatch_DoorStateStillDispatchesBspOnly.
Suite: 1590 pass / 0 fail / 2 skip (was 1587 + 3 = 1590).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mirrors RemoveBuildingsForLandblock (#146) for indoor CellPhysics entries.
_cellStruct is first-wins (CacheCellStruct's ContainsKey guard); without
eviction a dungeon's BSP WorldTransform is permanently locked to the
_liveCenter value at first streaming — a teleport recenter leaves cells at a
stale offset (~source↔dest distance), and foot-sphere collision queries miss
the geometry that visually renders correctly.
PhysicsDataCache.RemoveCellsForLandblock iterates _cellStruct.Keys and
TryRemove-s every entry whose high-word matches the evicted landblock prefix.
PhysicsEngine.RemoveLandblock now calls it alongside ShadowObjects.RemoveLandblock
so cell BSPs rebase on the next CacheCellStruct pass, same as buildings.
No divergence register row needed: this closes a gap introduced when the #146
building-eviction pattern was created without the symmetric cell eviction.
Tests: RemoveCellsForLandblockTests (3 cases): evicts-matching-prefix,
empty-cache no-throw, no-matching-cells leaves-others. Core suite: 1587 pass / 0 fail.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail oracle greps confirmed:
- CSphere::intersects_sphere @ 0x00537ae4 (pc:321692): the ethereal branch
is `void __thiscall` — all paths return void (no COLLIDED). The function
performs a proximity check only; no blocking result is produced.
- CCylSphere::intersects_sphere @ 0x0053b4a0 (pc:324573): same void-return
pattern — ethereal branch calls collides_with_sphere (check only, no slide),
all returns are void = passable.
Change: added `if (sp.ObstructionEthereal) return TransitionState.OK` at the
top of SphereCollision and CylinderCollision in TransitionTypes.cs, mirroring
the void-return semantics of both retail functions. The existing per-object
clear at pc:276989 (line 2837) still fires after the early OK return.
Before this fix: an ethereal-alone NPC/ghost with a Cylinder or Sphere shadow
shape would BLOCK the player (regression introduced when Task 3 made ETHEREAL-
alone fall through ShouldSkip instead of instant-skipping). After: all three
shape types — BSP (via BSPQuery Path 1), Sphere, and Cylinder — correctly pass
through when obstruction_ethereal is set.
Tests: added 4 tests to ObstructionEtherealTests.cs verifying:
- Ethereal Cylinder → passable (sweep passes through, no CollisionNormalValid)
- Ethereal Sphere → passable (same)
- Non-ethereal Cylinder → still blocks (regression guard)
- Non-ethereal Sphere → still blocks (regression guard)
Full Core suite: 1584 pass, 0 fail, 2 skip (pre-existing dat skips).
Pseudocode doc updated with confirmed cyl/sphere ethereal contracts and the
complete set/clear/consume flow summary.
Retail refs:
- CSphere::intersects_sphere @ 0x00537ae4 / acclient_2013_pseudo_c.txt:321692
- CCylSphere::intersects_sphere @ 0x0053b4a0 / acclient_2013_pseudo_c.txt:324573
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail CPhysicsObj::FindObjCollisions (0x0050f050) only instant-skips when
BOTH ETHEREAL_PS (0x4) AND IGNORE_COLLISIONS_PS (0x10) are set (pc:276782).
ETHEREAL-alone sets sphere_path.obstruction_ethereal=1 (pc:276806) and
continues to the shape dispatch. BSPTREE::find_collisions (0x0053a496) routes
Path 1 (sphere_intersects_solid) when the flag is set (pc:323742): the open
door has no solid leaf at the doorway, so the test returns OK → player passes
through. CEnvCell::find_env_collisions (0x0052c144) clears the flag first so
ENV walls are never weakened (pc:309580, "D5 clear").
Changes:
- CollisionExemption.ShouldSkip: require BOTH bits for Gate-1 early-out
(previously ETHEREAL alone returned true — the AD-7 shim). Divergence
register row AD-7 deleted.
- SpherePath: add ObstructionEthereal field (mirrors retail
SPHEREPATH.obstruction_ethereal).
- FindObjCollisionsInternal loop: set sp.ObstructionEthereal=(target&0x4)!=0
before shape dispatch; clear it after (per-object clear pc:276989).
Also clear at the null-BSP continue site to keep flag clean.
- FindEnvCollisions: clear sp.ObstructionEthereal=false at top (D5 clear
pc:309580) — ENV cell walls are always solid.
- BSPQuery.FindCollisions Path 1: change `obj.Ethereal` (ObjectInfo.Ethereal,
always false — dead code) to `path.ObstructionEthereal`. Gate now correctly
mirrors retail pc:323742: PLACEMENT_INSERT || obstruction_ethereal.
Consume site change (BSPQuery.cs before/after):
BEFORE: if (path.InsertType == InsertType.Placement || obj.Ethereal)
AFTER: if (path.InsertType == InsertType.Placement || path.ObstructionEthereal)
Mirrors retail pc:323742 exactly. obj.Ethereal was dead code (ObjectInfo.Ethereal
is never set true anywhere); the correct flag is SpherePath.ObstructionEthereal.
Tests: 1580 pass / 0 fail / 2 skip (was 1576/0/2 + 4 new in ObstructionEtherealTests.
CellarUp, CornerFlood, DoorCollision, HouseExitWalk all green — no wall regressions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Setup.Spheres were previously coerced to short cylinders (CylHeight=2*r),
which is geometrically wrong: a cylinder has flat caps; a sphere does not.
This ported CSphere::intersects_sphere (0x00537A80) so sphere-typed shadow
entries are tested as spheres — 3-D distance, no height clamping.
Changes:
- ShadowObjectRegistry.cs: added ShadowCollisionType.Sphere (enum value 2).
The BuildFloodSpheres anyCyl dedup at :232 is unaffected: only Cylinder
sets anyCyl=true; Sphere shapes fall through to the BSP-fallback path
(anyCyl=false → included), which is correct.
- ShadowShapeBuilder.cs: FromSetup now emits ShadowCollisionType.Sphere
(CylHeight=0) for Setup.Spheres instead of a short Cylinder.
- CollisionPrimitives.cs: added SweptSphereHitsSphere — quadratic swept
solve ported from ACE Sphere.cs::FindTimeOfCollision, which is a C# port
of retail's CSphere::intersects_sphere @ 0x00537A80. Sign convention
confirmed against the decomp: retail negates the root to produce a
forward t ∈ (0,1].
- TransitionTypes.cs: added Sphere narrow-phase branch between BSP and
Cylinder in FindObjCollisionsInCell; uses 3-D distance for overlap
(not XY-only). Added SphereCollision() method implementing the 3-D
wall-slide response. Updated diagnostic logging at :2734 to cover Sphere.
- Updated ShadowShapeBuilderTests for new Sphere type assertion.
- New SphereIntersectsSphereConformanceTests: 9 geometrically-anchored
cases (head-on, tangent, perpendicular-miss, lateral-near-miss,
sweep-away, beyond-step, degenerate-zero-sweep, already-overlapping,
vertical-sweep).
Retail oracle: CSphere::intersects_sphere @ 0x00537A80 (named-retail);
ACE Sphere.cs::FindTimeOfCollision (C# port, cross-confirmed).
Build: 0 errors, 10 warnings (pre-existing).
Tests: 1576 pass / 0 fail / 2 skip (1578 total).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail oracle: CPartArray::InitParts@0x00517F40, CGfxObj::Serialize@0x00534970 (physics_bsp
gated on serialized-flags bit-0), CPhysicsPart::find_obj_collisions@0x0050D8D0 (returns OK /
passable when physics_bsp==null). Render-mesh bounds never enter collision.
Changes:
- GameWindow.cs: delete the ~200-line VISUAL mesh-bounds collision block (the
isPhantomSetup / isPhantomGfxObj locals + the if-block computing worldMin/worldMax
AABB + the ShadowObjects.Register call that capped and registered the synthetic
cylinder). Also removes dead counter variables scHaveBounds/scRegistered/scNoBounds/
scTooThin; trims the ProbeBuildingEnabled summary line accordingly.
- PhysicsDataCache.cs: delete IsPhantomGfxObjSource (the predicate that only existed
to fence the mesh-AABB synthesis; the "phantom" concept is now the default — no DAT
shape means no registration, verbatim with retail).
- PhysicsDataCachePhantomSourceTests.cs: deleted (tested the removed method).
- ShadowShapeBuilderShapeSourceTests.cs: new guard test — a Setup with parts but
hasPhysicsBsp=false and no CylSpheres/Spheres yields an empty shape list, locking
the DAT-only rule in the builder.
- retail-divergence-register.md: AP-2 row deleted (divergence retired).
Objects with no DAT physics shape (no CylSpheres, no Spheres, no part with a
PhysicsBSP) now register no collision shape and are passable, verbatim with retail.
Objects with real DAT shapes (BSP parts, CylSpheres) are unaffected.
dotnet build green, 22/22 tests passing (ShadowShapeBuilderShapeSourceTests +
CellarUpTrajectoryReplay + CornerFlood + Issue147ArwicBuildings replay harnesses).
Visual gate pending: walk Holtburg + open world; objects that become passable must
match retail (DAT has no physics shape — trees with real CylSpheres still solid).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A town's outer/perimeter walls have NO collision even on a fresh login: the
player walks straight through them while houses block fine. Confirmed NOT a
frame issue — #146's bldOrigin probe showed Arwic buildings are correctly
framed (~12 m from the player, not km off), so the "#145 far-town frame"
premise was wrong here.
Root cause (dat-confirmed, Issue147ArwicBuildingsDumpTests): a perimeter wall
is stored in LandBlockInfo.Buildings as a doorless shell — 16 of Arwic's 30
buildings are PORTAL-LESS, ringing the town at 24 m intervals (x=12/132,
y=12/108). The building-collision cache loop skipped them via
`if (building.Portals.Count == 0) continue;` — a filter meant only for the
transit/entry feature (CellTransit.CheckBuildingTransit) that also dropped the
collision shell. Retail's find_building_collisions (0x006b5300) tests the shell
BSP independent of the portal list, so a doorless wall still collides.
Fix: don't skip portal-less buildings — cache them with an empty portal list
(no transit) but their collision shell (ModelId) intact. User-verified: Arwic
perimeter walls now block (Collided/Slid). Adds the dat-dump fixture test.
Suites green: Core 1569(+2 skip), App 468(+2 skip), UI 425, Net 317.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The FPS deep-dive landed (dense Arwic 75 -> ~165 fps via the cell-object
batching + cell-particle consolidation, both already committed). Remove the
throwaway diagnostic apparatus now that it has served its purpose:
- delete FrameProfiler.cs (whole-frame TimeElapsed + [PASS-GPU] glFinish +
[CPU-PHASE]/[GPU-PHASE] timers + the =1/=2 ACDREAM_FPS_PROF modes)
- GameWindow: _fpsProf/_frameProfiler/_msaaSamples fields, the BeginFrame/
EndFrame/MarkUpdateStart hooks, the terrain glFinish, and the landscape
sub-phase LsMark instrumentation
- RetailPViewRenderer: the DrawInside per-phase Phase()/MarkGpu markers
- ParticleRenderer / PortalDepthMaskRenderer / EnvCellRenderer: the per-pass
glFinish brackets
- delete DegradeCoverageProbeTests.cs (the dead distance-degrade probe)
KEPT (the real fixes): RetailPViewRenderer cell-object batching + consolidated
cell-particle pass; EnvCellRenderer.CellHasTransparent. Build + full test suite
green (468 App incl. pview replay tests; 1566 Core; 317 Net; 425 UI).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual gate 2 (user): the "Slots" toggle caption was visible but unclickable.
Root cause (UiRoot.OnMouseDown/OnMouseUp): a left-press on a non-drag-source
widget inside a whole-window-Draggable frame (the inventory window's IA-12
drag) set _windowDragTarget; OnMouseUp then early-returned before emitting the
Click. So the paperdoll Slots button (the first plain button inside the
draggable inventory frame) never received its click. Chat/toolbar buttons
escape this — their frames aren't whole-window-draggable.
Fix (toolkit, root cause not band-aid): add UiElement.HandlesClick (a virtual
opt-out parallel to IsDragSource); UiButton overrides it true; OnMouseDown
routes a HandlesClick press to the widget (like CapturesPointerDrag) instead of
the window-drag, so OnMouseUp emits the Click. 2 regression tests lock it
(HandlesClick widget in a Draggable frame emits Click; a plain one doesn't).
Build + full App suite green (596, +2).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual gate 1 (user): the doll rendered but only the legs showed (camera
aimed at the model origin = the feet) and the Slots button was invisible.
- DollCamera: aim the look-at at mid-body (~0.95 m) and stand back ~3.7 m
so the whole ~1.9 m figure fits. (Size is a later retail-comparison
polish per the user.)
- PaperdollController: the Slots button (0x100005BE) is found + wired
(diagnostic confirmed armorSlots=9/9, viewport=UiViewport,
slotsButton=UiButton) but its dat element has no face sprite, so it drew
nothing. Give it a gold "Slots" caption (UiButton.Label, like chat Send)
via a new datFont param on Bind. Temporary [Slice2-paperdoll] diagnostic
logs the button rect + the found widgets (stripped at wrap-up).
Idle animation deferred to a focused follow-up (faithful idle needs a full
AnimatedEntity + Sequencer through the TickAnimations multi-branch path +
re-dress coordination — real integration risk vs the verified static doll).
Build + full App suite green (594).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Carries the parsed dat objects ApplyLoadedTerrainLocked needs so the worker
can pre-read them and the apply can run lock-free. Optional field (default
null) keeps existing LoadedLandblock construction back-compatible.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mirrors the palette/part-override mapping at GameWindow.cs:3390-3431 in a
testable static helper. Build() accepts plain (SubPaletteId, Offset, Length)
and (PartIndex, GfxObjId) tuples, builds PaletteOverride only when
subPalettes.Count > 0 (same gate as GameWindow), and poses the entity at
origin facing the viewer (191.367905° / +Z). Reserved synthetic guid
0xDA11D011 keeps the doll distinct from the live player and satisfies
EntitySpawnAdapter's ServerGuid != 0 guard. 7 new tests green; suite 594/0.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds ArmorSlotElementIds (the exact 9 ids gmPaperDollUI::ListenToElementMessage
flips per decomp 175674-175706) and PaperdollViewState (SlotView/DollVisible/
ArmorSlotsVisible/Toggle) as a nested public class on PaperdollController.
Wires ApplyView() into the constructor so the Slots button (0x100005BE) drives
armor-slot Visible and the doll viewport Visible on every click. Initial state
is doll-view (armor slots hidden). The doll viewport element (0x100001D5) is
bound as UiElement? so this slice stays independent of Slice 3's IUiViewportRenderer
seam; _armorSlots collects whichever of the 9 ids were found in the live layout.
Three new unit tests verify the id set, the default state, and the round-trip
toggle against the public PaperdollViewState surface only.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
User correction at the visual gate: the green "figure" in the paperdoll is
the LIVE 3D character (the doll — can be naked), NOT per-slot silhouettes.
The default view (Slots button OFF) = the doll + non-armor slots; pressing
Slots hides the doll and shows the armor slots. So the doll + the Slots
toggle are Slice 2 (the UiViewport); there are no per-slot silhouette sprites
to chase.
For Slice 1 (no doll yet) the right empty-slot look is simply a VISIBLE FRAME
so every slot position can be seen + used — which fixes the "I see only slots
with equipment, no empty slots" report. The earlier transparent (EmptySprite=0)
came from the stale silhouette assumption. PaperdollController now takes an
emptySlotSprite; GameWindow passes the inventory grid's empty square
(0x06004D20) for a consistent visible frame.
App suite 580 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>