Commit graph

236 commits

Author SHA1 Message Date
Erik
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>
2026-07-26 11:56:40 +02:00
Erik
d9bf4c4960 docs(runtime): close J3.3 and hand off J3.4
Record exact projection-store ownership, automated and connected evidence, rollback chain, and the executor-ready canonical object-table plan. Reconcile milestones, roadmap, architecture, divergence pointers, AGENTS/CLAUDE, and durable handoff state.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 22:29:34 +02:00
Erik
1a14812c44 fix(world): restore portal and distant use lifecycles 2026-07-25 09:59:25 +02:00
Erik
823936ec31 fix(streaming): preserve portal destination ownership
Detach old-world spatial ownership atomically, prioritize destination retirement dependencies, and reveal the viewport at the retail transition edge. Give private paperdoll views independent mesh ownership and retain dormant ACE entities so portal revisits preserve server objects without extending active GPU lifetimes.
2026-07-25 08:35:12 +02:00
Erik
2ff8f844b0 perf(streaming): reserve destination reveal capacity
Join destination scheduling to the canonical reveal generation, protect its share across every typed frame-budget dimension, and prevent stale work from clearing a replacement reservation. Remove forced incomplete materialization and project retail's centered portal wait cue while the authored tunnel remains active.

Tests: Release build clean; 91 focused reservation/reveal tests; full solution 8,158 passed, 5 skipped.

Co-authored-by: Codex <noreply@openai.com>
2026-07-24 19:39:23 +02:00
Erik
98f1ac8934 perf(streaming): cursor publication across frame budgets 2026-07-24 19:10:18 +02:00
Erik
bb16f74fd4 perf(streaming): quiesce retired generations and budget teardown
Publish the retail blocking-for-cells edge before deferred recenter work, freeze old-world presentation/simulation/audio, and advance full-window retirement from exact metered entity and owner cursors. This removes synchronous portal teardown without allowing retained owners to remain observable.
2026-07-24 18:29:52 +02:00
Erik
b7b9aaa9dd fix(render): eliminate EnvCell identity collisions 2026-07-24 13:44:56 +02:00
Erik
d4ce64f56b fix(ui): restore modern spell formula presentation
Resolve spell-examination component cells through their DAT icon DIDs, project scarab and prismatic-taper formulas when ACE disables component enforcement, and version authored window geometry so stale examination sizes reset once without losing user layout behavior.

Co-authored-by: Codex <codex@openai.com>
2026-07-24 07:08:47 +02:00
Erik
3e31b0ac70 fix(ui): select and examine favorite spells like retail 2026-07-24 06:47:54 +02:00
Erik
6718ee45a0 fix(ui): preserve retail item titles and spacing
Carry PublicWeenieDesc material type into the live object model so examination titles use the DAT-authored material prefix. Preserve retail AddItemInfo empty appends and embedded armor separator, restoring the deliberate blank rows between appraisal sections.

Co-authored-by: Codex <codex@openai.com>
2026-07-24 05:21:01 +02:00
Erik
d78d09cfbc feat(ui): port retail item appraisal reports
Follow ItemExamineUI's EoR dispatch and wording for item assessment instead of the generic projection. Resolve material and creature names through installed DAT maps, cover specialized item branches and item-XP curves, and narrow AP-110 to the remaining live/localized preview seams.
2026-07-23 19:08:05 +02:00
Erik
d3c5e06fdd fix(ui): match retail item appraisal semantics
Preserve PublicWeenieDesc hook identity from CreateObject through the item model so hook appraisals suppress sentinel capacities exactly. Use appraisal-only Value and Burden presence, retain AddItemInfo paragraph and authored font-color selection, and port retail lock, page, enchantment, and spell-block formatting.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 18:04:19 +02:00
Erik
bc47bc4917 feat(ui): complete retail item appraisal reports
Restore the authored examination geometry and top-origin item list, then port retail's ordered weapon, armor, magic, requirement, capacity, cooldown, use, and description branches into a dedicated formatter with DAT spell prose. Keep the remaining specialized display-name and preview gaps explicit in AP-110.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 17:03:26 +02:00
Erik
d96ea2de98 feat(ui): complete retail creature appraisal details
Port the separate creature rating list, layer the animated preview between authored row chrome and text, and follow selection while the examination floaty is visible. Preserve the remaining item-preview and font-state gaps in AP-110.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 14:04:19 +02:00
Erik
7eaa68a5f4 feat(ui): port retail creature appraisal presentation
Render assessed creatures through the shared private viewport with retail heading, bounding-box camera, and light. Build the exact authored nine-row stat list and resolve creature names from the retail EnumMapper while keeping remaining font/sequencer adaptations explicit.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 12:55:24 +02:00
Erik
f1a7912160 fix #234: port retail appraisal floaty and inscriptions 2026-07-23 12:12:57 +02:00
Erik
643cdfe66e feat(ui): port retail appraisal panel
Preserve retail's one-pending-appraisal busy lifetime, parse the complete gated response, and mount the authored examination layout in the shared main-panel host. Keep known 3D preview and inscription-write gaps explicit in AP-110.
2026-07-23 11:34:08 +02:00
Erik
6b1ae4fb76 feat(items): port retail shared cooldown overlays
Preserve public shared-cooldown metadata, resolve the authoritative cooldown enchantment with retail expiry semantics, and project the exact ten DAT-authored radial steps through the shared retained item-slot architecture.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 10:41:16 +02:00
Erik
f71f947475 fix(items): port retail useability and autowear rejection
Use the exact low USEABLE_NO-bit predicate so reset/zero-valued direct-use items such as Blackmoor's Favor reach the ordinary Use request. Port AutoWear's clothing-priority blocker lookup and exact named system notice through the shared activation owner.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 08:33:31 +02:00
Erik
60387668d0 feat(ui): drive toolbar use state from selection
Port the retail selected-object availability predicate into Core and project it through the shared interaction owner. The imported hand now follows canonical selection/object notices, keeps weapon and targeted-tool activation on the existing wield/use cursor paths, and ghosts empty or explicitly unusable selections per the connected UX requirement.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 08:07:47 +02:00
Erik
fec0d94148 refactor(settings): own two-phase runtime settings
Move pre-window loading, startup application, live settings mutation, toon context, quality reapply, and SettingsVM loans behind one RuntimeSettingsController. Preserve retail command behavior, ordered target publication, draft semantics, and retryable failure convergence while removing duplicate GameWindow state and feature bodies.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 13:30:22 +02:00
Erik
8b8afeefa3 refactor(input): own pointer and callback lifetime
Move camera pointer, framebuffer resize, and retained/devtools input edges behind focused reversible owners. Preserve input priority while making shutdown deactivate callbacks before live-session retirement and retry physical detach without stranding transport teardown.
2026-07-22 11:59:33 +02:00
Erik
d09e246d3a refactor(world): own live environment state
Move the DAT sky, selected day group, world clock, weather, AdminEnvirons bridge, and debug cycles into a one-shot WorldEnvironmentController while preserving GameWindow's public aliases and accepted startup/session/render order. Correct the named retail citations and register the remaining environment audio and fog/radar gaps.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 10:54:33 +02:00
Erik
9d7df1bfc5 refactor(render): compose render frame orchestrator
Move the accepted draw transaction and failure recovery behind typed frame-phase owners so GameWindow only supplies immutable frame input. Preserve retail draw order, make ImGui/bootstrap shutdown ownership explicit, and restore exact text-render GL state on failures.\n\nCo-authored-by: Codex <codex@openai.com>
2026-07-22 08:03:49 +02:00
Erik
28e1cf8029 refactor(render): extract world scene frame owner
Move fallback and PView world drawing, shared alpha, particles, visibility, selection, and diagnostics behind focused frame owners. Make exceptional frames failure-atomic by restoring the shared GL baseline and preserving primary alpha failures through cleanup.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 07:22:09 +02:00
Erik
85239fb373 refactor(render): extract typed retail pview passes 2026-07-22 06:40:09 +02:00
Erik
6d6e5b5fa5 refactor(render): extract world frame preparation
Move camera/root resolution, live settings and listener preview, sky/lighting/fog preparation, animated classification, and building visibility scratch behind a typed WorldRenderFrameBuilder while preserving retail frame order and borrowed lifetimes.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 05:54:00 +02:00
Erik
733126a272 refactor(render): extract frame presentation diagnostics 2026-07-22 05:02:31 +02:00
Erik
9512404e25 docs(architecture): close GameWindow slice 6 2026-07-22 03:54:11 +02:00
Erik
a36a7015c4 docs(architecture): plan GameWindow update-frame extraction 2026-07-22 00:06:55 +02:00
Erik
d4ecac1da3 docs(architecture): close GameWindow slice 5 2026-07-21 23:45:45 +02:00
Erik
aa90c64666 refactor(world): extract live entity network updates
Move Position, Vector, State, Movement, and equal-generation CreateObject routing out of GameWindow while preserving per-channel authority, ForcePosition acknowledgement, and motion-runtime ownership. Add adversarial authority and exact-wire coverage so reentrant updates and GUID reuse cannot publish stale state.
2026-07-21 19:11:49 +02:00
Erik
f38822c490 refactor(world): extract live entity teardown 2026-07-21 18:25:59 +02:00
Erik
69a2ca0c6d refactor(world): extract live projection mechanics
Move appearance rebinding, collision construction, default-pose resolution, local shadow ownership, and exact leave-world presentation into focused owners. Preserve retail parent ordering with staged validation, committed recovery, recursive attached-subtree withdrawal, and retryable exact teardown across parent, pickup, position, unwield, and pose-loss edges.

Co-Authored-By: OpenAI Codex <codex@openai.com>
2026-07-21 16:17:03 +02:00
Erik
fcb66198fc refactor(world): canonicalize live physics host ownership 2026-07-21 14:05:34 +02:00
Erik
db5a11707d docs(plan): pin live-entity integration slice 2026-07-21 13:00:16 +02:00
Erik
aea957f845 fix(net): conform character entry and session shutdown 2026-07-21 10:33:03 +02:00
Erik
5acc3f01cf fix(interaction): close selection lifecycle review gaps
Bind queued actions and pending inventory requests to exact live incarnations, separate optimistic placement from authoritative responses, and serialize retail-style inventory ownership across UI surfaces.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-21 09:01:02 +02:00
Erik
e02acb870c docs(runtime): close deterministic world lifecycle gate
Record the passing capped and uncapped connected evidence, coordinator ownership, graceful reconnect contract, current test baseline, and the remaining human-only visual gates. Keep AGENTS.md synchronized with CLAUDE.md and distill the durable reveal-lifecycle lesson into project memory.
2026-07-21 00:00:31 +02:00
Erik
68578fa5fa fix(net): honor retail graceful logout handshake
Send the active character id, drain until the authoritative server confirmation, then emit retail's zero-sequence connection disconnect with the negotiated receiver iteration. The connected gate now waits for ACE to remove the exact UDP session before reconnecting, eliminating fixed-delay races.
2026-07-20 23:31:23 +02:00
Erik
b60cb67009 fix(streaming): block login on complete world reveal
Make initial login and portal arrival consume one WorldRevealReadinessBarrier that joins near-tier mesh publication, destination composite uploads, and collision residency before normal world geometry becomes visible. This ports retail SmartBox's blocking-cell completion edge into the asynchronous client instead of exposing a ground-only login.

Add focused outdoor, indoor, texture, and invalid-claim tests; update the retail pseudocode, architecture, divergence record, issue ledger, roadmap baseline, and synchronized agent guidance.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 16:08:08 +02:00
Erik
6c3bd4ce4b docs: reconcile project status and navigation
Add a canonical documentation map, modernize the public README, and align milestone, roadmap, architecture, issue, divergence, and session guidance with the July 20 baseline. Correct the far-teleport residual to issue #153, close visually accepted indicator and terrain-tiling work, record the remaining detail-overlay and build-warning debt, and deprecate the duplicate legacy bug ledger.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 13:00:41 +02:00
Erik
f961d70023 feat(physics): port retail complete object frame pipeline
Restore the named-retail object update order across local, remote, static, projectile, animation, shadow, teleport, and effect lifetimes. Separate authoritative root commits from spatial rebucketing, preserve per-owner hook/FIFO ordering, and remove update-path allocations with exact lifecycle and residency gates.

Add deterministic conformance, adversarial lifetime, GUID-reuse, pending-cell, quaternion, timestamp, and allocation coverage. Release build is warning-free and all 6,446 tests pass with five intentional skips; retail, architecture, and adversarial reviews are clean.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 09:10:31 +02:00
Erik
c5ab99081c fix(motion): restore retail object manager order
Process animation completion at the retail process_hooks boundary, then run targeting, movement, PartArray completion, and PositionManager in the named UpdateObjectInternal order for local, remote, hidden, and position-less animated objects. Retire TS-42 with deterministic conformance coverage.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-19 21:40:14 +02:00
Erik
749e8ceeb1 fix(rendering): bound portal resource lifetime
Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 21:35:16 +02:00
Erik
3971997689 fix(streaming): retire stale portal-region entities
Port retail's 25-second leave-visibility lifetime over canonical live records, retaining spatially resident and owned entities while using the conservative ACE visibility envelope for nonresident records. Route expiry through the normal generation-safe F747 teardown so animations, effects, physics, and render owners unwind symmetrically.

Replace the append-only modern mesh buffer with coalescing vertex/index ranges and upload each mesh's vertices once instead of once per material. Released zero-reference meshes can now reuse GPU ranges after portal and cache churn.

A connected five-region round trip returned animation ownership to baseline, recreated the starting region on revisit, and held normal FPS. Release build succeeds and all 5,927 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 10:02:15 +02:00
Erik
6b0472ee32 fix(rendering): port retail shared alpha list
Queue translucent world GfxObj batches and scene particles in one stable far-to-near stream using transformed DAT sort centers, then drain it at retail's landscape and final-world boundaries. Preserve authored blend, cull, lighting, opacity, and adjacent-only batching so particles behind lifestones are composited through the crystal instead of overpainting it.

Release build succeeds and all 5,914 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 08:14:05 +02:00
Erik
146a963aeb feat(selection): port retail polygon picking and vivid marker
Replace the projected Setup-sphere rectangle and independent physics-wall ray with retail's render-coupled picker: only visible server-object parts participate, each exact drawing sphere broad-phases the camera-eye ray, and first-in-DAT-order visual polygon hits globally outrank sphere fallbacks.

Replace the devtools-only procedural triangles with the retained gameplay VividTargetIndicator using retail client-enum surfaces 1..4, radar-blip colorization, Setup selection-sphere framing, and the exact eight-pixel viewport clamp.

Release build succeeds with zero warnings and all 5,886 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 21:32:51 +02:00
Erik
e6dd8bf6fa fix(items): preserve wand stance and corpse use order
Keep active-combat AutoWield intent through ACE's pre-wield transition and queued trailing peace notice, while allowing explicit combat input to supersede it.

Queue one-shot item interactions until the frame's movement edge has been serialized, so a movement release cannot cancel ACE's server-side corpse approach callback.

Release build succeeds and all 5,890 runnable tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 19:32:01 +02:00