69 commits
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356545c530 |
fix(chargen): Campaign CC CC5 re-review residuals R1-R5 + nits — REVIEW-CLOSED
The narrow re-review of fix commits 0c8e1e7d+2d4168f9 found every code fix
oracle-verified but returned NOT CLOSED on five test/doc residuals plus
three nits and a follow-up filing. All fixed:
- R1: the claimed "external-change->user-commit->SetName" regression test
for F1 (the deleted _suppressNextFieldEvent latch) never existed — the
Runtime-layer randomize test doesn't touch the page. Added
CharacterCreationUiControllerTests.SummaryNameField_RealCommitAfter
ExternalRefreshWhileUnfocused_StillReachesSetName: drives Refresh with a
revision bump + changed snapshot.Name while the field is unfocused (the
programmatic SetText path that used to arm the latch), THEN performs a
real user commit (field.SetText + field.Submit(), the actual event path),
asserting SetName receives the player's typed text.
- R2: RetailSkillFormula.CalculateChargenScore and ChargenSkillScoreResolver
had zero direct coverage (the F12(d) test substitutes skillId*10). Added
a Untrained/Trained(+5)/Specialized(+10) theory, the divisor-zero skip
path, and a six-way AttributeId theory (Str=1..Self=6) to
RetailSkillFormulaTests.cs.
- R3: RetailSkillFormula.cs's doc comment claimed "no retail-authored skill
sets MinLevel above Untrained=1" without ever reading the field — ACE's
own SkillBase.cs hedges the same field "// 1-2?". MEASURED (not assumed)
against the installed EoR dat's global SkillTable
(CharacterCreationLiveDatTests.SkillTable_MinLevelDistribution_
NeverExceedsTrained): 23 skills at MinLevel 1, 15 at MinLevel 2, zero
above 2, of 38 priced skills. ACE's hedge was right; the doc comment now
states the measured fact and leans on the structural argument (the gate
holds for Trained/Specialized under any MinLevel in {1,2}) as load-
bearing, not the unverified data claim.
- R4: filed AP-228 — the Summary/Skills skill-row KEY sources from
ItemAppraisalTextFormatter.SkillName's hardcoded English switch, where
retail's own key is DAT-sourced (SkillBase->_name via %hs,
0x0047b90f-0x0047b915) — same divergence class as AP-226 filed the same
round, reversed polarity, also present at CC4's Skills page. Softened
AP-224's "ported exactly, not simplified" claim: it only ever covered the
row's VALUE/template, never its KEY.
- R5: this commit corrects 0c8e1e7d's gate claim. "Release build zero
warnings" was false: a clean `dotnet build -c Release -t:Rebuild` shows
25 pre-existing warnings (18 in tests/AcDream.Core.Tests, 7 in
tests/AcDream.App.Tests — Composition/HostInputCameraCompositionTests.cs,
Composition/WorldRenderCompositionTests.cs,
UI/Layout/OptionsPanelLiveMountProbeTests.cs), none in any file this
campaign or its residual round touched. History is not amended; this is
the correction.
Nits: the ChargenPreviewController ctor doc now also cites
gmCGSummaryPage::Update @0x0047baa0 (the per-heritage re-derive site — 0xc
Olthoi/0xd OlthoiAcid/else — not just the one-shot InitializePage seed) as
the stronger justification for why Rebuild re-derives the zoomed-out eye
per heritage on every change. RuntimeCharacterCreationState's F2 comment
("Finish becoming a permanent no-op") reworded: the same unconditional
_verificationPending = false assignment ran pre-fix too, so Finish was
never blocked — only the response FEEDBACK vanished (no dialog, no created
character, nothing), not the request itself. Filed #404 for
ChargenSkillScoreResolver's own independent SkillTable read alongside
ChargenTableReader's (cleanup follow-up, out of this round's scope).
Ledger: CC5 flipped REVIEW-CLOSED in the campaign plan (dual-lens
architectural PASS-with-items / retail-fidelity FAIL -> F1-F14 fix round
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0c8e1e7df1 |
fix(chargen): Campaign CC CC5 review fix round — F1-F14
Opus dual-lens review of 34e3a534+a975efd1 returned architectural PASS-with-items / retail-fidelity FAIL. Every finding fixed: - F1 (BLOCKER): deleted CharacterCreationSummaryPage's dead _suppressNextFieldEvent latch. UiField.SetText never raises OnFocusLost/OnSubmit, so the latch never had anything genuine to suppress — it stayed armed until the player's own next real commit and silently ate their typed name. - F2: byte-re-derived gmCharGenMainUI::RecvNotice_ CharGenVerificationResponse @0x004e9030's jump table — Pending is an explicit switch case landing on the SAME NameDBDown label as Corrupt/DatabaseDown, and Undef/out-of-range falls through the function's own unsigned-underflow default arm to that identical label. Retail's dispatch has NO silent branch. ApplyCreationResponse now produces a real rejection for Pending/Undef instead of a silent reset; ReconcileDialogs maps them to NameDBDown. Corrects the wrong "retail swallows Pending" claim everywhere it was repeated (plan doc, Core.Net doc comment, Runtime doc comments). - F3: skill rows now use the key/value template with CharGenState::GetSkillScore @0x005C4B50 as the value (ported via the new RetailSkillFormula.CalculateChargenScore / ChargenSkillScoreResolver, wired through a new GetSkillScore binding), not template 0/name-only; bucket headers are unconditional. Writing this fix's own regression test surfaced a second, more severe bug: CharacterCreationSummaryPage never wired _list.TemplateResolver at all, so RebuildListbox has been a silent no-op since CC5 shipped — fixed by threading templateResolver through the page's constructor, matching every sibling UiTemplateListBox owner. - F4: added the missing _errorMessageDialogContext one-outstanding guard to the 0xF643 rejection dialog, matching MakeErrorMessageDialog's own guard @0x004e8cc4 and the other four sibling dialogs' shape (registered in CloseAllDialogs, suppress- callback checked). - F5: the Summary preview camera now seeds/re-derives retail's zoomed-OUT eye (byte-decoded (0,-2.5,0.95) at gmCGSummaryPage:: InitializePage ~0x0047bd14-0x0047bd44) instead of Appearance's zoomed-in default, via a new ChargenPreviewController useZoomedOutEye flag. - F6: retired AP-225 outright — re-derived the ListenToElementMessage length gate is NUL-inclusive, so MaxNameLength=32 was always byte-correct, not merely internally consistent. - F7: amended AP-221 to cover the Summary preview's duplicate one-shot-composition binding gap (CC5 duplicated the pattern instead of closing it). - F8: byte-decoded GetRandomReal @0x00563940's fmul operand at 0x007cd650 — an 8-byte double, not a 4-byte float — is EXACTLY 1.0/32767.0, not 1/32768. Added RollShadeLocked (_random.Next(32768) * (1.0/32767.0)) and switched all six shade rolls onto it. - F9: evaluated porting retail's exact empty-name-commit no-op (NUL-inclusive length==1 skips SetName entirely) and rejected it — it would fight the F1 field-sync model by spontaneously reverting an emptied field on the next unrelated revision bump. Kept the clear, documented the tradeoff, filed AP-227. - F11: filed AP-226 documenting retail's static pcProfessions/pcGender/ pcHeritage/pcTown label tables versus acdream's DAT-sourced labels, including the non-human-heritage-renders-bare-"Heritage:" retail quirk. - F12: added exclude-current determinism (count-2 lists), Random- clears-name, repeat-identical-rejection-reshows, and RebuildListbox content tests (the last one found F3's TemplateResolver bug). - F13: threaded an optional Random through GameRuntimeDependencies -> LiveSessionController -> RuntimeCharacterCreationState, matching the existing TimeProvider injection shape, closing the Slice-K determinism hazard on a bot-reachable Randomize* command family. - F14: RandomizeCharacterLocked now assigns _heritageId unconditionally before the TryGetHeritage gate, matching retail's SetHeritageGroup @0x005C67A0 (mHeritageGroup written before the DAT lookup). Gates: Runtime 1726/0 (was 1722/0), App 5242/3 skips (was 5240/3), Headless 166/0, Core.Net 993/994 (the one failure, NakEmissionTests LossSoak, is a known pre-existing flake — passes standalone), full solution Release build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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0e71d3b829 |
feat(app): Campaign CC slice CC4 — chargen screen shell + Heritage/Profession/Skills/Town pages
Mounts gmCharGenMainUI (enum 0x10000039, root 0x100003CC) via CharacterCreationUiController/CharacterCreationUiMountCoordinator, cloning CharacterManagementUiController's recipe. Master shell ports SetProgressState @0x004e7a10 (Olthoi tab-hide + redirect) and ListenToElementMessage @0x004e9450 (Back/Next/Finish/Help/Exit/Random nav) verbatim, with free tab navigation over all six pages. Heritage, Profession, Skills, and Town pages bind to CC3's RuntimeCharacterCreationState commands; Appearance and Summary mount as content-inert placeholders for CC6b/CC5. Live-DAT probing (CharacterCreationLiveDatTests) found two widget- mapping surprises the decomp's DynamicCast hints don't predict: the Profession slider's value field imports as an editable UiField (wired for direct numeric entry), and the avail/health/stamina/mana/credits displays author as UIElement_Button hosts whose Type-12 value child is swallowed by UiButton.ConsumesDatChildren — substituted with the button's own Label. No new DatWidgetFactory widget types were needed. Threads the installed DAT's real ChargenOptions into Runtime via the new RuntimeCharacterCreationState.InstallOptions, called from ContentEffectsAudioCompositionPhase.Compose (mirrors InstallSpellMetadata's pattern); headless keeps ChargenOptions.Empty unchanged. Wires CC3's F14 status-hook gap (ApplyCharacterCreated/ ApplyCreationFailed) to SessionStatusWriter for both graphical and headless hosts, and adds the CharacterCreation view/command seam through CurrentGameRuntimeAdapter and DeferredGameRuntimeStateCommands alongside CharacterSelection's existing shape. Register: AD-101/102/103, AP-212/213, TS-82 filed for the auto-gender- select interim default, the omitted ToD-account gate, the button-Label widget substitution, the Random-button approximation, the flat-listbox Skills simplification, and the Appearance/Summary placeholders. Runtime 1713/0 (was 1707), App 5117/13 skips (was 5101/6), Headless 165/0 unaffected, full solution Release build green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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41b15efd4d | feat(runtime): share chat commands and run login sequence | ||
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db9ad53c1c |
docs: Campaign LA — pinned launch-contract schema COMMITTED into plan LA1
The LA3 Opus review process note was right: the contract both sides implement lived only in orchestrator prompts, which is exactly the drift mode the pin exists to prevent (and it produced the paths-key CRITICAL). The schema, field rules, probe-mode discriminator, and status vocabulary are now a binding plan section; amendments change this text first, implementations second. Ledger: LA3 fix round dispatched. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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0f15c74147 |
chore: secure-trade closeout - strip [trade] gate probes, roadmap ledger
The two-client user gate PASSED 2026-08-14 (open both ways, stage with the retail trading marker, accept/decline, executed swap, Clear All, cancel text). Every TEMPORARY [trade] probe line from gate rounds 1-2 is stripped (ItemInteractionController, SelectionInteractionController, SecureTradeUiController, LiveSessionCommandRouter, WorldSession, RuntimeTradeState). Roadmap gains the shipped-trade ledger row. Suites after strip: App 4,992/3, Runtime 1,626 - green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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f2144ab2a4 |
fix: trade gate round 2 - the trade window is state-managed, never
layout-persisted; deeper [trade] wire probes A session that ended mid-trade saved Visible=true for "secure-trade" in the window-layout file, restoring an empty open trade window at every launch. Added to the stateManagedVisibilityWindows set beside Combat/JumpPowerbar/ExternalContainer/Vendor - visibility belongs to RuntimeTradeState's open/closed lifecycle exclusively. Also carries the round-2 [trade] probes for the still-open "open never registers" diagnosis: the round-1 log proved the request seam fires (4x "request partner=0x50000001 item=0 open=False") but no window ever opened - the new probes bracket the command router (open-cmd sent flag), the wire send (wire-open seq), and the inbound RegisterTrade apply, so the next gate log pinpoints whether the send leaves the client and whether ACE replies. App suite 4,990/3 skips. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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067cbea8a5 |
feat: secure trade with other players - wire, RuntimeTradeState, the
authored gmSecureTradeUI window, and both retail open paths
Three-lane research first (docs/research/2026-08-14-trade-lane{A,B,C}):
retail gmSecureTradeUI decode, the byte-exact ACE/decomp/holtburger
three-way wire agreement, and the acdream seam map (which found both
open paths ALREADY classified by the ported policy - OpenSecureTrade on
Use-a-player, StartSecureTrade on drag-item-onto-player with the
DragItemOnPlayerOpensSecureTrade option - dead-ending at a stub toast).
- Core.Net: TradeRequests builders (0x1F6-0x204, retail's CM_Trade
senders byte-checked against ACE's readers; the ACE-discarded
AcceptTrade echo carries zero-count item lists - AD-94), corrected +
completed inbound parsers (0x1FD-0x208; the old AddToTrade parser
missed the SIDE dword, TradeFailure missed the reason), delegate-hole
registrars, six WorldSession sends. 10 golden-byte tests.
- Runtime: RuntimeTradeState, the third sibling J-owner (fellowship/
allegiance shape): session-scoped, clears at generation reset (new
stage Trade=14), staged teardown stage 11 (Identity/EntityObjects
shift 12/13, TeardownStageCount 14 - the FA2-era per-stage-flag test
caught the mapping exactly as designed), combined ownership ledger,
event routing with ACE's wrong-initiator RegisterTrade landmine
honored (partner = whichever guid is not mine). 7 conformance tests.
- App: SecureTradeUiController binds the dedicated authored LayoutDesc
0x2100000D (root 0x1000007A - gmSecureTradeUI::PostInit's exact ids):
partner name/status/count/grid, the authored 'Trade' accept toggle
(accept <-> decline withdraw), 'Clear All' (ACE clears BOTH sides -
surfaced honestly), the X close, drop-on-your-grid staging, per-mode
accept cues (partner icon's authored Highlight state + Trade button
Selected latch). Mounted via the vendor recipe (nine-slice chrome,
hidden until RegisterTrade). ItemInteractionController's two policy
arms now raise SecureTradeRequested instead of the stub toast; the
drag path queues the dragged item until the window registers
(ClientTradeSystem::AttemptToTradeItem @0x0056DF80's shape).
Register: AD-94 (accept-echo zero-count lists), AD-95 (numeric-only
count texts pending template verification).
Suites: App 4,990/3, Core.Net 905, Runtime 1,626 - all green. The
panel itself is user-gate acceptance (two-client connected trade), the
#372-class lesson: fixture-green alone is not acceptance for a mount.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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04161defd8 |
fix(ui): FA4 re-review REOPEN — re-declare 0x00A6 from the post-world seam, not the pre-world reset
The FA4 fix round's MUST-FIX 3 placed the 0x00A6 reconnect re-arm at the
wrong lifecycle point (re-review
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cced83b483 |
feat(app): FA2 -- fellowship/allegiance command routing for graphical + headless hosts
Both LiveSocialSessionBindings construction sites updated together (LiveSessionRuntimeFactory.cs, HeadlessSessionHost.cs) so the single GameEventWiring.WireAll registration site serves both hosts identically (the K-slice unification). CurrentGameRuntimeCommandAdapter implements IRuntimeFellowshipCommands/IRuntimeAllegianceCommands over the App command bus (LiveSessionCommandRouter gains 12 new *RuntimeCmd records + registrations + LiveSessionCommandBindings send delegates), mirroring DirectGameRuntimeCommandAdapter's direct-session shape including the identical Quit leader-hand-off rule read from RuntimeFellowshipState. CurrentGameRuntimeAdapter (the graphical IGameRuntimeView/ IGameRuntimeCommands composite) exposes the two new views/command groups. Headless's DirectGameRuntimeCommandAdapter needed no changes -- it already implements both new interfaces from the Runtime-layer commit. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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371197a345 |
refactor(settings): OP9 — retire the dead F11 settings surface + fully-superseded GameplaySettings
Campaign OP slice OP9 code retirement (docs/plans/2026-08-10-options-panel-campaign.md
§OP9). The retail four-tab Options panel (OP1-OP8) is now acdream's one
in-client settings surface (D1) — this commit deletes the pre-retail-UI
surfaces it fully superseded. Pure retirement: no behavior change to
anything live, verified by dispositioning every one of the 15 src files
and 8 test files that referenced the deleted types before touching any
of them.
1. SettingsVM + SettingsPanel (the old F11 IPanel surface, unrendered
since Campaign V slice V11's ImGui deletion) deleted outright, plus
their two dedicated test files. IPanel/IPanelRenderer stay — ChatPanel/
DebugPanel/VitalsPanel still implement IPanel, so the contract does NOT
become unreferenced.
2. RuntimeSettingsController's SettingsVM binding seam deleted:
CreateViewModel, CreateViewModelBinding, RuntimeSettingsViewModelBinding,
the _viewModel field, UnbindViewModel, and every _viewModel? notification
call (ToggleFrameRate, LoadCharacterContext, RestoreDefaultCharacterContext,
SyncChatFromServerOptions). CreateViewModelBinding had zero production
callers (test-only). HasDraftPreview/DisplayPreview/AudioPreview stay on
IRuntimeSettingsPreviewSource (WorldRenderFrameBuilder and
SettingsParticleRangeSource still consume it) but now trivially mirror
the committed Display/Audio snapshot — HasDraftPreview was already
always false in production. GameWindowLifetime's matching
"settings view model" shutdown stage is deleted.
3. IDevToolsGameplayCommands + DevToolsGameplayCommands deleted from
GameplayInputCommandController.cs. All three members were dead:
ToggleSettingsPanel() had ZERO dispatch sites (ToggleOptionsPanel always
routed to _retained, never to _devTools); ToggleDebugPanel()/
FocusChatInput() had dispatch sites (F1/Ctrl+F1, Tab) but empty no-op
bodies (their ImGui DebugPanel/ChatPanel targets were already gone).
The two live dispatch sites are kept as inert `return true;` cases
(still consuming the key, matching the prior no-op's "handled"
contract) instead of falling through to a lower-priority scope.
SessionPlayerComposition.cs's `new DevToolsGameplayCommands()`
construction is removed. No `ToggleSettingsPanel` InputAction exists
(only `ToggleOptionsPanel`, rebound at OP3) — nothing to remove there
or from KeyBindings.RetailDefaults()/keymap fixtures.
4. GameplaySettings deleted entirely (the type, SettingsStore's
LoadGameplay/SaveGameplay/BuildGameplayObject, RuntimeSettingsController's
Gameplay property/SetAcceptLootPermits). Verified all 13 remaining
members (ToggleRun, AdvancedCombatUI, ShowTooltips,
VividTargetingIndicator, SideBySideVitals, CoordinatesOnRadar,
SpellDuration, AllowGive, ShowHelm, ShowCloak, LockUI, UseMouseTurning,
AcceptLootPermits — the three combat ones already died at OP4/AP-196)
were ALREADY bound through CharacterOptionTable/
CharacterOptionsPageController's server-bit seam at OP4 before deleting
the client-local mirror — no (c)-case genuinely-client-local member
was found; disposition (b) covers 100% of the surface. SetUiLocked
rewritten to compare only against the last value actually pushed to
_runtimeTargets (MUST-FIX 4's guard), with no second store left to
read or write. LiveSessionRuntimeFactory's SetAcceptLootPermits binding
now sends the wire option only (the GameplaySettings write-behind call
removed as dead output). CharacterSettings/DisplaySettings/
AudioSettings/ChatSettings and their SettingsStore Load/Save surfaces
are UNTOUCHED per the campaign contract.
Per-file disposition (15 src + 8 test files that referenced
GameplaySettings before this commit):
- GameplaySettings.cs, SettingsVM.cs, SettingsPanel.cs: the types
themselves — deleted.
- SettingsStore.cs, RuntimeSettingsController.cs,
LiveSessionRuntimeFactory.cs: real usage — API deleted/rewritten.
- RetailUiRuntime.cs, InteractionRetainedUiComposition.cs,
SessionPlayerComposition.cs, CombatUiController.cs,
LiveCombatAttackOperations.cs, LivePresentationComposition.cs,
FrameRootComposition.cs, RuntimeCharacterState.cs,
CombatCameraTargetSource.cs: doc-comment-only or interface-name
substring matches (ICombatGameplaySettingsSource) — left as accurate
historical record, no forward reference to the deleted type.
- Tests: RuntimeSettingsControllerTests.cs and SettingsStoreTests.cs
rewritten (Gameplay-specific tests deleted; SaveDisplay/SaveAudio/
SaveChat tests re-targeted off the now-public methods instead of the
retired SettingsVM draft/Save() indirection); GameplaySettingsTests.cs/
SettingsVMTests.cs/SettingsPanelTests.cs deleted; the remaining three
(CharacterOptionCombatSettingsSourceTests.cs,
CombatCameraTargetSourceTests.cs, LiveCombatAttackOperationsTests.cs)
were comment/interface-name-only, untouched.
5. Register: AP-196 (OP4's partial GameplaySettings retirement, which left
five fields as write-behind mirrors) is fully retired now that the
record is gone outright — marked ~~AP-196~~ RETIRED with its retirement
note, active-row count 143 -> 142. No other row cited the deleted types
directly (AP-194/AP-193 cite CharacterOptionTable.cs, not
GameplaySettings.cs).
6. Settings.json migration honesty: SettingsStore no longer reads or
writes the "gameplay" top-level key, so an existing file carrying one
from a pre-OP9 build is neither parsed nor dropped — the existing
SaveSection raw-JSON-text preservation mechanism (unknown top-level
keys survive every subsequent save) carries it forward untouched.
Two new targeted tests
(LeftoverGameplaySection_FromAnOlderSettingsJson_DoesNotBreakOtherLoads,
LeftoverGameplaySection_SurvivesAnUnrelatedSave) pin this.
InputAction.ToggleOptionsPanel's stale doc comment (still describing the
retired ImGui SettingsPanel) and a handful of other dangling doc
references (DisplaySettings.cs, ChatOpacityLink.cs,
SettingsDevToolsComposition.cs, InputDispatcherCaptureTests.cs) are
reworded to point at the current retail Options panel / OP8
KeyboardConfigController.
Build: dotnet build -c Release green, 0 errors. Tests: dotnet test -c
Release --no-build — 13,075 passed / 4 skipped / 0 failed (13,079 total),
down from the stated baseline of 13,155 passed / 4 skipped / 0 failed
(13,159 total) — the -80 delta is exactly the deleted SettingsVM/
SettingsPanel/GameplaySettings test surface (three whole files plus the
Gameplay-specific cases trimmed from RuntimeSettingsControllerTests.cs/
SettingsStoreTests.cs), with zero regressions elsewhere.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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ac0304dcf0 |
fix(ui,runtime): OP4 re-review residuals R1-R4 (coordinator pass) — OP4 CLOSED
R1: the timestamp prefix moves from ChatLog.Append (which stamped the
stored BODY, rendering 'Alice says, "13:05:09 hi"') to ChatVM's display
composition — FormatTimestampPrefix(entry.Received) prepends the COMPOSED
line, matching retail's separate-leading-string model (fprintf("%ls%ls",
ts, text) @0x00563e5b; AddTextToScroll receives composed lines). The
prefix renders entry.Received in LOCAL time (retail strftime), invariant
literal colons. The ten defect-pinning test cases across
ChatLogTests/RuntimeCommunicationStateTests are rewritten to pin the
corrected contract (stored bodies stay clean; the composed line carries
the stamp outside the quotes — ChatVMTests).
R2: open option-bearing panels converge on every PlayerDescription seed:
OptionPage.ReloadFromLive (per-row live re-read + gating re-eval, NO
AfterApply flush — the seed just cleared the dirty module),
OptionsPanelController.OnServerOptionsSeeded (active page),
CombatUiController.OnServerOptionsSeeded (SyncControls), wired through
RuntimeSettingsController.ServerOptionsSeeded from the same factory hook
LockUI already uses. Retail cannot reach this state (its panels close
across login); the adaptation exists because retained panels survive the
session boundary — documented at the seam.
R3: tests drive the refresh widget push (model AND checkbox converge) and
ReloadFromLive's no-flush contract. R4: AP-196 addendum names the
headless AutoRepeatAttack false->true effective-default flip and the
characterOptions escape hatch.
Full Release suite: 13,083 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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bc43fb1d1d |
fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps
Both OP4 reviews converged on one headline bug (Character-tab rows never re-read live server truth after their pre-login constructor-word seed) plus overlapping MUST-FIXes. All ten converged/consolidated findings land here: MUST-FIX: - BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab switch in, initial activation — instead of trusting the pre-login constructor word it was built with. Reset/tab-switch can now only restore values that were actually live at the last show. LockUI's host.Root.UiLocked one-shot mount seed now also converges on every PlayerDescription via the existing OnCharacterOptionsChanged hook. - Apply/Reset are wired to OptionPage.OnOptionChanged in production (Ghosted when nothing changed, Normal when dirty, run once at bind so both start disabled per retail's PostInit); Defaults stays ungated. - The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View) now read/write the same RuntimeCharacterOptionsState seam the Character tab uses instead of a disconnected client-local GameplaySettings copy — closes the "two writable copies" divergence. The three now-orphaned GameplaySettings fields and RuntimeSettingsController's mirror properties/SetCombatGameplay are deleted outright; the headless host's hardcoded AutoRepeatAttack/AutoTarget now read the live option bit. - RuntimeSettingsController.SetUiLocked's convergence guard now compares against the last value actually applied to the runtime target instead of the persisted GameplaySettings.LockUI snapshot, which could already match a server-derived request without ever having been pushed. SHOULD-FIX: - DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is the one seam all of them funnel through), not just AddText's own callers — heard speech, emotes, Turbine channels, and combat text were previously missed. The prefix format escapes its colons and forces InvariantCulture instead of the culture-dependent TimeSeparator placeholder. - sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain shaders, so Disable Distance Fog stops the sky dome's horizon band from blending toward fog color too. - Corrected the "byte-verified" overclaim on the timestamp format string doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column class-name typo; the RunAsDefaultMovement doc comments now cite retail's actual acclient.h enumerator name. - Added: DispatcherMovementInputSource's option x modifier truth table (incl. || AutoRunActive with the option off), the per-page Apply/Reset enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click test, and hash-pins for the six header string keys. - Gate script step 8 corrected for the logout-flush false-failure (closing the panel before relogging is load-bearing); a new step documents the enable-gate sequence and the Combat-panel/Character-tab cross-check. Register: AP-196 (the Group-C default-source change + GameplaySettings retirement) and AP-197 (the ignored per-character timestamp format override) filed in this commit. Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0; net +36 tests from new coverage and legitimate assertion updates from the GameplaySettings retirement). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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22b86b9ff4 |
feat(ui): Campaign OP slice OP4 — the Character tab
Binds LayoutDesc 0x21000028 (gmCharacterSettingsUI) through OP2's template-list mechanism and OP3's OptionPage model: 6 authored group headers + 50 toggle rows (49 from the 2013 build + D3's "Listen to PK death messages", AP-193) in research doc §2's authored order, each row resolved by PlayerOption id through CharacterOptionTable, seeded from live RuntimeCharacterOptionsState, defaulted from CharacterOptionTable. ClientDefault (byte-verified against UIOption_Checkbox::SetPlayerOption @0x00486e80's own GetDefaultOptionValue call — AP-194 updated to confirm the directive was followed), labels/tooltips resolved by name from string table 0x23000003 (never hard-coded English), and registered with OptionsPanelController.CharacterPage. Apply/Reset/Defaults (0x100001FC/FD/FE) are now wired per-page via a scoped subtree search (UiElement.FindDescendant, promoted from UiTabPanel) since Character/ Chat/Config each author their own physical instance under the SAME element ids. Consumers: Group A (29 ids) wire+store only via the existing SetSingleCharacterOptionRuntimeCmd/TrySetOption seam. Group B: Display Timestamps prefixes new transcript lines (RuntimeCommunicationState. DisplayTimestampsSource); Disable Distance Fog forces FogMode.Off (WeatherSystem.DisableDistanceFogSource, retiring half of TS-73); Run as Default Movement inverts the walk-mode modifier's default (RuntimeLocalPlayerMovementState.RunAsDefaultMovementSource). Group C re-points AutoTarget/AutoRepeatAttack/ViewCombatTarget (CharacterOptionCombatSettingsSource), VividTargetingIndicator/ CoordinatesOnRadar/LockUI/AcceptLootPermits from the client-local GameplaySettings record to the canonical server bit — closing two previously-unfiled divergences where AutoRepeatAttack and AcceptCorpseLootingPermissions never reached the wire despite being retail auto-save ids. TS-73 narrowed to its two still-open cases; TS-75..TS-80 file the genuine gaps (no day/night force, no weather- particle/profanity-filter/salvage/housing/pickup-preference subsystem, fellowship-create's unaudited client-sourced field) rather than inventing stand-ins. Conformance: CharacterOptionsPageControllerTests pins all 50 rows against CharacterOptionTable in both directions (an invented or dropped row fails the build), the authored group/order row-by-row, and the build/seed/Apply/Reset/Defaults/wire-publish behavior end-to-end against the committed fixture. 52 new tests; full solution suite 13,008 passed / 4 skipped / 0 failed (was 12,956/4/0). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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09029f9f4b |
fix(runtime,net): OP1 review fixes — server-seed gate, tick-wired auto-save/logout flush, fellowship mutual exclusion
Closes the two mechanism-lens and blast-lens dual reviews of Campaign OP
slice OP1 (
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86c0a7e0ee |
feat(runtime,net): Campaign OP slice OP1 — full character-option table, dirty model, real 0x01A1 blob builder
The retail Options panel (Campaign OP) needs a Runtime-owned option map
covering all 53 PlayerOption ids and the real batched SetCharacterOptions
(0x01A1) blob before any UI can be built on top of it. Today's surface only
modeled 6 ListenTo*Chat ids and the 0x01A1 builder was a malformed 16-byte
stub (deleted at Campaign CH slice CH3, docs/research/2026-08-09-chat-side-
channels-vs-ace.md).
- CharacterOptionTable.cs: the ONE typed table, PlayerOption id (0x00..0x34)
-> (Options1/Options2 word, mask, IsAutoSave, ClientDefault), transcribed
from acclient.h's verbatim CharacterOption/CharacterOptions2/PlayerOption
enums and byte-verified against IsAutoSaveOption @0x0059A600 (the 21-id
auto-save table) and GetDefaultOptionValue @0x005D2A30 (the Defaults-
button table). Reconstructing CharacterOptions1/2 defaults from the
ClientDefault column independently reproduces 0x50C4A54A / 0x00008700,
cross-confirming the id-mask mapping. CharacterOptionId (SocialActions.cs)
widened from 6 to all 53 ids to match.
- RuntimeCharacterOptionsState: SetOptionBit now resolves through the full
table (was a 6-case switch). New TrySetOption is the ONE shared local-
write-then-send/dirty seam — mirrors CPlayerModule::OnChanged exactly:
write the bit locally first, then either send 0x0005 immediately (auto-
save ids) or MarkDirty for the batched blob, no-op on an unchanged value
(retail's own early-return) or an unmodeled id. New dirty model (IsDirty/
FirstDirtiedAt/MarkDirty/TryFlush/TryFlushIfAutoSaveDue) uses an injected
TimeProvider so it's fully unit-testable without a live clock.
- Both IRuntimeCharacterCommands.SetSingleOption adapters (Direct + Current)
now route through TrySetOption instead of duplicating the write; this
fixes the headless local-write gap the OP1 research flagged (the direct
adapter previously sent the wire message without writing the bit first,
same class of bug CH4 fixed for the graphical host). Both also reject an
id outside the table instead of silently accepting it. LiveSessionRuntime
Factory's SendSingleCharacterOption closure now delegates to the same
seam instead of duplicating write-then-send inline.
- New IRuntimeCharacterCommands.SaveOptions(generation) — the explicit
blob-flush verb (retail's SaveToServer(force: 0)) — wired end-to-end in
both adapters, including a new SaveCharacterOptionsRuntimeCmd on the
graphical router.
- SocialActions.BuildSetCharacterOptions + WorldSession.SendSetCharacterOptions:
the real PlayerModule::Pack body per the wire research's field-by-field
layout — header always 0x460 OR'd with 0x001/0x008 when shortcuts/desired
comps are non-empty, favorite spells always 8 lists, never sets 0x100 or
0x200. Echoes last-parsed shortcuts/favorites/desired-comps/spellbook
filters (via new CharacterOptionsBlobSource) instead of zeroing them.
Conformance: a hand-computed golden byte vector (not generated by the
builder under test — the CH3 builder died of tests that pinned a wrong
shape and looked green) plus a round-trip through PlayerDescriptionParser.
Contract deviation: the 480 s auto-save timer and the flush-before-logout
trigger are implemented as fully-tested pure state-machine logic
(TryFlushIfAutoSaveDue) but are NOT wired into either host's live per-frame
loop or graceful-shutdown sequence in this slice — only the explicit
SaveOptions verb is production-wired. Wiring the timer touches App's
UpdateFrameOrchestrator graph and Headless's tick loop (outside this
slice's Runtime/wire-layer scope); wiring logout risks the already-fragile
graceful-shutdown sequence CLAUDE.md flags. Filed as TS-71 per the plan's
own escape valve ("target: not deferred" with a register row if deferred).
Also filed: AP-193 (the 0x34 HearPKDeathMessages id/mask is ACE-sourced,
unverifiable against the 2013 binary) and AP-194 (GetDefaultOptionValue's
table disagrees with the constructor default for ConfirmVolatileRareUse/
ShowHelm/ShowCloak — retail's own quirk, reproduced not fixed).
Tests: table completeness x53, auto-save/client-default split pinned
id-by-id against the byte-verified tables, unknown/reserved-id rejection
(0x35/0x36 landmines), local-write-then-send on both adapters + the router,
the dirty/flush state machine, SaveOptions, and the wire golden vector +
PlayerDescriptionParser round-trip. Full Release suite: 12,745 passed / 4
skipped / 0 failed (baseline 12,611/4/0 — slice adds 134 passing tests,
zero regressions).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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5d247d5518 |
fix(chat): CH4 re-review fixes — dialog-queue reentrancy, settings option-bit chokepoint
Should-fix 1: RetailDialogFactory.CloseDialog's queued branch removed the active DialogInfo, ran DialogDone (whose callback can synchronously open a new dialog under the SAME queue key — the two-stage house-abandon confirmation does exactly this), then called OpenNextDialog, which did an unconditional Dictionary.Add on a key the reentrant dialog had already re-occupied. Retail's HashTable::add tolerates the duplicate; Dictionary throws. OpenNextDialog now returns early when the queue key is already active — the reentrant dialog's own eventual close drains the queue. Should-fix 2: @join/@leave wrote the local RuntimeCharacterOptionsState bit before sending, but the Settings Chat toggles reached a second binding (SendSingleCharacterOption) that only sent the wire message, leaving the Turbine membership gate stale until the next PlayerDescription. LiveSessionRuntimeFactory.CreateCommandBindings now has one shared local function for both entrances. Should-fix 3: corrected TS-68/#360 wording again — retail's DoAllegiance dispatcher table EXECUTES boot/ban/officer/title/motd/name/lock/house/ chat/broadcast locally through their own handlers; acdream shows the unrecognized-subcommand refusal for all nine pending the #360 port. What matches retail is the ownership rule (the verb never reaches DoChannelCommand/the server), not the subcommand behavior itself. Removed the inaccurate "matching retail, not merely harmless" / "now matches this" claims from both the register row and the issue. Nits: corrected the HouseAbandonDialogCallback_First citation (0x00580E1A is DoHouse's load site for the callback pointer, not the function entry — the entry is 0x00580240, with the stage-2 confirmation string built at 0x005802D8) in both ClientCommandController.cs and the mirrored test comment; added an InlineData case pinning "@clist allegiance" to RequestChannelList(0x02000000); converted RetailClientCommandCatalog. KnownVerbs from a plain array to a FrozenSet<string> with StringComparer.OrdinalIgnoreCase, matching the file's other lookup tables. Suite: 12,221 passed / 4 skipped / 0 failed (Release), up from CH4's 12,216/4/0 — net +5 tests, no removals. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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724ef2d389 |
fix(chat): CH4 review fixes — allegiance ownership guard, house-abandon confirmation
Blocker 1: an unrecognized "@allegiance <sub>" subcommand escaped TryMatchAllegiance (which only claimed "info"/"hometown") and fell through the unregistered-tag channel fallback, broadcasting the raw subcommand text to the Allegiance chat channel (0x02000000). Retail's own DoAllegiance never reaches DoChannelCommand for an unrecognized subcommand — it claims the whole verb and prints its own client-local refusal. TryMatchAllegiance now claims "allegiance"/"all" unconditionally and shows retail's "Please see @help Allegiance..." text; ChatCommandRouter also gained a blanket RetailClientCommandCatalog.KnownVerbs ownership guard in TryDispatchChannelFallback as defense in depth. Blocker 2: "@house abandon" sent 0x021F immediately with no confirmation. Retail runs a real two-stage dialog before Event_AbandonHouse(); ported both verbatim strings and chained two ShowConfirmation calls. Should-fixes: a bare unregistered tag with no text now passes through silently instead of showing a refusal that belongs to a different retail function; @join/@leave update RuntimeCharacterOptionsState locally (new SetOptionBit) before the wire push so the Turbine membership gate stops refusing a just-joined room; @permit accepts multi-word names; @clist/ @on/@off validate shape only and raise WeenieError 0x422 for an unknown tag; @mr/@pr help text is now the verbatim retail strings; corrected issue #360, register row TS-68, the campaign doc's B.7 note, and a stale RetailChannelTagTable comment; filed issue #363 + register row AP-183 for the deferred error-typing debt. Nits: fixed TryMatchHouse's stale doc comment, the AP-182/@title "stores the value" comments (the binding is a no-op), IsUnregisteredFallbackTag's olthoi false-positive, added /g and /rp binding-level conformance pins, made @index ignore extra arguments, and noted the six removed invented verbs in ISSUES.md. Suite: 12,216 passed / 4 skipped / 0 failed (Release), up from CH4's 12,190/4/0 — net +26 tests, no removals. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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090825e703 |
feat(chat): Campaign CH slice CH4 — command registry completion
Brings acdream's / and @ command parsing to parity with the complete
retail registry (130 registered verbs + 22 unregistered GetChannelID
fallback tags = 152 client-parsed verbs), per
docs/research/2026-08-09-chat-retail-command-registry.md.
Parser semantics (retail OnChatCommand/DoCommand):
- : and ; rewrite to "@emote <rest>" before dispatch.
- Verb trailing-comma trim ("@f, hi" == "@f hi") applied at every
verb-lookup site in the catalog and the parser.
- @tell/aliases split the target on the FIRST COMMA, not the first
whitespace token, so multi-word names work ("@tell Aunt Agatha, hi").
- The 22 unregistered GM/faction channel tags (admin, sentinel,
celestialhand, ...) now broadcast for real via a new
RetailChannelTagTable + SendRawChannelCmd bypass, reusing the existing
BuildChatChannel wire builder.
Binding corrections:
- /g, /group, /party -> Fellowship (0x800), not General.
- /rp -> reply alias (retail's own help text confirms "@r or @rp"), not
Roleplay; /role (an acdream invention) deleted.
- /allegiance, /all -> the allegiance management command
(RetailClientCommandCatalog), not a channel verb.
- /house no longer swallows unrecognized subcommands with a local usage
error; they now correctly fall through to ACE.
- @mr/@pr pinned as permanently non-executable (retail registers them
with a null function pointer).
New verbs with real local execution: endurance, speaker, title (silent,
AP-182), chat, notell, join, leave, permit, hslist, index, clist, on,
off, alh/ah (+ "@allegiance hometown"/"ho"), "@allegiance info",
"@house abandon"; a missing-alias sweep across pkl/hou/message_types/
msgtypes/msg_types/rt/send/whisper/w/vassal/covassal/co-vassals/c/
fellows/group/party/guild/gu/cg/ct/clfg/crp/soc/o; the non-retail
inventions gen/cv/lookingforgroup/tr/role/h are deleted. New Core.Net
wire builders (IndexChannels, ListChannels, AddChannel, RemoveChannel,
RecallAllegianceHometown, AllegianceInfoRequest, ListAvailableHouses,
AddPlayerPermission, RemovePlayerPermission, AbandonHouse) are all
parameterless or single-field payloads cross-checked against ACE's
GameAction readers, not guessed.
Deferred (filed as #360/#361/#362, register rows TS-68/TS-69/TS-70):
the ~22 remaining allegiance/house subcommands + standalone @motd
(largest single item, needs its own slice per the doc), the three
still-inert pure-local commands (day/log/render), and the inbound
GameEvent responses for the new outbound requests. All correctly fall
through to ACE server-passthrough rather than being silently swallowed
or faking success.
RetailCommandRegistryConformanceTests pins the complete 152-verb
registry against production: every verb resolves through exactly one
production surface if Implemented, through none if HelpOnly/
ServerPassthrough, and two reverse-direction tests fail the build if
RetailClientCommandCatalog or ChatInputParser ever claims a verb
outside this registry again. Final tally: 138 Implemented / 5
ServerPassthrough / 9 HelpOnly = 152.
Release suite: 12,190 passed / 4 skipped / 0 failed (up from CH3's
11,964/4/0).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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e07fba5731 |
fix(chat): CH3 review fixes — phantom UN-9, allegiance-broadcast echo, /a legacy fallback
Applies the Opus review of Campaign CH slice CH3 (
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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> |
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233c30d13f |
fix(chat): CH2 re-review nits — resize centering, top-aligned flow, sweep wording
Applies the seven NITs from the CH2 re-review (verdict APPROVE-WITH-FIXES, following the REJECT->rework at |
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e0e7888308 |
fix(chat): CH2 rework — SpewBox tick-driven visibility + binary-derived error table
Reworks Campaign CH slice CH2 per the REJECT-review findings doc (docs/research/2026-08-09-ch2-review-findings.md). BLOCKER 1 — SpewBoxController never rendered a line and leaked its pending queue. LinesProvider only ran through UiText.OnDraw, which gates on Visible — and the box started invisible, so the provider (the sole caller of SpewBoxState.Tick) never ran. Gave the controller an explicit per-frame Tick(now) driven by UiRoot's global-message-3 broadcast (a zero-size GlobalTimeSink child, the same pattern VendorUiController.DragOverGlobalTimeSink already uses), matching retail's gmSpewBoxUI::Update. LinesProvider now only returns the cache. Tests rewritten to drive root.Tick(...) instead of calling the provider directly, plus new coverage for visibility-without-a-draw, queue-drain-without-a-draw, and bounded-queue-across-many-ticks. BLOCKER 2 — re-derived the HandleFailureEvent routing table from the PDB-paired binary instead of the pseudo-C's ~33-char string previews. tools/pdb-extract/sweep_weenie_strings.py sweeps every push imm32 in VA 0x571990-0x575480, dereferences into .rdata/.data, and decodes the full UTF-16LE literal. Added the 5 ids dispatched via else-if (missed by case-label enumeration), resolved 0x4F8 (previously excluded), fixed 18 wrong strings (16 the review flagged + 2 more — 0x4E9 and 0x518 — an automated diff between every swept literal and the landed table found). Every changed row cross-checked against ACE's WeenieError/WeenieErrorWithString enum doc comments; both oracles agreed on every row, including a case where the review's own proposed text for the new 0x4E8 row was itself wrong (it was 0x4E9's text) — corrected via the else-if block's own instruction address plus the ACE cross-check. Pinned table count: 344 (338 + 5 + 0x4F8). SHOULD-FIX 1 — RuntimeCommunicationState.ResetSpewBox was dead code; folded into the ChatIdentity generation-reset stage (same lifetime boundary), with a reset assertion added to the existing populated-reset test. SHOULD-FIX 2 — AddText trimmed only the trailing end and invented an empty-string early return; retail's AddTextToScroll trims both ends (trim(&str, 1, 1, ws)) and has no empty guard. Both retired. SHOULD-FIX 3 — ShowWeenieError bypassed the AddText chokepoint via ChatLog.OnWeenieError (hardcoded LogTextType 0x00); routed through Communication.AddText(Resolve(code, param)) instead, and ChatLog.OnWeenieError is deleted — GameEventWiring's legacy no-router fallback now resolves + calls OnSystemMessage directly. SHOULD-FIX 4 — retail's HandleFailureEvent switch has no default case; an unmapped id now resolves to a null Text (silence toward the player) instead of the invented "WeenieError 0xNNNN" hex fallback, with a diagnostics-only console log line for the id. NITs — AP-TBD placeholders corrected to their real register rows (AP-178, not the unrelated AP-177 lifetime row); filed AP-180 for the windowId dual-destination gap and corrected three stale "lands with CH2" comments; extended SpewBoxLayoutDumpDiagnostic from dats.Portal to dats.Local and found the SpewBox element for real — LayoutDesc 0x21000011, element 0x10000048, size 450x72, MaxConcurrentItems (ListBox property 0x10000028) = 4, not retail's code default of 1. AP-178 narrowed accordingly; SpewBoxState.MaxConcurrentItems and SpewBoxController's extent/anchor/OneLine are now authored rather than placeholder (absolute screen position and colour remain open); fixed the "19 ids... lists 18" miscount by retiring the stale paragraph in the class doc rewrite; aligned the UseDone handler's silent-status check with the other two WeenieError handlers. Full Release suite: 11,914 passed / 4 skipped / 0 failed (build 0 errors). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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>
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34d8a3c0e7 |
fix(chat): CH1 review fixes — sbb-idiom channel catch-all, command-output typing
Applies the Opus review findings on CH1 (
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172c6f9aa3 |
feat(chat): Campaign CH slice CH1 — retail LogTextType color table
Retail colors chat lines by the 34-value wire LogTextType (ACE's ChatMessageType), NOT by acdream's synthetic 9-value ChatKind. The old ChatWindowController.RetailChatColor(ChatKind) collapsed distinct retail colors onto one bucket per ChatKind — e.g. every Channel line rendered colorLightBlue (Magic's slot) when retail's actual palette spans five different colors across the Turbine rooms and legacy allegiance family. Ports ChatInterface::BuildChatColorLookupTable @0x004F31C0 verbatim (RetailChatColorTable, all 34 RGBA floats read from the PDB-paired binary's .data section) and threads a new ChatEntry.LogTextType field through every ingestion site to the correct retail wire value: HearSpeech/Tell pass the wire chatType through verbatim; Emote/SoulEmote hard-code 0x0C; the Tell self-echo hard-codes 0x04; legacy ChatChannel broadcasts derive their type from the channel bit via the new LegacyChannelChatType helper (ported from the decompiled Handle_Communication__ChannelBroadcast dispatch, hear vs. own-send); TurbineChat rooms map through TurbineChatDisplayNames.LogTextType; CombatChatTranslator's hit/miss/evade lines map to ACE's CombatSelf/ CombatEnemy per Player_Combat.cs; kill/death lines use retail's decompiled 0x00 Default (not a combat color). ChatWindowController's transcript now folds LogTextType through RetailChatColorTable with retail's exact "out-of-range keeps the previous line's color" carry rule; ChatPanel's combat highlighting sources the same table. Corrects HearSpeech.cs's doc-comment ChatType legend (4 of 6 entries were wrong). Adds register row AP-175 for the pre-existing (unchanged) Popup-renders-in-chat divergence and updates AP-39's stale per-ChatKind description. Narrows ISSUES #139 — its chat-colors half is done. Retail renders no chat timestamp prefix path exists in acdream today, so the "timestamp is always colorGrey 0x0C" rule has nothing to attach to; noted here per the research doc rather than left silent. Research: docs/research/2026-08-09-chat-retail-color-table.md Full Release suite: 11,833 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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> |
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9796d71522 |
feat(runtime): Slice 5.3 — RuntimeInventoryState owns the vendor browse session
Some checks are pending
Headless portability / portable-headless (ubuntu-latest) (push) Waiting to run
Headless portability / portable-headless (windows-latest) (push) Waiting to run
Headless portability / linux-graphical (push) Waiting to run
Headless portability / linux-vulkan (push) Waiting to run
The sole VendorState joins the J4.2 inventory owners: populated by the new 0x0062 ApproachVendor route (parse via VendorApproach, wire-to- domain mapping at the routing seam, silent-drop on malformed like every sibling), borrowed by both graphical and headless hosts, and torn down through the EXISTING ExternalContainer reset stage — session reset, portal-out, and logout all funnel through the one mechanism. Close is client-local per retail (nothing on the wire): a range watcher rides the existing per-advanced-frame publishMovement callback, using the vendor's own authored UseRadius (ACE's 0.6 m fallback when absent). The dormant ItemInteractionController ActiveVendorId seam is finally wired as a live delegate — real id while open, 0 the moment the session clears. AP-160 filed in this same commit: the watcher measures plain 3D center distance rather than retail's cylinder-gap, because Runtime has no per-NPC collision radius/height source; bounded sub-meter, client- local UI only. Twelve Runtime tests: populate/field mapping, vendor replacement, range clear + within-range retention, all three generation teardowns, the ActiveVendorId seam, malformed-event drop. Clean-room complete solution: 11,302 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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6dc7ba51ee |
feat(physics): C4 route 4b-3 — remote teleport + cell-less through the canonical placement
Flips the last remote classification (SetPosition: teleport-advanced and
cell-less) onto 4b-1's RuntimeRemotePlacementDriveController, runs retail's
teleport_hook before the placement, and deletes the legacy remote-teleport
machinery. Contract: docs/research/2026-08-04-c4-route-4b-3-contract.md.
Retail: MoveOrTeleport @0x00516330's branch @0x00516386 -> teleport_hook
@0x005163EF -> SetFlags(0x1012) @0x00516414 -> SetPosition @0x00516420 ->
return 1 @0x00516438. The hook @0x00514ED0 runs BEFORE the placement and
regardless of its outcome. Retail places this branch unconditionally, at any
distance and any contact state (arg4 is read only @0x0051638E, after the
branch) — which is what retires AP-137's cell-less enqueue-vs-place delta.
D1 — the classifier's cell-less input is now the PRE-merge committed cell.
Retail's predicate is `this_1->cell == 0`, the BODY's own cell at
MoveOrTeleport entry (this_1 is assigned from this @0x00516334). acdream fed
the POST-merge canonical.FullCellId, which RefreshSnapshot ->
RefreshDerivedState -> SetFullCell has already stamped with the accepted wire
cell; a zero wire cell fails validation into RejectedData first. The shipped
remote cell-less predicate was therefore dead code, not merely different from
remotePlacementRequired. Threaded via a builder overload; route 1's overload
is untouched. The graphical !IsSpatiallyVisible arm of
projectionRequiresTeleportHook is deleted — a presentation predicate with no
retail analogue that fired the teleport machinery on a routine hot path.
Deleted: RemoteTeleportController (605), RemoteTeleportPlacement (85),
RemoteShadowPlacementSynchronizer (49), their 1,709 lines of tests, the
remotePlacementRequired predicate, the TeleportHookRequired plumbing, the
legacy pre-operation ConstrainTo fallback, and the player arm's legacy
!IsGrounded fallback. Net -2,030 lines.
Structural fix (two independent Opus reviews, round 1 FAIL/FAIL): three of the
four MAJORs were one defect — OnPosition carried two parallel inline copies of
the routing tail (player-guid, NPC-guid) that had drifted. Extracted
RunRemoteArmTail (3 call sites) and ApplyWireAirborneLeftoverBookkeeping (2),
both branches now share one implementation.
A1 ToConstraintArm mapped AirborneSnap -> AirborneNoOperation, so the NPC
arm armed ConstrainTo ZERO times for an out-of-contact wire-grounded
creature — a regression this slice introduced while closing a
structurally identical hole. Now maps to NearInterpolate; switch made
total with a throwing default proven unreachable.
R1 D2's write-nothing shape existed on the player arm only; NPC packets
fell through and wrote the body. Retail makes no player/NPC distinction.
R2 report_collision_end(this,1) @0x00514F31 was bound to
ShadowObjects.Suspend, a port of a DIFFERENT retail function
(remove_shadows_from_cells) that teleport_hook never calls. Now routes
to RuntimeCollisionReportingState.LeaveWorld, which wraps the private
ForceEnd in an admission-blocking transaction so a DoCollisionEnd
callback cannot recreate the contact table.
R3/A2 A teleported NPC synthesized ServerVelocity from the teleport distance
(~1,000+ m/s) and planned a run cycle from it. Both the install and
RemoteServerControlledVelocityCycle.Apply now gate on !isTeleportRoute.
BISECT HAZARD — A1's fix is correct only BECAUSE R1 landed. AirborneSnap is
reachable wire-airborne on the NPC arm only while D2's shape is missing there.
Reverting R1 alone silently inverts A1 into the opposite divergence: arming
where retail returns 0. Revert both or neither.
Also in the velocity hunk: the NPC block's two !IsPlayerGuid(update.Guid)
guards were dropped when it was wrapped in `if (!isTeleportRoute)`. Safe — all
five exit paths of the enclosing IsPlayerGuid block return, so the predicate is
unconditionally false below it — but it was unremarked by both reviews.
Register: AP-137 REWRITTEN (not deleted) to the surviving acdream-only
divergences — null classification during the login window and Rejected*
through UnroutedCatchUp keep a row. AD-42's RemoteTeleportController citation
retired; AP-136/AP-138 writer lists corrected to the two surviving non-Position
rebucket writers; AP-138 gains the teleport arm as a second producer of the
visible-without-collision residual (retirement path remains #309). AP-135 is
untouched and its two airborne bookkeeping writes are preserved on both arms.
AP-131 does not retire; #276 does not close.
Proof obligation 1: ParkCollisionResidents' overlap throw stays unreachable —
the teleport arm adds packets to the same TryBeginExclusiveAuthoredPlacement
one-operation-per-key machinery the far arm uses, opens no new operation shape,
and every DeferredCell outcome cancels synchronously with
restoreCancelledPark: true. The guarded property remains
HasOldPrefixPlacementDebt's stall, not a throw (4b-1's B2 caveat stands).
Correction to an earlier claim: LiveEntityPresentationController's
_activePlacementOwners was NOT write-never at HEAD —
remotePlacementRequired -> BeginPlacement -> Begin -> BeginAuthoritativePlacement
was a live writer chain. It becomes write-never BECAUSE this slice deletes that
chain, which is why deleting the dead half is behaviour-preserving.
Probe: ACDREAM_PROBE_REMOTE_TELEPORT=1 emits one [remote-teleport] line per
routed arm (guid, cause, hook-ran, placement status). TEMPORARY, strip with the
probe family.
Carried, disclosed not fixed: no dedicated bidirectional collision-partner test
for R2 (the wiring, not LeaveWorld itself, is what lacks coverage); the
stress test's teleport step drives hand-written field assignments rather than
the canonical arm; the per-packet runTeleportHook closure allocation (network
path, not the resolve path Slice I's 0 B discipline governs — file before
route 5 adds a fourth call site). B2: IRuntimeCollisionReportObserver has zero
production implementations, so retail's bidirectional DoCollisionEnd half still
reaches no gameplay consumer — this fix closes the wrong-function binding, not
that nobody listens.
Complete Release suite MEASURED at 11,013 passed / 4 skipped / 0 failed
(baseline 11,027/4/0; net -14 = ~33 deleted test cases against ~19 added).
Neither known flake fired (#302 PortalProjectionTests GC-allocation, #308
NakEmissionTests wall-clock).
STILL OWED: the two-client connected gate, which MUST use an NPC/creature
teleport target. Both round-1 MAJORs lived on the NPC arm and the velocity
cycle early-returns for 0x50xxxxxx guids, so a player target structurally
cannot observe A1, A2, or R3.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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7f1c1f5aa6 |
feat(physics): C4 route 4b-2 — remote far snap through the canonical placement
Flips the SetPositionSimple classification (contact, PlayerDistance >= 96 m) for remotes onto 4b-1's drive controller and deletes both legacy far blocks, both duplicated 96f/4f constant pairs, and both `?? Vector3.Zero` fabrications. The 4 m constant now exists exactly once. Teleport and cell-less stay legacy for 4b-3. Retail: MoveOrTeleport @0x00516330's far branch runs StopInterpolating @0x005163CB before SetPositionSimple @0x005163D9 and returns 1 @0x005163E8 regardless — the SetPositionError is discarded — so HandleReceivedPosition arms ConstrainTo @0x00454272 post-move on commit AND on failure. The x87 parity decode at @0x00516393-@0x0051639E puts exactly 96.0 on the far branch. SetPositionSimple @0x005162B0 builds flags 0x1012 at @0x005162C4. Non-commit outcomes still advance the body, because retail's SetPositionInternal @0x00515BD0 commits the destination via store_position @0x00515CE2 when no cell resolves. The partition is by STAGE, not heuristic, enforced by an exhaustive switch: Refused/Contention/NotApplicable/RejectedPreparation store (the placement never executed); Committed/Deferred/RejectedByPlacement do not (the engine ran and refused, matching retail's non-storing returns @0x00515CB2 and @0x00515CD5). Without this a refused far snap froze the remote with an emptied queue. Also fixes a shipped defect this route made live: ParkDeferred's quiescence parks withdrew the entity (InWorld=false, clock suspended, residency removed) and were never restorable, while Forget(restoreCancelledPark: true) runs for every accepted Position on every entity. The restorable decision now lives inside ParkDeferred AFTER SnapToCell, reading body.CellPosition.ObjCellId — the value RestoreParkWithdrawal actually restores at — against every live quiescence rather than one minimum-OperationId token. The three pre-snap fields are hoisted into locals because SnapToCell ends with InWorld = true. ParkCollisionResidents passes restorableOnCancel: false explicitly; the plain unplaceable park is provably unchanged. RestoreParkWithdrawal re-tests the prefix at restore time so a retained route-2 park cannot re-admit into a prefix that began quiescing during the park. CanAttemptDestination is retained as an OPTIMISATION only, with the two Core predicates it cannot reproduce written down at the pre-flight, plus the two properties that depend on it staying there. Four fix rounds and eight Opus reviews. The slice was fully green at 10,990, 10,997 and 11,004 while containing real defects — a frozen remote pinned as correct by its own test, a fallback that over-wrote on the exact retail paths that decline to store, and a park guard incomplete on two independent axes. Register: AP-137 (leftover classifications take AP-87's catch-up; states the cell-less enqueue-vs-place delta deferred to 4b-3, that RejectedData is applied anyway, and the headless divergence), AP-138 (the refusable far placement), AP-136 narrowed to match the relocation. #309's acceptance steps rewritten — step 5 previously asserted a recovery the code does not perform — and gated on a new ACDREAM_PROBE_PARK=1 signal so the check cannot pass while broken. Suite 11,009 passed / 4 skipped / 0 failed against a measured 10,968 baseline. The 10,973 figure recorded earlier was wrong and is corrected here. Connected gate outstanding: the two-client far-snap walk and #309. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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69ba9486b6 |
feat(chat): port retail's @pklite client command (EnterPkLite 0x028F)
acdream never implemented @pklite. It is a CLIENT command in retail, not a
server one — ACE has no pklite text-command handler — so typing it forwarded as
inert chat text that the server ignored.
Retail: ClientCommunicationSystem::DoPKLite @0x0057A490 rejects with
WeenieError 0x507 when ACCWeenieObject::IsPlayerKiller @0x0058C910 is true
(that returns true when EITHER the PK bit 0x20 OR the PKLite bit 0x2000000 is
set), prints "Please see @help pklite for more..." and sends nothing if given
any argument text, and otherwise calls CM_Character::Event_EnterPKLite
@0x006A13F0 — a bare 12-byte parameterless game action, opcode 0x28F, the same
shape as Event_LoginCompleteNotification beside it. Verb string at 0x007E16B0,
help text at 0x007DF0C8, failure string at 0x007D31E8; one verb, no alias.
HasPlayerFlag is a tri-state (null = the local PublicWeenieDesc has not
arrived). The existing arena gates compare `== false` because they reject on a
known-FALSE flag; retail's DoPKLite gates the other way, rejecting on
known-TRUE. So this case compares `== true` on either bit: an indeterminate
description sends rather than blocks, which matches retail trusting the server
instead of inventing a client-side suppression rule.
Landed as its own commit because it is retail-faithful on its own merits, but
the motivation is C4 route 2: ACE advances SequenceType.ObjectForcePosition in
exactly two places, and the only reachable one is Player.HandleActionEnterPkLite's
entry-collision bump (allow_pkl_bump, default on). Every admin teleport advances
ObjectTeleport instead, so @teleto-style displacement exercises route 3, not
route 2. Without this command route 2 has no connected acceptance gate at all.
Gates: complete Release solution 10,867 passed / 4 skipped / 0 failed
(
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9966b53174 |
feat(physics): C4 route 2 — ForcePosition through the canonical placement
A local-player ForcePosition had TWO independent writers for one accepted
packet: LocalForcePositionTransaction snapped the physics body
(PlayerMovementController.BlipPosition, a raw SnapToCell with no collision
resolve), while LiveEntityNetworkUpdateController's generic tail separately
wrote position/cell/rotation to the render WorldEntity from the raw wire and
rebucketed it. Two stores, one packet — the divergence class
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175ad6b0d0 |
fix(session): acknowledge login after first placement
ACE intentionally creates the local player Hidden and releases that materialization state on LoginComplete. Sending LoginComplete from raw F746 receipt raced canonical placement and left the login haze visible. Route one one-shot completion callback from Runtime's local first-entry terminal edge to graphical and prepared headless hosts; retain a guarded accepted-Create edge only for content-less headless sessions. Focused Runtime login tests, all 79 Headless tests, the connected user gate, and the Release build pass. |
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529e0e9d88 |
feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8)
Campaign P remaining-physics-divergence, placement cutover slice C3c
(docs/plans/2026-08-02-placement-cutover.md). Both production hosts now
register every initial Create through the residence + continuation-
executor + first-entry-conductor machinery (C0-C3b):
- Graphical (route 1): RegisterEntityWithInitialResidence at Create; the
shared RuntimeFirstEntryDriveController pumps both conductors from the
placement-receipt flow; MaterializeProjection and RebucketLiveEntity
are presentation-only while a residence is ACTIVE (ExecutorCompleted is
the presentation-binding receipt); post-residence entities take the
full legacy path including the prepare_to_enter_world clock edges.
PlayerModeController attaches presentation to the Runtime-published
controller; its legacy resolve/step-heights/host-construction path is
deleted; presentation-only rollback (retail has no entry-flow rollback).
- Headless (route 8): OnSpawned registers with residence when a drive
exists; content-less sessions keep the pre-flip direct registration;
SynchronizeLocalPlayer/CreateController/ApplySetupStepHeights deleted;
prepared-collision read failure is a typed AwaitingCollisionSource
retry; far remotes outside the service window complete celless.
- RuntimeLocalPlayerMovementState.Controller setter sealed internal; all
controller mutation flows through the publication lifecycle.
Fix slices landed within this cutover, each dual-gated:
- F1: live movement-stat/server-physics application routed through the
Runtime ownership seam (post-logout ingest crash on the retired
controller eliminated; RuntimeMovementSkillProjection deleted).
- F2: login activation wedge - collision-admission prefix gate factored
out of the seal (reentrant-commit RejectedAuthority), rearm generation
identity corrected, PlayerModeAutoEntry requires the Runtime-published
controller (world reveal can no longer seal unmaterialized).
- F3: landblock-prefix 0-sentinel replaced by explicit absent-id guards;
map-corner landblocks (grid row/col 0) fully legal through admission,
park/rearm/retire, quiescence, and outdoor shadow seeds.
- F5: local-player first-entry ground contact seeded by the shared
SpawnPlacementSettler (moved App->Core) at FinalizeActivation - the
retail first-gravity-frame touch (enter_world 0x00516170 carries no
seed); the legacy unconditional force-seed is overwritten by a real
floor-found contact; airborne spawns stay airborne; outbound contact
bit verified end-to-end. Fixes the standing-cast 'You can't do that
while in the air!' rejections.
- R1 (dual-review round): login constraint leash armed at the committed
placement (HandleReceivedPosition 0x00453FD0 analog); register rows
AD-61 (settle-timing compression now covering the local player) and
AD-42 (repointed off the deleted resolve split) in this commit;
residence-conversion owner API; wire-landblock guards; drive-pending
ledger in IsConverged; route attach/detach latch; executor-drain drift
model documented + source-pinned.
Gates: Runtime 1,003, App 4,039/3 skips, Headless 79, complete solution
10,816/0 failed/4 skips (Release, -m:1); connected lifecycle/reconnect
gate PASS (logs/connected-world-gate-20260802-175401; graceful exits,
world-visible, zero airborne rejections). The nine-stop soak remains red
for the pre-existing
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f05ed5c3cd | feat(app): observe canonical placement receipts | ||
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0cb60d98a0 | test(physics): pin issue 270 animation fixes | ||
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a46c8e65b2 |
fix #270: fire ReportExhaustion on the stamina-exhaustion edge only, not every stats tick
Retail calls CPhysicsObj::report_exhaustion from exactly one site - CommandInterpreter::HandleExhaustion (0x006b3c70), a notification handler for the stamina-exhaustion EVENT. Campaign P P1 wired it to every movement-stats application instead (every stamina regen/drain tick), and each call re-dispatches the current movement state through the animation sink - truncating any in-flight action animation. The diagnostic session log shows 490 spurious casting-stance re-queues in one short session: 'sometimes stuck in spell animations' was every stamina tick that collided with a cast gesture's play window. The re-apply now fires only when the exhausted state (stamina == 0) transitions, matching retail's event semantics. Stats still reach PlayerWeenie immediately via RuntimeMovementSkillProjection.ApplyTo. Also adds the [remote-edge] probe (rides ACDREAM_DUMP_MOTION=1): one line per remote HitGround/LeaveGround - each such edge drains the mover's pending action animations (retail HandleEnterWorld), the working theory for intermittently missing monster attack swings. Complete Release suite: 10,026 passed / 5 skips / 0 failures. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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> |
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b6547ff38c | feat(headless): hydrate isolated collision worlds | ||
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a9a822f206 |
refactor(runtime): unify generation reset for direct hosts
Move canonical per-session teardown into one retryable Runtime transaction, reduce App reset to projection acknowledgements, and prove the same GameRuntime graph through deterministic no-window lifecycle, gameplay, portal, fault, reconnect, and isolation gates.\n\nCo-authored-by: Codex <noreply@openai.com> |
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cdee7a4b49 |
refactor(runtime): close simulation ownership
Move remote-motion construction, CreateObject vector initialization, final simulation-component retirement, and the combined J5 ownership ledger into Runtime. Delete App compatibility views and moved-state reconstruction while preserving the existing graphical projection and retail update order. |
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20df9d155d |
refactor(runtime): own combat and magic intent
Move attack build/repeat state, combat-mode policy, authoritative auto-target transitions, and spell-cast intent beneath RuntimeActionState. Keep App as the input, world-query, DAT-policy, transport, and presentation adapter while preserving retail request and busy ordering. Add direct/graphical parity, reset, failure, and instance-isolation coverage. Co-authored-by: Codex <noreply@openai.com> |
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f5f7b4177f |
refactor(runtime): own interaction transactions
Move use throttling, appraisal identity, queued interactions, and exact post-arrival pickup state beneath RuntimeActionState. Keep App as the picker, movement, transport, and retained-presentation adapter while preserving retail send and UseDone ordering. Add reset, disposal, GUID-reuse, callback-reentrancy, and transport-failure coverage. Co-authored-by: Codex <noreply@openai.com> |
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b298f99f91 |
refactor(runtime): own canonical action state
Move selection, combat, and interaction target mode under one Runtime owner; make plugins, retained UI, session routing, and typed runtime views borrow its exact children; and add failure-safe reset, instance isolation, source ownership, and normalized checkpoint coverage without changing retail ordering. Co-authored-by: Codex <codex@openai.com> |
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89e6b207f8 |
refactor(runtime): close canonical gameplay ownership
Unify the toolbar shortcut manager with Runtime inventory state, route retail-ordered shortcut and spellbook command effects through the canonical owners, and make retained controllers borrow those exact instances. Remove the item-interaction transaction fallback and add graphical/no-window parity plus failure-safe terminal ownership-ledger coverage. Co-authored-by: Codex <codex@openai.com> |
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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> |
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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> |
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011efbeaa7 |
refactor(runtime): own inventory transaction state
Move the retail one-request-at-a-time gate, shared use busy references, external-container state, item mana, shortcuts, and desired-component snapshots into one Runtime-owned graph over J3's exact ClientObjectTable. Retained UI and session routing now borrow that owner; reset and shutdown preserve the existing order while failure/reentrancy tests protect the transaction boundary. Co-authored-by: Codex <codex@openai.com> |
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c9d25ade50 |
refactor(runtime): own communication and social state
Construct chat history, negotiated channels, friends, squelch, and reply targets in one presentation-independent Runtime owner. Make live routing, retained UI, devtools, and current-runtime projections borrow the exact instances, preserve reconnect reset semantics, and publish failure-isolated reentrant-safe chat commits. Co-authored-by: Codex <codex@openai.com> |
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5ef8b5371d |
refactor(runtime): own canonical entity and object lifetime
Introduce one presentation-free RuntimeEntityObjectLifetime for the exact entity directory and ClientObjectTable. Make GameWindow, graphical projections, retained UI, interaction, session routing, create/delete integration, and reset borrow that owner while preserving synchronous retail ordering, dormant retention, and retry semantics. Co-authored-by: Codex <codex@openai.com> |