Bug B in docs/research/2026-04-26-sky-investigation-handoff.md: stars
rendered as a small square in one corner of the sky instead of stretching
across the dome.
Root cause: the wrap-mode heuristic at SkyRenderer.cs:234-237 was
"GL_CLAMP_TO_EDGE unless TexVelocity != 0". That heuristic was tuned to
fix a separate symptom (the outer dome 0x010015EE/F0/F1/F2 shows
wall-seam bleed under GL_REPEAT because of bilinear-filter sampling at
texel boundaries). But it misclassified any *static* sky object whose
mesh UVs are deliberately authored outside [0,1] to tile the texture
across the geometry.
The smoking gun: GfxObj 0x010015EF is OI-1 in EVERY DayGroup (always
loaded), has TexVelocity = 0 (no scrolling), and authors UVs in
[0.398, 4.602] (texture tiles ~4× across each face). Under
CLAMP_TO_EDGE the bulk of the inner dome sampled the texture's edge
texels; only the small region where UVs happened to fall in [0,1]
showed actual texture content. Hence "a square in one corner".
Fix:
* GfxObjMesh.Build() now scans the resulting per-vertex UVs and sets
GfxObjSubMesh.NeedsUvRepeat true when any component lies outside
[0,1]. Mesh-time scan, not draw-time guess.
* SubMeshGpu carries the flag through to draw time.
* SkyRenderer uses `sub.NeedsUvRepeat || obj.TexVelocity != 0` to
decide REPEAT vs CLAMP_TO_EDGE. The dome (UVs in [0,1]) keeps
CLAMP — no seam regression. The inner star/sky layer 0x010015EF
(UVs outside [0,1]) gets REPEAT — texture tiles across the dome.
Cloud meshes (UVs outside [0,1] AND non-zero TexVelocity) keep
REPEAT via either branch.
Probe-driven: tools/StarsProbe (committed in 991fb9a) dumps every
SkyObject's geometry + UVs and flags meshes whose UV range exceeds
[0,1]. Run `dotnet run --project tools/StarsProbe -c Release` to
re-derive.
Verified visually by user against the live ACE server in Holtburg —
stars now stretch across the night sky instead of appearing as a
square in one corner. Build green, dotnet test 1222 pass.
Note: this is functionally retail-equivalent for the reported bug but
not the exact retail mechanism. Retail's GameSky::Draw at 0x00506ff0
relies on D3D's global default D3DTADDRESS_WRAP (i.e. REPEAT
everywhere). True retail-faithfulness would require investigating why
our pipeline shows seams on the dome under REPEAT (likely a bilinear
filter / non-seamless texture detail). The data-driven approach taken
here preserves working dome behavior while fixing the broken star
behavior.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two issues from the K-fix16 jump-now-renders launch:
1. Mid-air movement broke the jump animation.
When a remote turned or ran while airborne, ACE broadcast
UpdateMotion with the new motion state. OnLiveMotionUpdated's
SetCycle call swapped Falling -> RunForward / TurnRight /
etc., breaking the visible jump pose. The arc still played
out (physics integrated body position correctly) but the
legs ran instead of folded.
Fix: skip the SetCycle in OnLiveMotionUpdated when
rm.Airborne is true. The InterpretedState DoMotion calls
below it still fire, so the body's velocity matches the
new motion command and the body keeps moving correctly --
only the visible cycle stays Falling.
2. Stuck in Falling pose after landing.
K-fix15 cleared rm.Airborne + restored ground state on
landing, but never told the sequencer to swap cycles. The
remote stayed in the Falling pose forever (legs folded)
until the server happened to send a fresh UpdateMotion
(e.g. when the player walked again). Idle landing left
them frozen.
Fix: post-land, read InterpretedState.ForwardCommand and
call SetCycle with that command + the recorded
ForwardSpeed. Default to Ready / 1.0 when the state is
blank. The next UpdateMotion from the server will refine
if needed (e.g. mid-strafe land), but the legs come out
of Falling immediately.
Drive-by: stripped K-fix16's unconditional [VU.recv] log
now that the parser is verified working.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Cause of "remote characters jump up and get stuck in the air":
K-fix9 cleared rm.Airborne on every UpdatePosition, but ACE
broadcasts UPs during the arc (peak / mid-fall / land) at
~5-10 Hz. The first UP after a jump:
1. Snapped body position to server mid-arc Z (often the apex).
2. Cleared rm.Airborne -- restored Contact + OnWalkable, removed
the Gravity flag.
3. Next per-tick: apply_current_movement reads
InterpretedState (Ready) and stomps Body.Velocity to
(X, Y, 0).
Body stuck at apex Z forever.
Fix: do not auto-clear Airborne on UP. The position snap stays
authoritative -- if ACE says the body is at Z=68 mid-arc we
render Z=68, but we keep integrating gravity from there.
Per-tick post-resolve now detects a real landing -- mirrors the
local-player landing path in PlayerMovementController: when the
resolver returns IsOnGround && Velocity.Z <= 0, clear Airborne,
restore Contact + OnWalkable, remove Gravity, zero residual
downward velocity, and call HitGround so the sequencer can swap
Falling to idle/locomotion.
ACDREAM_DUMP_MOTION=1 logs each landing as
"VU.land guid=0x... Z=...".
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Found the underlying cause of the user's persistent
"jumps don't reach retail height" complaint. The wire's SkillEntry
`init` field is ONLY the InitLevel (training/specialized
chargen bonus, per ACE GameEventPlayerDescription.cs:317
"init_level, for training/specialized bonus from character
creation"). It does NOT include the AttributeFormula
contribution.
ACE's CreatureSkill.Current is computed as:
AttributeFormula(skill, attrs) + InitLevel + Ranks
+ augs + multipliers - vitae
Pre-fix13 we used `init + ranks` only — dropping the
AttributeFormula term, which is the DOMINANT component for
movement skills (50-100 points typical). For our character
that meant Jump skill 208 instead of the actual ~280-310,
giving a 3.11 m peak instead of the retail ~4 m peak. Hence
"feels like the upward acceleration is too slow and we don't
reach the same height".
Fix:
- GameWindow caches portal.dat's SkillTable (0x0E000004u) at
WireAll time. Each entry has a SkillFormula with attr1/
attr2/multipliers/divisor/additive constants
(formula: bonus = (attr1*M1 + attr2*M2)/Div + Additive).
- GameEventWiring.WireAll gains a
`resolveSkillFormulaBonus(skillId, attrCurrents)` callback.
GameWindow plugs in a resolver that looks up
SkillTable.Skills[skillId].Formula, applies the formula
using the player's current attribute values from PD.
- The PD handler builds attrId→current map (ranks+start) from
the parsed attributes before iterating skills, then passes
it to the resolver for Run (24) and Jump (22).
- Total skill = formulaBonus + InitLevel + Ranks. Matches ACE
Current minus augs/multipliers/vitae (close enough — those
add maybe ±10 % at most).
ACDREAM_DUMP_VITALS=1 logs add a per-skill line:
"vitals: PD-skill id=22 init=N ranks=N formulaBonus=N total=N"
so live testing can confirm the formula is applied.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
K-fix11 (150 ms exponential lag) wasn't aggressive enough — at
0.15 s time constant the camera catches up to ~96 % of the
player's Z before peak, so the visible "rise on screen" was
maybe ~0.5 m of the 3.11 m arc. User reported the jump still
looked short.
K-fix12: replace the lag with an explicit airborne-pin. The
camera's tracked Z follows player Z directly while grounded,
but stays PINNED while airborne and rising. Falling / dropping
catches up immediately so we don't end up below ground when
landing in a hole.
Effect: during a jump the player visibly rises 3 m above the
camera on screen, matching retail's "you can see yourself jump"
feel. After landing the camera's tracked Z snaps back to the
player Z so there's no lingering vertical offset.
ChaseCamera.Update gains an isOnGround parameter; GameWindow
passes result.IsOnGround from the per-frame movement controller.
The look-at point still uses raw player Z so the camera tilts up
to keep the airborne character framed.
Tests stay 1222 green.
Diagnostic from K-fix10 confirmed our local jump physics is
mathematically perfect — every full-charge jump produces
formulaPeak = actualPeakDz = vz²/19.6 to four-digit precision
(3.11 m for Jump skill 208). Yet the user observed retail
clients seeing the SAME character jump much higher than ACdream
sees of itself.
Root cause: ChaseCamera tracked player.Z 1:1. When the player
rises 3 m the camera rises 3 m too — the player's screen
position never changes during the arc, so the jump is visually
invisible. Retail's chase camera lags the Z follow, so an
observer sees the player visibly rise on screen.
Fix: low-pass filter the camera's Z target.
ChaseCamera.Update gains a dt parameter and an exponential
smoother:
alpha = 1 - exp(-dt / ZFollowTimeConstant)
smoothedZ += (player.Z - smoothedZ) * alpha
ZFollowTimeConstant defaults to 0.15 s — slow enough that a
~1 s jump arc shows up clearly on screen, fast enough that
slope walking still feels glued. The look-at point still uses
the raw player Z so the camera tilts up to keep the airborne
character in frame.
Drive-by: stripped K-fix10 jump diagnostic logging now that the
math has been confirmed correct.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User report:
1. ACdream watching retail-client jump shows no animation at all
(legs don't fold during the arc).
2. Local jump arc in ACdream is shorter than what retail observes
for the same character — formula mismatch somewhere.
Item 1 (animation): K-fix9 wired the body velocity but didn't
swap the sequencer cycle. The remote kept playing whatever
locomotion cycle was active (Ready/RunForward/etc.) through the
arc, so the legs stayed running while the body went up.
OnLiveVectorUpdated now also calls
ae.Sequencer.SetCycle(currentStyle, MotionCommand.Falling, 1.0f)
when the velocity has +Z > 0.5 m/s. Mirrors the local-player
UpdatePlayerAnimation path that forces animCommand=Falling
whenever !IsOnGround. Style defaults to NonCombat (0x8000003D)
when the sequencer hasn't established one yet (rare on remotes).
Landing transitions back to the locomotion cycle naturally via
the next UpdateMotion the server sends after HitGround.
Item 2 (height): added per-jump diagnostic so we can compare
the formula-predicted peak (sentVz²/(2g) = sentVz²/19.6) with
the actually-rendered peak Δz. Logs:
[jump.send] extent=... sentVz=... formulaPeak=...m startZ=...
[jump.peak] sentVz=... formulaPeak=...m actualPeakDz=...m
startZ=... peakZ=... landZ=...
Strip after the height-mismatch root cause is found.
Drive-by: previous diagnostic left an if/else hijack in the
resolve branch that broke 3 PlayerMovementControllerTests. Fixed.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Remote-player jumps were silently dropped — we never parsed the
VectorUpdate broadcast that carries the jump launch velocity, so
the remote body's Z velocity stayed at 0 and the jump animation
showed without any vertical motion.
ACE Player.cs:954 enqueues GameMessageVectorUpdate (opcode 0xF74E)
on every jump in addition to the bracketing UpdateMotion. Wire
layout (GameMessageVectorUpdate.cs):
u32 opcode (= 0xF74E)
u32 objectGuid
3xf32 velocity (world-space, post-rotation)
3xf32 omega
u16 instanceSequence
u16 vectorSequence
This commit:
1. Adds VectorUpdate.TryParse + VectorUpdated session event.
2. WorldSession.ProcessDatagram dispatches 0xF74E.
3. GameWindow subscribes via OnLiveVectorUpdated:
- Sets remote PhysicsBody.Velocity from the wire vector.
- When velocity.Z > 0.5 m/s, marks the remote as Airborne,
clears Contact + OnWalkable bits, and enables the Gravity
state flag — so calc_acceleration returns (0, 0, -9.8) and
UpdatePhysicsInternal produces a parabolic arc.
4. The per-tick remote update (TickAnimations remote-physics
block) now SKIPS the "force OnWalkable + apply_current_movement"
step when Airborne. Otherwise that path stomps the +Z velocity
each frame — same shape as the bug the local jump hit before
K-fix7.
5. ResolveWithTransition for remotes now passes
isOnGround: !rm.Airborne. Mirrors K-fix7's local-player gate —
airborne resolves must NOT pre-seed the ContactPlane,
otherwise AdjustOffset's snap-to-plane branch zeroes the
upward offset.
6. UpdatePosition handler clears the airborne flag and restores
ground-contact bits, so the server's authoritative re-grounding
ends the arc cleanly at the new ground location.
ACDREAM_DUMP_MOTION=1 logs each VectorUpdate as
"VU guid=0x... vel=(...) airborne=...".
Tests stay 1222 green. Live verification pending — watch a remote
character jump.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Before this commit, PlayerWeenie used hardcoded ACDREAM_RUN_SKILL
(default 200) and ACDREAM_JUMP_SKILL (default 300) regardless of
the actual character skill. PlayerDescription's skill table HAS
been parsed since Phase H, but the values weren't plumbed into
PlayerMovementController, so a high-Jump character still got the
3-4m default arc instead of their real 5m+ arc, and a low-Jump
character got too much.
GameEventWiring.WireAll gains an optional `onSkillsUpdated`
callback. The PlayerDescription handler scans the parsed skill
table for SkillId 24 (Run) and SkillId 22 (Jump) — ACE Skill enum
ordinals from references/ACE/.../Enum/Skill.cs:11-37 — and fires
the callback with `init + ranks` for each (the holtburger-named
"init" field is the attribute-derived initial component, ranks
is XP-bought additions; closest sane approximation of ACE's
CreatureSkill.Current short of porting Aug + Multiplier + Vitae
chains).
GameWindow stores the most recent values in _lastSeenRunSkill /
_lastSeenJumpSkill and pushes them into the controller at two
points:
* Immediately if _playerController already exists (PD arriving
mid-session, e.g. after a relog).
* Inside EnterPlayerModeNow when constructing a fresh
controller (the auto-entry path: PD always arrives at login
before auto-entry fires, so this is the normal path).
Both sites also log "applied server skills run=X jump=Y" so live
testing can confirm the right values reached the formula.
Console output (ACDREAM_DUMP_VITALS=1) gains a "vitals: PD-skills
run=X jump=Y" line on every PlayerDescription with skill data.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two animation/movement issues from live verification:
1. Walk-backward leg twitches forward two times before the cycle
reverses (X key glitch).
Root cause: AnimationSequencer.GetLink only implemented the
forward-direction lookup path. ACE's MotionTable.get_link
(MotionTable.cs:395-426) takes BOTH the substate and the new
motion's speeds, and switches lookup branches when EITHER speed
is negative:
* Forward path: Links[(style<<16) | substate][motion]
* Reversed path (any negative speed): Links[(style<<16) |
motion][substate]
For Ready → WalkBackward we adjust_motion to WalkForward at
speed -0.65 (negative). Our previous code looked up
Links[Ready][WalkForward] — the "start walking forward"
transition. Played in reverse, the cursor stranded at the
wrong cycle frame and produced the user-visible "left leg
twitches forward two times" before the cycle stabilized.
With the reversed key Links[WalkForward][Ready] (the "stop
walking → ready" anim) played at the cycle's negative speed,
the link smoothly transitions Ready → start-of-cycle, then
the cycle reverses cleanly.
GetLink signature changed from (style, fromMotion, toMotion)
to (style, substate, substateSpeed, motion, speed). Both
call sites updated: SetCycle passes CurrentSpeedMod +
adjustedSpeed; the Action-overlay path passes 1f, 1f
(action overlays are always forward).
2. Jump too low.
Two changes after deep investigation in named-retail decomp:
a) Charge rate sped up from 1.0/s → 2.0/s. Retail's PowerBar
charge constant is illegible in the named decomp (the
divisor was clobbered in GetPowerBarLevel's FPU stack
reordering at 0x0056ade0). 2.0/s (full charge in 0.5s)
matches retail muscle memory better — a tap gives a
noticeable hop, half-hold a meaningful jump, full-hold
the maximum.
b) Default jumpSkill bumped 200 → 300. Retail formula:
height = (skill / (skill + 1300)) × 22.2 + 0.05
At extent=1.0:
skill=200 → 3.01m max (felt too low)
skill=300 → 4.21m max (closer to retail mid-tier "I
can clear that fence" hop)
Override via ACDREAM_JUMP_SKILL env var.
Long-term fix is issue #7 — parsing PlayerDescription's
skill block to apply the server's authoritative skill
values. Until then, this default is the right baseline.
(Velocity formula sqrt(height × 19.6) is unchanged and
matches retail byte-for-byte; we only changed how much
extent-feeding skill we default to.)
Tests stay 1222 green. The walk-backward fix has no new test
because GetLink is private; the cycle-transition behavior
will be exercised live.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User report: when running backward (X) or strafing (Z/C) at run
speed, the visual moves faster but the animation cycle continues
playing at walk pace, looking disjointed.
Root cause: GameWindow's player-anim driver fed the sequencer's
SetCycle speed from result.ForwardSpeed, but PlayerMovementController
intentionally pins ForwardSpeed = 1.0 for WalkBackward (ACE expects
this for the auto-upgrade) and SidestepSpeed isn't used by the anim
path at all. So Forward+Run played the RunForward cycle at runRate ×
(correct), but Backward+Run + Strafe+Run used speedMod = 1.0 even
though the body was moving at runRate × velocity.
Fix: split the visual-pacing field from the wire-correctness field.
Added MovementResult.LocalAnimationSpeed — runRate when any
directional input is held with Run, else 1.0. GameWindow's
SetCycle path now uses this instead of ForwardSpeed. The wire
output stays unchanged; only the local animation cycle pace
shifts.
Effect:
- Forward+Run: runRate × cycle pace (unchanged behavior).
- Backward+Run: runRate × cycle pace (was 1×; now matches
velocity).
- Strafe+Run: runRate × cycle pace (was 1×; now matches
velocity).
- Anything not in Run: 1× (unchanged).
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User reported "I can't turn off collision wires" — root cause was
two-fold: the wires defaulted to ON at startup so the user saw
them every launch, and the DebugPanel's keybind cheat-sheet
still listed the pre-K.1c retail-default-conflicting bindings
(F1/F2/F3/F7/F8/F9/F10 etc.) instead of the Ctrl+F* aliases the
retail-faithful keymap moved them to.
Changes:
- _debugCollisionVisible defaults to FALSE. Ctrl+F2 toggles it
on (toast: "Collision wireframes ON"); the DebugPanel →
Diagnostics → "Toggle collision wires" button toggles too.
- DebugPanel "Help" cheat-sheet rebuilt to reflect the actual
retail-default + Phase K bindings: Ctrl+F1 (debug), Ctrl+F2
(collision wires), Ctrl+Shift+F (free-fly), F11 (Settings),
W/X = forward/back, A/D = turn, Z/C = strafe, Q = autorun
toggle, Shift = walk modifier, Y/G/H/B = postures,
Hold MMB = instant mouse-look, Hold RMB = orbit, Tab =
focus chat input. The user no longer has to read the source
to find a working binding.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Four issues from the K-fix2 launch (2026-04-26 user report):
1. Can't return from free-fly to player view.
CameraController.ToggleFly only swaps Fly↔Orbit, so a user who
flew out of player mode landed in orbit (Holtburg) on
toggle-back instead of the chase camera. Added
ToggleFlyOrChase() helper that prefers Fly→Chase /
Chase→Fly when _playerMode is true and a chase camera is
available; falls back to the original Fly↔Orbit toggle for
offline / pre-login flows. Wired into all three free-fly
entry points: keyboard shortcut (Ctrl+Shift+F), Camera menu
item, and DebugPanel button.
2. Shift while moving STOPS instead of dropping to walk.
Root cause: InputDispatcher.IsChordHeld required
_keyboard.CurrentModifiers to match chord.Modifiers EXACTLY.
So with W bound as (W, None), holding W and then pressing
Shift made CurrentModifiers=Shift mismatch chord (None) →
IsActionHeld(MovementForward) returned false → Forward flag
dropped → player stopped. Fixed by relaxing IsChordHeld:
when chord.Modifiers is None, Shift is allowed to coexist
(it's the retail walk-modifier). Other modifiers
(Ctrl, Alt, Win) still mismatch strictly so Ctrl+W stays a
distinct chord from W.
+2 tests pinning the new permissive-Shift / strict-Ctrl
semantics.
3. Backwards too slow when running.
forwardCmdSpeed for the WalkBackward branch was hardcoded
to 1.0; localY was hardcoded to -(WalkAnimSpeed * 0.65).
Neither honored input.Run. With Run=true (default),
backward now scales by runRate (~2.4×) so X = "run
backwards" matches the forward run pace × the 0.65
backward animation cycle ratio.
4. Strafe too slow when running.
localX for SideStepLeft / SideStepRight was hardcoded to
±SidestepAnimSpeed regardless of Run. Same fix: when Run
is held, scale by runRate so strafe at default speed
matches the run-forward pace.
Tests: 1220 → 1222 (the two new IsChordHeld tests).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two issues from the K-fix1 launch (2026-04-26 user report):
1. Mouse pointer invisible after login.
Root cause: CameraController.EnterChaseMode invokes
ModeChanged?.Invoke(IsChaseMode) — passing TRUE when chase
becomes active. The OnCameraModeChanged handler interpreted
that bool as `isFlyMode`, so chase entry wrongly triggered
the Raw cursor branch (raw = invisible pointer). The bool is
unreliable: ToggleFly passes IsFlyMode, ExitChaseMode passes
IsFlyMode, but EnterChaseMode passes IsChaseMode. Read the
controller state directly inside the handler instead — fly
mode IS the only state that needs Raw, everything else stays
Normal so the user can click panels / future selectables.
2. No way to enter free-fly mode.
The DebugPanel already had a "Toggle Free-Fly Mode" button
wired in K.2, but the user didn't know to look there. Added
two more discovery paths:
- Keyboard shortcut: Ctrl+Shift+F → AcdreamToggleFlyMode
in RetailDefaults() (retail leaves Ctrl+Shift+F unbound;
Ctrl+F is unused too, so this is conflict-free).
- View → Camera submenu in the ImGui MainMenuBar with a
"Enter / Exit Free-Fly Mode" entry whose label flips with
the active state. Shortcut hint shows "Ctrl+Shift+F".
The keyboard handler now also cancels _playerModeAutoEntry on
manual fly toggle (matches the DebugPanel button + new menu
entry — user's choice wins, the chase camera doesn't snap on
top of the fly camera mid-inspection).
Also corrected the View → Debug menu shortcut hint (was "F1",
actual binding is Ctrl+F1 since K.1c).
Tests still 1220 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Four issues from K.3 live verification (2026-04-26 user report):
1. Default movement speed should be RUN, not walk.
PlayerMovementController.MovementInput.Run was sourced from
IsActionHeld(MovementRunLock) (Q held). Inverted to
!IsActionHeld(MovementWalkMode) (Shift held = walk; default = run).
Also fixed RetailDefaults() — MovementWalkMode was bound to
(ShiftLeft, ModifierMask.None), but when LShift IS the primary
key the OS keyboard reports CurrentModifiers=Shift and the
chord lookup mismatches. Bind both LShift+Shift and RShift+Shift
to match (the same fix AcdreamCurrentDefaults already had).
2. Q is autorun TOGGLE, not hold-to-run. Added _autoRunActive
field; OnInputAction toggles it on MovementRunLock Press;
MovementInput.Forward now ORs in _autoRunActive so autorun
stays latched until canceled. Pressing Backup / Stop /
StrafeLeft / StrafeRight clears the latch (deliberate movement
wins, retail-faithful). Pressing Forward AGAIN does NOT cancel —
matches retail's stack semantics.
3. Mouse cursor visible by default in chase mode + no Y-axis
steering without an explicit hold input. OnCameraModeChanged
now uses CursorMode.Normal for chase (was Raw — invisible
pointer). MouseMove handler's "neither RMB nor MMB held"
branch dropped its AdjustPitch call — pitch is gated to
deliberate hold inputs only. Fly mode keeps Raw (continuous
look-and-fly affordance).
Restored AcdreamRmbOrbitHold binding in RetailDefaults() —
K.1c silently dropped it when SelectRight took the RMB Press
slot; the Hold-type binding coexists with Press so RMB orbit
still works in addition to (future) SelectRight click.
4. Holtburg flashes briefly at live login. Added
IsLiveModeWaitingForLogin gate (true iff ACDREAM_LIVE=1 AND
chase camera has not yet been entered) that:
* suppresses StreamingController.Tick in OnUpdate so no
landblocks load around the hardcoded startup center
0xA9B4 (Holtburg);
* skips terrain + entity rendering in OnRender via a
SkipWorldGeometry label after the sky pass.
Sky still draws so the user sees a live, time-of-day-correct
sky during the connection / character-list / EnterWorld
handshake. Latches off once chase mode has been entered, so
later fly-mode toggles render the world normally.
Tests still 1220 green.
Also commits .gitignore tmp/ rule (left over from K.3
session) — gitignored per-session scratch (commit message
drafts, ad-hoc temp files).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase K final commit. Settings panel with click-to-rebind UX on top of
the K.1+K.2 input architecture, plus the roadmap / ISSUES / memory
updates that retire Phase K.
InputDispatcher gains BeginCapture / CancelCapture / IsCapturing /
SetBindings — modal capture suppresses normal action firing for the
next chord. Esc cancels (returns sentinel default chord); modifier-only
keys don't complete capture; non-modifier key down with current
modifier mask completes.
IPanelRenderer + ImGuiPanelRenderer + FakePanelRenderer gain
BeginMainMenuBar / EndMainMenuBar / BeginMenu / EndMenu / MenuItem
primitives.
SettingsVM owns a draft copy of KeyBindings with explicit Save /
Cancel / Reset semantics. Click-to-rebind enters dispatcher capture
mode; on chord captured, conflict-detect against draft (excluding the
action being rebound itself); surface a ConflictPrompt when the chord
collides; ResolveConflict(replace=true|false) commits or reverts.
ResetActionToDefault restores a single action to RetailDefaults();
ResetAllToDefaults rebuilds the entire draft. Save invokes the
onSave callback (which writes JSON + swaps the live dispatcher's
bindings).
SettingsPanel renders 8 retail-keymap-categorized CollapsingHeader
sections (Movement, Postures, Camera, Combat, UI panels, Chat,
Hotbar, Emotes). Per action: name + current binding(s) summary +
"Rebind"/"Reset" buttons. Conflict prompt at the top when pending.
Save / Cancel / "Reset all to retail defaults" at the top.
GameWindow registers SettingsPanel + wires F11 →
ToggleOptionsPanel → IsVisible toggle, plus a top-of-frame ImGui
MainMenuBar with View → Settings/Vitals/Chat/Debug entries (calls
ImGui directly — the abstraction methods exist for backend
portability but the host doesn't own a menu-bar surface).
Tests: +37 across InputDispatcherCaptureTests (7),
IPanelRendererMainMenuBarTests (9), SettingsVMTests (13),
SettingsPanelTests (8). Solution total 1220 green.
Roadmap (docs/plans/2026-04-11-roadmap.md) appends Phase K shipped
section after Phase J with K.1a–K.3 commit SHAs. ISSUES.md files
Phase L deferred work as #L.1–#L.8 (hotbar UI, spellbook favorites,
combat-mode dispatch, F-key panels, floating chat windows, UI layout
save/load, joystick bindings, plugin input subscription) and adds
#21–#25 to Recently closed. project_input_pipeline.md updated to
shipped state. CLAUDE.md gets an input-pipeline reference.
Closes Phase K.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Five changes:
1. PlayerModeAutoEntry — testable guard class that fires once after
EnterWorld + WorldSession.State.InWorld + player entity present +
PlayerController.State == InWorld. GameWindow arms the entry
after EnterWorld; per-frame Tick checks all four guards and
invokes the same fly-to-player transition the Tab handler runs.
User-initiated fly toggle (DebugPanel button) Cancel()s pending
entry. Skip in offline mode (no ACDREAM_LIVE) — Holtburg orbit
stays default for testing.
2. MouseLookState + KeyBindings.RetailDefaults() binds MMB Hold to
InputAction.CameraInstantMouseLook. GameWindow subscribes:
- Press: hide cursor, capture position, _mouseLookActive = true.
- Release: restore cursor, deactivate.
- WantCaptureMouse=true while held → suspend (release cursor).
- MouseMove while active: combined drive — chase camera yaw +
character heading move together (retail's signature mouse-look
behavior). Camera Y still pitches camera-only.
3. DebugPanel "Toggle Free-Fly Mode" button via DebugVM.ToggleFlyMode
action delegate — replaces the F-key as the primary discovery
path for free-fly. Gated on DevToolsEnabled.
4. ChatPanel.FocusInput() one-shot + IPanelRenderer.SetKeyboardFocusHere
primitive. GameWindow's ToggleChatEntry (Tab) subscriber calls
_chatPanel.FocusInput() so Tab moves focus to the chat input
field. Replaces the K.1c TODO stub.
5. WantCaptureMouse gating reinforcement on surviving mouse handlers
(no new code; verified intact from K.1b).
21 new tests (8 PlayerModeAutoEntry, 10 MouseLookState, 3 ChatPanel
focus). 1183 total green. 0 warnings, 0 errors.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Removes the parallel direct keyboard/mouse polling that K.1a left in
GameWindow alongside the new dispatcher. Now every input flows
through InputDispatcher; legacy IsKeyPressed/KeyDown/MouseDown/MouseUp/
Scroll handlers in GameWindow are deleted (~220-line refactor).
Bindings remain acdream-current (W/S/A/D/Z/X movement, Shift run,
F-key debug surface). K.1c flips them to retail.
Pieces:
- InputDispatcher.IsActionHeld(InputAction): per-frame held-state
query for movement (W/X/A/D/Z/X/Shift/Space) so PlayerMovement-
Controller can read action state without polling raw keys.
Internally walks all bindings for the action; chord match
requires modifier mask exactness.
- InputAction adds AcdreamRmbOrbitHold (Hold-activation, RMB held
drives chase-camera orbit) and AcdreamFlyDown (Ctrl held in fly
mode for descent).
- GameWindow OnInputAction subscriber replaces the entire KeyDown
switch + per-mouse-button handlers. Single dispatcher event drives:
- F1 AcdreamToggleDebugPanel
- F2 AcdreamToggleCollisionWires
- F3 AcdreamDumpNearby
- F7 AcdreamCycleTimeOfDay
- F8 AcdreamSensitivityDown
- F9 AcdreamSensitivityUp
- F10 AcdreamCycleWeather
- F AcdreamToggleFlyMode
- Tab AcdreamTogglePlayerMode (player/fly toggle - K.1c will
reassign this to ToggleChatEntry)
- Esc EscapeKey (cancel fly mode etc.)
- Mouse wheel ScrollUp/ScrollDown (camera zoom)
- RMB held (Hold) drives orbit; LMB drag still drives orbit
camera; mouse position handled by surviving MouseMove handler
which is gated on ImGui WantCaptureMouse.
- MovementInput per-frame: reads from _inputDispatcher.IsActionHeld.
MouseDeltaX hardcoded to 0f (mouse never drives character yaw).
_playerMouseDeltaX field stays defined for chase-camera RMB-orbit
but is never consumed by movement.
- WantCaptureMouse explicit gate at the top of every surviving mouse
handler in GameWindow (defense in depth - dispatcher already gates
via IMouseSource.WantCaptureMouse).
Movement-input boundary preserved: PlayerMovementController.Update
still takes the same MovementInput struct. Existing
PlayerMovementControllerTests continue green - no regression in
motion-command byte production.
Two deviations:
1. Scroll lost magnitude going through the dispatcher (fixed-step
zoom). Acceptable - discrete wheel-tick matches retail feel
anyway.
2. Movement chords are duplicated with both ModifierMask.None and
ModifierMask.Shift (covering "shift held to run while walking
forward" etc.) so the dispatcher's modifier-strict matching
preserves the modifier-blind feel of the old IsKeyPressed
polling. Will be reshaped cleanly in K.1c when retail's
walk-modifier semantics flip (default = run, shift held = walk).
15 new tests:
- InputDispatcherIsActionHeldTests: 7 cases covering chord-held +
release + modifier-mismatch + multi-binding-for-action.
- InputDispatcherTests: 3 scroll-action cases.
- DispatcherToMovementIntegrationTests (Core.Tests): 5 cases
proving FakeKeyboardSource.Press(W) -> dispatcher.IsActionHeld ->
MovementInput.Forward -> PlayerMovementController produces the
expected motion-command bytes. Includes the regression-prevention
test that mouse-X delta value (zero vs nonzero) doesn't affect
the motion bytes.
Solution total: 1133 green (243 Core.Net + 225 UI + 665 Core),
0 warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Introduces the abstraction without changing user-visible behavior.
Existing keyboard/mouse handlers in GameWindow continue working
unchanged. The new InputDispatcher runs alongside, fires
InputAction events, and a diagnostic Console.WriteLine subscriber
proves the path is observable. K.1b cuts the existing handlers
over; K.1c flips bindings to retail.
New types in src/AcDream.UI.Abstractions/Input/:
- InputAction enum (~110 actions, doc-grouped by retail keymap
category: MovementCommands, ItemSelectionCommands, UICommands,
QuickslotCommands, Chat, Combat, Emotes, Camera, Scroll, Mouse
selection, plus Acdream-specific debug actions for the existing
F-key behaviors)
- KeyChord record struct (Silk.NET.Input.Key + ModifierMask + Device)
- ModifierMask [Flags] enum matching retail keymap bit values
(Shift=0x01, Ctrl=0x02, Alt=0x04, Win=0x08)
- ActivationType enum (Press, Release, Hold, DoubleClick, Analog)
- Binding record (chord -> action -> activation)
- InputScope enum with stack semantics (Always at bottom, Game on
top during normal play; Chat / EditField / Dialog / MeleeCombat /
MissileCombat / MagicCombat / Camera push as transient overlays)
- KeyBindings collection class with Find / ForAction / Add / Remove.
AcdreamCurrentDefaults() factory matches today's hardcoded binds
(W/S/A/D/Z/X movement, Shift run, F-key debug surface) so K.1a
doesn't change behavior. RetailDefaults() is K.1c's job; for now
it returns the same map.
- IKeyboardSource / IMouseSource - test-fakeable interfaces wrapping
Silk.NET. Both surface WantCaptureMouse / WantCaptureKeyboard
flags so the dispatcher can gate per ImGui state.
- InputDispatcher: multicast event Fired<InputAction, ActivationType>;
scope stack with PushScope/PopScope/ActiveScope; per-frame Tick()
fires Hold-type bindings for currently-held chords; mouse buttons
encoded as KeyChord with Device=1.
New adapters in src/AcDream.App/Input/:
- SilkKeyboardSource - Silk.NET IKeyboard wrapper, tracks held state
- SilkMouseSource - Silk.NET IMouse wrapper, proxies ImGui WantCapture
flags for both keyboard and mouse
GameWindow.cs:
- Constructs adapters + dispatcher in OnLoad
- Subscribes to dispatcher.Fired with diagnostic Console.WriteLine
("[input] {action} {activation}") so the path is observable in
launch.log without touching any actual game state
- Calls _inputDispatcher.Tick() per frame in OnUpdate
- Existing IsKeyPressed and event handlers unchanged
Memory crib at memory/project_input_pipeline.md describes the five
layers (Silk events -> Source interfaces -> Dispatcher -> Action
events -> Subscribers) with file paths + scope semantics + the K.1c
retail-defaults plan. Indexed in MEMORY.md.
Two deviations from plan, both documented:
1. InputDispatcher placed in UI.Abstractions/Input/ rather than
App/Input/ - it has no Silk dependencies (uses only the test-
fakeable interfaces) and the test fakes live in
UI.Abstractions.Tests. Mirrors LiveCommandBus precedent. Silk
adapters + GameWindow wiring stay in App.
2. WantCaptureKeyboard moved to IMouseSource alongside WantCaptureMouse
(the dispatcher needs both at the same point).
34 new tests covering KeyChord equality, ModifierMask flags,
KeyBindings lookup, dispatcher chord matching with modifier
mismatch rejection, Hold-type Press/Release transitions, Tick()
firing held bindings, scope stack push/pop with mismatched-pop
throwing, WantCapture* gating.
Solution total: 1118 green (243 Core.Net + 215 UI + 660 Core),
0 warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three-tier rollout per the 2026-04-25 retail @help dump showing the
full ACE command surface. Tier 1 + most of Tier 2 in one commit.
TIER 1 - @ as / equivalent
ACE accepts both / and @ as verb prefixes (per its own help text:
"Note: You may substitute a forward slash (/) for the at symbol
(@)."). ChatInputParser now normalises @ to / for the verb-match
phase and re-enters parsing. Critical: for verbs we don't recognise
(@acehelp, @tele, @die, @version, @loc-on-server, @nonsense, ...),
the original @ is kept in the message text so ACE's CommandManager
intercepts the message server-side. If we substituted / there too,
ACE would treat it as plain Talk and broadcast it.
Result: @a hi / @tell Bob hi / @help / @clear / @reply / @retell
all route exactly like their / counterparts. @acehelp / @tele /
@version / @die etc. pass through to the server intact.
TIER 2 - client-only commands
- /retell <msg> (also @retell): resend to the last person you
tell'd. Mirrors retail @retell. ChatVM tracks
LastOutgoingTellTarget on each OnSelfSent(Tell, ...) entry —
SenderGuid==0 distinguishes outgoing echo from inbound whispers,
same way LastIncomingTellSender already worked. ChatInputParser
takes a new optional lastOutgoingTellTarget param.
- /framerate (also @framerate): prints "Framerate: 144.2 FPS"
into chat. Wired via a new ChatVM.FpsProvider Func<float>
callback set by GameWindow at construction (closes over
_lastFps). Falls back to "(provider unavailable)" if no
callback is wired (tests / pre-live).
- /loc (also @loc): prints "Location: (123.4, 567.8, 60.0)" into
chat. Wired via ChatVM.PositionProvider Func<Vector3> closing
over GetDebugPlayerPosition() in GameWindow. ACE has a server-
side @loc too; client wins here (instantaneous + uses the local
interpolated position).
ChatPanel.TryHandleClientCommand grew @ aliases for /help /clear
/framerate /loc and the new EqAny helper for case-insensitive
multi-string matching. Help text rewritten to reference the
/ <-> @ equivalence and point at @acehelp / @acecommands for ACE's
full command list.
TIER 3 - automatic (no code)
Most retail @-commands (@allegiance motd, @afk, @die, @lifestone,
@corpse, @marketplace, @pkarena, @emote/@emotes, @fillcomps,
@permit, @consent, @squelch, @unsquelch, @messagetypes, @age,
@birth, @day, @endurance, @pklite, @version, @filter, @unfilter,
@loadfile, @log, @marketplace, ...) are server-side ACE commands.
Tier 1's passthrough takes care of them automatically — they
arrive via Talk, ACE recognises the @ and intercepts, replies via
SystemChat (which our 0xF7E0 wiring renders as [System] lines).
DEFERRED
- @saveui / @loadui / @lockui: ImGui layout save/load, ~1 hr
standalone task. Filed for follow-up.
- @title <text>: rename chat window. ImGui window-id complications.
- Toggle-style @framerate (FPS overlay on/off): print-once is
simpler and matches retail's most-common usage.
30 new tests:
- ChatInputParserAtPrefixTests: 11 covering @-prefix recognition,
unknown-@ passthrough, /retell and @retell.
- ChatVMRetellAndProvidersTests: 8 covering LastOutgoingTellTarget
tracking, FpsProvider/PositionProvider callbacks, no-provider
fallback.
- ChatPanelInputTests: +3 (/framerate, @loc, @acehelp passthrough).
Solution total: 1063 green (243 Core.Net + 160 UI + 660 Core),
0 warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Six fixes from the 2026-04-25 live verify session.
1. ServerMessage (0xF7E0) wired to ChatLog. ACE's
GameMessageSystemChat - used for the login banner "Welcome to
Asheron's Call ... powered by ACEmulator ... type @acehelp" plus
any future server broadcast - rides opcode 0xF7E0. The parser
shipped in I.5 but the WorldSession.ServerMessageReceived event
was never subscribed by GameWindow, so the welcome line was
silently dropped. Subscribed now; same wave wires the missing
EmoteHeard / SoulEmoteHeard / PlayerKilledReceived events that
I.5 also left orphan.
2. Drop optimistic /say echo + plumb local-player-guid into ChatLog.
ACE's HandleActionTalk broadcasts a HearSpeech back to the sender
too, so we were double-printing every /say (own optimistic +
server echo). New ChatLog.SetLocalPlayerGuid() pushes the chosen
character guid in (mirrors VitalsVM pattern); OnLocalSpeech
detects own-guid match and substitutes Sender="" so the formatter
's IsOwnSpeaker path renders "You say, ..." instead of
"+Acdream says, ...". Single line per /say.
3. IsOwnSpeaker check now applies to ChatKind.Channel too. Empty/
"You" sender -> "[Allegiance] You say, \"text\"" instead of the
"[Allegiance] says, \"text\"" double-space hole that Phase I.6's
OnSelfSent left when echoing legacy ChatChannel sends.
4. Long-form slash aliases: /general /allegiance /patron /vassals
/monarch /covassals /fellowship /fellow /lookingforgroup
/roleplay /rp /tr /gen, plus /s as alias for /say. Retail muscle
memory expected these; the prior parser only recognized /g /a /p
/v /m /cv /lfg /role and friends, so "/patron hello" fell
through as /say with the literal "/patron" prefix.
5. WeenieError templates filled in for the codes the user hit:
- 0x0414 YouAreNotInAllegiance -> "You are not in an allegiance!"
- 0x050F YouDoNotBelongToAFellowship -> "You do not belong to a Fellowship."
Replaces the cryptic "WeenieError 0x0414" / "0x050F" lines.
6. @ command pass-through: ACE handles @help / @acehelp / @tele etc.
server-side by intercepting Talk text with @ prefix; the user's
message isn't broadcast and ACE replies via SystemChat. Drop the
optimistic /say echo so the chat shows only the server's response
(the SystemChat wiring from #1 surfaces it as [System] {help}).
Tests:
- 11 long-form-alias Theory cases on ChatInputParser.
- 3 own-guid-substitution cases on ChatLog (own match, different
guid, pre-login fallback).
- Existing PrefixSubstring test refactored to "/genio" since the
previous "/general" stub is now a real verb.
Solution total: 1021 green (243 Core.Net + 125 UI + 653 Core),
0 warnings, 0 errors. +14 tests.
Acceptance: at login, [System] Welcome to Asheron's Call appears.
Single "You say, \"hi\"" per /say. /allegiance with no allegiance
shows [Allegiance] You say, ... + [System] You are not in an
allegiance!. /patron / /vassals / /monarch route correctly.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three follow-up fixes from the 2026-04-25 live verify session.
1. CRITICAL: BuildTell wire field order. Our outbound layout was
[target_name, message] but ACE's GameActionTell.Handle reads
[message, target_name] (verified against
references/ACE/.../GameActionTell.cs:17-18 verbatim). Result: every
/tell since Phase I.3 has been failing with WeenieError 0x052B
(CharacterNotAvailable) because ACE was looking up the message
text as the recipient name. Swapped the field order in
ChatRequests.BuildTell so message is written first; updated the
pinned BuildTell test to expect the corrected layout. The
WorldSessionChatTests round-trip continues to pass since SendTell
delegates to BuildTell.
2. Retail-style FormatEntry. The user asked for the canonical retail
strings:
/say (own): You say, "text"
/say (incoming): Name says, "text"
/tell (own echo): You tell Caith, "text"
/tell (incoming): Caith tells you, "text"
channel: [Trade] +Acdream says, "text"
/shout (own): You shout, "text"
/shout (incoming):Name shouts, "text"
Discriminators: SenderGuid == 0 distinguishes our own outbound
echoes (set by OnSelfSent) from real incoming whispers (carry the
sender's player guid). Sender == "" or "You" distinguishes our own
/say echoes (OnLocalSpeech substitutes "You" when the wire sender
is empty per holtburger client/messages.rs:476-487).
ChatEntry gains a new ChannelName slot so Channel-kind entries
render with the friendly room name ("Trade") instead of "ch 3".
Falls back to "ch {ChannelId}" when ChannelName isn't populated
(legacy ChatChannel inbound or older callers).
3. Suppress optimistic Channel echo. The user saw duplicates per
/trade /lfg in the live trace:
[ch 0] Trade: hello <-- our optimistic
[ch 3] +Acdream: [Trade] hello <-- ACE's TurbineChat broadcast
ACE's TurbineChatHandler at Network/Handlers/TurbineChatHandler.cs
broadcasts EventSendToRoom to ALL recipients in the room including
the sender, so the canonical echo always arrives via 0xF7DE. Drop
the optimistic OnSelfSent for Turbine kinds in GameWindow's
SendChatCmd handler; trust the server. Legacy ChatChannel paths
(Fellowship / Allegiance / Patron / Monarch / Vassals / CoVassals)
keep the optimistic echo because the legacy 0x0147 broadcast may
not always come back to the sender.
Inbound TurbineChat also stops embedding "[Trade] " into the
message text — passes the friendly name out-of-band via the new
channelName parameter on ChatLog.OnChannelBroadcast.
11 tests updated for the new format strings (8 in ChatVMTests, 1 in
ChatVMCombatTests, 1 BuildTell, plus the format additions cover
incoming/outgoing variants per kind). Solution total: 1007 green
(243 + 114 + 650), 0 warnings.
Tells should now actually deliver. Channel echoes show as
[Trade] +Acdream says, "hello" without the duplicate.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three post-launch fixes from the 2026-04-25 live verify session.
1. WeenieError display bug. Many ACE WeenieError / WeenieErrorWithString
codes are *informational*, not error-level — the user saw cryptic
"WeenieError 0x051B: General" / "WeenieError 0x051D" at login, but
those decode as "You have entered the General channel." and
"Turbine Chat is enabled." per ACE WeenieError(WithString).cs
templates. New static helper Core/Chat/WeenieErrorMessages.cs maps
~30 high-frequency codes to retail-faithful templates with `_`
placeholder substitution. ChatLog.OnWeenieError now routes through
Format(); unknown codes still fall back to "WeenieError 0xNNNN[: param]"
so nothing is silently lost. New codes can be added in 30 seconds
when the user reports one.
2. Tell target eats trailing punctuation. Retail muscle memory is
"/t Name, message" — comma is the separator. Our split-on-whitespace
pulled "Name," (with comma) as the target, server returned 0x052B
"That person is not available now." because no such character.
ChatInputParser.TryParseTargeted now strips a trailing ,;:.!? from
the target token so "/t Caith, hi" and "/t Caith hi" both work.
Added 7 Theory cases covering each separator + the long-form alias.
3. TurbineChat routing diagnostics. The user's ACE login showed the
"TurbineChatIsEnabled" + "YouHaveEnteredThe_Channel" notifications
for General/Trade/LFG, confirming TurbineChat IS active server-side.
But outbound /g /trade /lfg might still fall back to legacy
ChatChannel (which the server then rejects). Added diagnostic
Console.WriteLines so the next launch shows:
- "chat: SetTurbineChatChannels parsed enabled=true general=0x... ..."
(when ACE sends the 0x0295 channel-id table)
- "chat: outbound TurbineChat General room=0x... cookie=0x... len=N"
(when SendChatCmd routes a Turbine kind through 0xF7DE)
- "chat: outbound legacy ChatChannel Fellowship id=0x... len=N"
(when SendChatCmd uses the legacy 0x0147 path)
- "chat: SendChatCmd kind=General dropped (turbine.Enabled=false no legacy id)"
(when neither path can dispatch — usually means ACE didn't send
0x0295 yet and the kind is Turbine-only)
Sets up Bug 3 (proper outbound TurbineChat for /g /trade /lfg) for
a follow-up commit once the next live trace shows the actual flow.
18 new tests:
- WeenieErrorMessagesTests: 11 covering known templates + fallback.
- ChatInputParserTests: +7 Theory cases for trailing-punctuation strip.
Solution total: 1007 green (114 UI + 650 Core + 243 Core.Net), 0 warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Full port of holtburger's TurbineChat sidecar wire path:
- TurbineChat.cs: 0xF7DE codec with three payload variants
(EventSendToRoom S->C, RequestSendToRoomById C->S, Response).
10-field outer header (size_first/blob_type/dispatch_type/
target_type/target_id/transport_type/transport_id/cookie/
size_second + payload).
- UTF-16LE turbine string codec with 1-or-2 byte variable-length
prefix (high bit on first byte signals 2-byte form). Mirrors
holtburger's read_turbine_string / write_turbine_string at
references/holtburger/.../messages/chat/turbine.rs:502-544.
- SetTurbineChatChannels.cs: 0x0295 GameEvent sub-opcode parser
(10 x u32 channel ids). Wired through GameEventDispatcher in
WorldSession ctor; routes to GameEventWiring + TurbineChatState.
- ChatChannelInfo.cs (Core): unified record union with Legacy
(channel id + name) and Turbine (room id + chat type +
dispatch type + name) variants, plus IsSelfEchoChannel
predicate (Tells = false, channels = true so optimistic echo
is suppressed where the server will echo).
- TurbineChatState.cs (Core): Enabled flag + 10 cached room ids
+ NextContextId() cookie counter starting at 1.
- WorldSession adds TurbineChatReceived + TurbineChannelsReceived
events; SendTurbineChatTo outbound builds RequestSendToRoomById
+ sends through SendGameAction. ProcessDatagram dispatches
0xF7DE at the top level.
- GameWindow constructs TurbineChatState, subscribes inbound
EventSendToRoom -> ChatLog.OnChannelBroadcast; extends I.3's
SendChatCmd handler to route Turbine kinds (General/Trade/Lfg/
Roleplay/Society/Olthoi) through TurbineChat first, fall back
to legacy ChatChannel send when state.Enabled == false.
Round-trip golden fixtures from holtburger source verified for
all three payload variants + UTF-16LE strings (short + long
prefix + non-ASCII Cafe + empty) + SetTurbineChatChannels.
26 new tests:
- TurbineChatTests, SetTurbineChatChannelsTests in Core.Net.Tests
- ChatChannelInfoTests, TurbineChatStateTests in Core.Tests
Solution total: 960 green (243 Core.Net + 625 Core + 92 UI).
ACE doesn't run a TurbineChat server, so codec is "ready when
needed" for retail-server-emulating setups. Legacy ChatChannel
fallback continues to work for current ACE-against-acdream play.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replaces NullCommandBus.Instance in PanelContext with a real
LiveCommandBus when a live session is active. Panels publish
SendChatCmd; the host routes it to the right wire opcode + emits
a ChatLog.OnSelfSent local echo (optimistic; retail-equivalent
for Talk).
Pieces:
- ChatChannelKind enum (UI.Abstractions) - mirrors holtburger's
ChatChannelKind (references/holtburger/.../client/types.rs:35-49).
- SendChatCmd record (UI.Abstractions) - (Channel, TargetName?, Text).
- LiveCommandBus (UI.Abstractions) - single-handler-per-type;
Register<T> throws on double-register; Publish<T> logs missing
handler but does not throw.
- ChannelResolver (UI.Abstractions) - port of holtburger's
resolve_legacy_channel (client/commands.rs:50-62) mapping
ChatChannelKind to legacy ChatChannel ids verbatim from
holtburger-protocol/.../chat/types.rs:8-24 (Fellow=0x0800,
AllegianceBroadcast=0x02000000, Vassals=0x1000, Patron=0x2000,
Monarch=0x4000, CoVassals=0x01000000).
- WorldSession.SendTalk / SendTell / SendChannel - 3-line wrappers
around existing ChatRequests.Build* + SendGameAction. Internal
GameActionCapture seam + InternalsVisibleTo for tests.
- GameWindow registers SendChatCmd handler: Say -> SendTalk +
ChatLog echo, Tell -> SendTell + echo, channel kinds ->
ChannelResolver.Resolve -> SendChannel + echo.
12 new tests across SendChatCmd + LiveCommandBus + ChannelResolver
+ WorldSessionChat. NullCommandBus.Instance retained for back-compat
when no live session.
Solution total: 893 green (51 + 229 + 613).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Ports CEnchantmentRegistry::EnchantAttribute (PDB 0x00594570, see
docs/research/named-retail/acclient_2013_pseudo_c.txt line 416110).
The retail formula:
real_max = (vital.(ranks+start) + attribute_contribution) * mult_buff + add_buff
clamp >= 5 if base >= 5 else >= 1
is now applied in LocalPlayerState.GetMaxApprox.
EnchantmentMath.GetMod(activeEnchantments, table, statKey)
- Family-stacking dedup via SpellTable.Family (only one buff per
family-bucket wins, by highest spell-id as a generation proxy).
- Family=0 means "no bucket" — each layer is its own bucket.
- Returns (Multiplier, Additive) ready to apply.
- StatKey constants: MaxHealth=1, MaxStamina=3, MaxMana=5
(verified against named-retail/acclient.h line 37287-37301).
Spellbook.GetVitalMod(statKey) delegates to EnchantmentMath using
its constructor-injected SpellTable.
LocalPlayerState.GetMaxApprox now applies the full formula with
the min-vital floor (matches CreatureVital::GetMaxValue at PDB
0x0058F2DD). When Spellbook is null (back-compat), falls back to
Identity (no buff modification) — existing tests stay green.
GameWindow constructor wires SpellBook -> LocalPlayer so the chain
is complete in the live session.
Architecture in place; data still flat.
Until ISSUES.md #12 lands the wire-format extension that captures
StatMod (type/key/val) on ActiveEnchantmentRecord, the per-enchantment
modifier value isn't aggregated yet — GetMod returns Identity. Once
#12 wires the data, the existing aggregator + formula light up
automatically. Live +Acdream Stam/Mana will keep reading ~95% until
#12 lands.
6 new EnchantmentMathTests cover: empty list returns Identity,
no-table-entries returns Identity, stat-key constants match ACE,
Identity is (1, 0), family-stacking dedup, family=0 (no-bucket).
Total tests: 828 -> 834.
Closes#6 architecturally. Files #12 to track the wire-data follow-up.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New SpellMetadata + SpellTable. Loads docs/research/data/spells.csv at
GameWindow construction (3,956 spells x 11 useful fields including
Family for buff stacking which issue #6 needs). The CSV is copied to
bin/<config>/net10.0/data/spells.csv via the csproj <None Include>
entry; SpellTable.LoadFromCsv resolves relative to AppContext.BaseDirectory.
Hand-rolled CSV parser handles RFC 4180 quoted fields with embedded
commas (the Description column) + escaped double-quotes ("" -> ").
No external CsvHelper dep. Falls back to SpellTable.Empty + console
warning if the file is missing (tooling contexts).
Spellbook now accepts an optional SpellTable in its constructor +
exposes TryGetMetadata(spellId, out SpellMetadata). When the table is
absent (legacy `new Spellbook()` calls), TryGetMetadata returns false
gracefully so existing tests keep passing.
GameWindow:
- SpellTable field initialized via LoadSpellTable() helper that
handles the missing-file case + emits the spells: loaded N entries
log line.
- SpellBook field constructor-initialized with the loaded SpellTable
so TryGetMetadata works for the live session.
10 new tests (SpellTableTests):
- Empty table behavior
- Header-only loads to empty
- Single row populates all metadata
- Quoted Description with embedded commas
- Blank lines skipped
- Bad-spell-id rows silently skipped (third-party data is messy)
- Unknown spell-id lookup returns false
- ParseRow primitive: simple comma split, quoted-field with comma,
escaped double-quote.
Total tests: 818 -> 828.
Closes#11. Phase G (issue #6 — fold enchantment buffs into vital max
via EnchantmentMath using SpellTable.Family for stacking) unblocked.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Visual-verified — Vitals window now shows three bars (HP/Stam/Mana)
with live values. Closes ISSUES.md #5; ~95% reading on Stam/Mana
traced to active buff multipliers, filed as #6.
Why the rewrite
The first attempt (commit d42bf57) routed PlayerDescription (0x0013)
through AppraiseInfoParser, trusting a misleading xmldoc claim.
Live diagnostics proved the format is wrong — ACE source
(GameEventPlayerDescription.WriteEventBody) hand-writes a body
distinct from IdentifyObjectResponse's AppraiseInfo: property
hashtables gated on DescriptionPropertyFlag, vector-flag-gated
attribute / skill / spell blocks, then a long options + inventory
trailer. Vitals only arrive via the attribute block at login.
Holtburger's events.rs:220-625 has the canonical client-side
unpacker; this commit ports the early-section walker through spells.
What landed
PlayerDescriptionParser.cs (new — 350 LOC):
Walks propertyFlags + weenieType, then property hashtables
(Int32/Int64/Bool/Double/String/Did/Iid) + Position table —
each gated on a property flag bit, header is `u16 count, u16
buckets`. Then vectorFlags + has_health + the attribute block
(primary attrs 1..6 = 12 B each, vitals 7..9 = 16 B with
`current`), then optional Skill + Spell tables. Stops cleanly
before the options/shortcuts/hotbars/inventory trailer (filed
as #7 — heuristic alignment search needed for gameplay_options).
PrivateUpdateVital.cs (new — 95 LOC):
Wire parsers for the GameMessage opcodes 0x02E7 (full snapshot)
and 0x02E9 (current-only delta), per holtburger UpdateVital +
UpdateVitalCurrent. WorldSession dispatches each to a session-
level event the GameWindow forwards into LocalPlayerState.
LocalPlayerState (full redesign):
VitalKind (Health/Stamina/Mana) + AttributeKind (six primary).
VitalSnapshot stores ranks/start/xp/current; AttributeSnapshot
stores ranks/start/xp with `Current = ranks+start` per
holtburger. GetMaxApprox computes the retail formula
vital.(ranks+start) + attribute_contribution
where the contribution is hardcoded from retail's
SecondaryAttributeTable: Endurance/2 for Health, Endurance for
Stamina, Self for Mana. Enchantment buffs not yet folded in
(filed as #6). VitalIdToKind now accepts both ID systems
(1..6 wire, 7..9 PD attribute block); AttributeIdToKind covers
primary attrs 1..6.
GameEventWiring:
PlayerDescription handler. Walks parsed.Attributes, routes
primary attrs (id 1..6) to OnAttributeUpdate and vitals
(id 7..9) to OnVitalUpdate. Player's full learned spellbook
also lands here. ACDREAM_DUMP_VITALS=1 traces every PD attribute
+ every PrivateUpdateVital(Current) opcode for diagnostics.
WorldSession:
Dispatch chain re-ordered — the diagnostic else-if for
ACDREAM_DUMP_OPCODES=1 was originally placed before
GameEventEnvelope.Opcode, which silently intercepted 0xF7B0 and
broke UpdateHealth dispatch when the env var was set. Moved to
the very end of the chain so it only fires for genuinely
unhandled opcodes. (Diagnostic-only regression; production
launches without the env var were unaffected.)
Test deltas
Added:
- PlayerDescriptionParserTests (6 — empty header, full attribute
block, partial flags, post-property-table walk, spell table)
- PrivateUpdateVitalTests (7 — fixture round-trip, vital ID
coverage, opcode rejection, truncation)
- LocalPlayerStateTests rewritten (20 — VitalIdToKind +
AttributeIdToKind theories, Endurance/Self formula coverage,
delta semantics, change events)
- GameEventWiringTests for PlayerDescription dispatch (2 —
end-to-end populate + spellbook feed)
Updated:
- VitalsVMTests rephrased onto the new OnVitalUpdate API.
Total: 765 → 817 tests passing.
Diagnostics
ACDREAM_DUMP_VITALS=1 — log every PD attribute extracted,
every 0x02E7/0x02E9 dispatch.
ACDREAM_DUMP_OPCODES=1 — log first occurrence of any unhandled
GameMessage opcode (now correctly placed at end of chain).
Visual verify
$env:ACDREAM_DEVTOOLS = "1"
dotnet run --project src\AcDream.App\AcDream.App.csproj -c Debug
Vitals window shows three bars; HP at 100%, Stam/Mana at ~95%
(the gap is buff enchantments — filed as #6 with the holtburger
multiplier+additive aggregator pattern as the reference for the
fix).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes ISSUES.md #5. The Vitals devtools window now draws three bars
(HP / Stamina / Mana) once the server sends the first PlayerDescription
(0x0013), instead of HP only. Built test-first per CLAUDE.md TDD rule —
16 new tests went red before the implementation went in.
New AcDream.Core.Player.LocalPlayerState (cache):
- {CurrentStamina, MaxStamina, CurrentMana, MaxMana} as uint? — null
until first received.
- StaminaPercent / ManaPercent: 0..1 fraction or null when either
field is missing or max is zero. Clamps to 1.0 if current > max
(server can briefly report this during buff transitions).
- OnPlayerDescription preserves any previously known good value when
an incoming field is null — partial profiles don't wipe state.
- Changed event for future subscribers.
GameEventWiring.WireAll:
- New optional 6th parameter: LocalPlayerState? localPlayer = null.
Existing 5-arg call sites still work; without the parameter the new
PlayerDescription handler still parses + feeds the spellbook but
skips the cache update.
- PlayerDescription (0x0013) shares AppraiseInfo wire format with
IdentifyObjectResponse (0x00C9) per AppraiseInfoParser docstring,
so the new handler reuses the existing parser and pulls
CreatureProfile.{Stamina, StaminaMax, Mana, ManaMax}.
- Player's full learned spellbook also lands here (previously only
item-scoped Identify responses fed the spellbook).
VitalsVM:
- Constructor adds optional LocalPlayerState? parameter (default null
keeps every existing caller compiling).
- StaminaPercent / ManaPercent now read through to LocalPlayerState
every access — no VM-side caching, so a server-side delta to the
cache surfaces next frame without any explicit refresh.
GameWindow:
- Public readonly LocalPlayer field alongside Combat / Chat / Items /
SpellBook so plugins + future panels can bind directly.
- WireAll call updated to pass LocalPlayer.
- VitalsVM construction passes LocalPlayer so the existing
VitalsPanel automatically picks up the two new bars.
Test counts:
- AcDream.Core.Tests: 550 → 561 (+11 LocalPlayerStateTests)
- AcDream.UI.Abstractions.Tests: 23 → 26 (+3 VitalsVM through-cache)
- AcDream.Core.Net.Tests: 192 → 194 (+2 PlayerDescription wiring)
- Total: 765 → 781
Build: 0 warnings, 0 errors.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a second real panel behind ACDREAM_DEVTOOLS=1. Shows the tail
of ChatLog (last 20 entries by default) formatted per ChatKind:
"Caith: hello" — LocalSpeech
"Regal says distantly: hi" — RangedSpeech
"[ch 7] Caith: g'day" — Channel
"[Tell] Regal: psst" — Tell
"[System] Your spell fizzled!" — System
"[Popup] A door stands..." — Popup
Why now: proves the D.2a IPanelRenderer contract survives beyond a
single progress-bar panel. ChatPanel exercises Text() + Separator()
on a variable-length list where VitalsPanel was a fixed three-widget
layout. No renderer primitives needed to grow — the contract held,
which is the whole point of the abstraction layer.
Files:
- src/AcDream.UI.Abstractions/Panels/Chat/ChatVM.cs (new)
Snapshots ChatLog tail every frame. Cheap at default 500-entry
cap. Per-kind formatting lives here (not in the panel) so the
D.2b retail-look swap inherits plain-text fallbacks.
- src/AcDream.UI.Abstractions/Panels/Chat/ChatPanel.cs (new)
IPanel implementation. Separator + N Text lines. "(no messages
yet)" fallback when the log is empty.
- src/AcDream.App/Rendering/GameWindow.cs
Registers the ChatPanel alongside VitalsPanel in the devtools
init block. Uses the existing GameWindow.Chat field already
fed by H.1's wire layer + GameEventWiring.WireAll.
- tests/AcDream.UI.Abstractions.Tests/ChatVMTests.cs (new)
12 tests covering tail selection, display-limit bounds, every
ChatKind's formatting, null-log + zero-limit guards, no stale
caching across appends.
Also fixes one stale "Hexa.NET.ImGui" mention in VitalsPanel's xmldoc
(pivoted to ImGui.NET in 55aaca7; doc needed a trailing update).
Build: 0 warnings, 0 errors. Tests: 23 UI.Abstractions (up from 11,
all Core + Core.Net still green), 0 failures.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes Phase D.2a. Launch with ACDREAM_DEVTOOLS=1 now shows a live
ImGui "Vitals" window whose HP bar reads CombatState.GetHealthPercent
for the local player. Without the env var the branches are dead code,
no ImGui context is created, and behaviour is identical to before.
GameWindow hunks:
- fields: _imguiBootstrap / _panelHost / _vitalsVm + DevToolsEnabled
- init (OnLoad): construct bootstrap + host, register VitalsPanel
- GUID push: _vitalsVm?.SetLocalPlayerGuid(chosen.Id) at live-connect
- frame begin: _imguiBootstrap.BeginFrame(dt) after GL clear
- frame end: _panelHost.RenderAll(ctx) + _imguiBootstrap.Render() after debug overlay
- input gating: skip WASD when ImGui.GetIO().WantCaptureKeyboard
Backend pivot: Hexa.NET.ImGui → ImGui.NET + Silk.NET.OpenGL.Extensions.ImGui.
First-light integration with the Hexa backend crashed 0xC0000005 inside
Hexa.NET.ImGui.Backends.OpenGL3.ImGuiImplOpenGL3.InitNative. Root cause:
Hexa's native OpenGL3 backend resolves GL function pointers via GLFW or
SDL internally; with Silk.NET (which uses neither) the pointers are null
and the native code crashes on first use. The mitigation path was
already planned — the design doc's Risk section called a pivot to
ImGui.NET a "one-morning operation" — and that's exactly what happened.
- Packages: Hexa.NET.ImGui 2.2.9 + Hexa.NET.ImGui.Backends 1.0.18
→ ImGui.NET 1.91.6.1 + Silk.NET.OpenGL.Extensions.ImGui 2.23.0
- ImGuiBootstrapper: was static Initialize(gl)+Shutdown() wrapping
Hexa's OpenGL3 init; now an IDisposable wrapping Silk.NET's
ImGuiController instance which handles GL backend init + input
subscription in one go.
- SilkInputBridge.cs deleted (~190 LOC): ImGuiController subscribes
IKeyboard / IMouse events itself, we don't need a bespoke bridge.
- ImGuiPanelRenderer: ImGuiNET.ImGui.* calls instead of
Hexa.NET.ImGui.ImGui.*. Widget surface unchanged.
Boundary discipline is preserved — no panel imports ImGuiNET; only
ImGuiPanelRenderer does. The D.2b custom toolkit will implement the
same IPanelRenderer contract without touching panel code.
Out of scope (tracked for follow-up):
- Stam/Mana currently return float? null (VitalsVM). Absolute values
need LocalPlayerState + PlayerDescription (0x0013) parsing to be
stored rather than discarded — filed as a post-D.2a issue.
- Mouse-capture gating (WorldMouseFallThrough-style click-through
tests) — not needed until we add clickable inventory items.
Roadmap + memory + architecture doc + UI framework plan updated in the
same commit per CLAUDE.md roadmap-discipline rules. 753 tests pass
(550 Core + 192 Core.Net + 11 new UI.Abstractions), 0 build warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Allows hostnames like `play.coldeve.ac` in ACDREAM_TEST_HOST. Previously
the env var fed `IPAddress.Parse` directly and threw "An invalid IP
address was specified" on anything that wasn't a literal dotted IP.
Now: `IPAddress.TryParse` first (fast path, unchanged for 127.0.0.1 /
literal IPs); on failure, fall back to `Dns.GetHostAddresses` and prefer
the first IPv4 address (ACE + retail both use IPv4 UDP exclusively).
Tested against `play.coldeve.ac:9000` — resolves to 51.79.80.150,
handshake succeeds, login to character Barris works end-to-end.
The dome is 5 flat quads meeting at edges. Under GL_REPEAT + LINEAR
filtering, the edge pixels of each wall wrap-sample to the OPPOSITE
edge of the SAME texture (repeat wraps 1.0→0.0). Those opposite-edge
pixels never match the adjacent wall's border, so every dome seam
showed up as a visible line — four vertical wall lines plus the top
cap formed a huge cube-outline in the sky.
Switch to GL_CLAMP_TO_EDGE for any sky submesh whose SkyObject has
TexVelocityX == TexVelocityY == 0 (i.e. not a scrolling cloud layer).
Scrolling clouds keep GL_REPEAT because their UV-offset accumulates
and needs seamless wrap. One-line heuristic on TexVelocity picks the
mode per-object per draw.
User confirmed both the cube-edges artifact and the "huge square in
the sky" artifact are gone after this change. Both were the same bug
— the square was the four wall seams forming a closed rectangle
across the view.
Iteration on the sky rendering pipeline to restore stars/moon visibility
at night and fix washed-out grey daytime clouds. Key fixes:
* sky.frag: disable fog-mix on sky meshes. Retail's keyframe FogEnd
(0..400m at midnight, up to 2400m during day) is calibrated for
terrain; sky meshes are authored at radii 1050-14271m which sits
past FogEnd universally, causing every sky pixel to saturate to
fogColor (dark navy). Stars, moon, dome texture all got
obliterated. The horizon-glow trade-off is noted in the shader
comment; research item to find retail's sky-specific fog range
later.
* SkyRenderer + sky.frag: promote rep.Luminosity into uEmissive so the
vertex lighting saturates properly for bright keyframes. Retail's
FUN_0059da60 non-luminous path writes rep.Luminosity into
material.Emissive via the cache +0x3c slot; we were instead using
it as a post-fragment multiply which could only dim, never brighten.
Net effect: daytime clouds now render saturated white, dome dims
correctly at night (rep.Luminosity=0.11 → Emissive=0.11), stars
and moon unchanged.
* terrain.vert: MIN_FACTOR 0.08 -> 0.0 per retail FUN_00532440 decompile
(DAT_00796344 ambient-floor = 0.0). Back-lit terrain now falls to
pure ambient rather than getting an 8% sun floor.
New research / tooling (no runtime impact):
* docs/research/2026-04-24-lambert-brightness-split.md — retail's
ambient-brightness formula pinned from PE .rdata read + live
RetailTimeProbe capture: effAmbBright = AmbBright + |sunDir| * 0.2
where scale constant 0x0079a1e8 = 0.2f exactly.
* docs/research/2026-04-23-lightning-real.md — research note on the
dat-baked PhysicsScript-driven lightning path (Rainy DayGroup has
explicit PES-triggered flash SkyObjects with 5ms time windows).
* Corrections stapled to sky-decompile-hunt-{B,C}.md: DAT_00842778 is
DirColor, DAT_0084277c is AmbColor (the hunt docs had the swap
backwards).
* tools/RetailTimeProbe/Program.cs: extended with pid=NNNN selector,
sky global probe (DirColor/AmbColor/AmbBright/sunDir/cache.amb),
and the 0x0079a1e8 scale-factor readout.
* tools/SkyObjectInspect/: throwaway dat-inspector built by the Opus
deep-dive agent. Identified GfxObj 0x010015EF as the stars layer
(A8R8G8B8 128x128 texture, 4% bright-pixel ratio).
* src/AcDream.App/Rendering/TextureCache.cs: per-texture alpha
histogram dump under ACDREAM_DUMP_SKY=1 for diagnosing "are the
clouds decoded with proper alpha" type questions.
README: rewrite to reflect current state (playable pre-alpha rendering
Dereth with animated characters, day-night cycle, weather, etc.)
instead of the stale "Phase 0 dat inventory only" description.
All 742 tests green.
Ports retail's AdminEnvirons (opcode 0xEA60) — the client-visible
weather-event channel distinct from the PlayScript path. Wire format
(chunk_006A0000.c: `[u32 opcode][u32 environChangeType]`).
EnvironChangeType range:
0x00..0x06 — fog presets (Clear/Red/Blue/White/Green/Black/Black2)
0x65..0x75 — one-shot ambient sounds (Roar, Bell, Chant, etc)
0x76..0x7B — Thunder1..6 sounds (paired with a lightning PlayScript)
Dispatch:
- WorldSession decodes the packet, fires EnvironChanged event.
- GameWindow.OnEnvironChanged:
* Fog values (0x00..0x06) → WeatherSystem.Override. The enum
values line up byte-for-byte with our EnvironOverride enum
(deliberately mirrored from retail), so a direct cast works.
* Sound values (0x65..0x7B) → console log with retail name for
now. Actual OpenAL playback needs a EnvironChangeType →
WaveData lookup (indexed via SoundTable dat), which is a
separate follow-up. The event still fires so any future
audio subscriber can plug in.
Combined with Phase 6a-6c PhysicsScript/PlayScript wiring, the
complete retail lightning pipeline is now:
server sends PlayScript(0xF754, lightningGuid, scriptId=0x33xxxxxx)
→ runs the flash script via PhysicsScriptRunner
→ CreateParticleHook spawns the flash particles
server sends AdminEnvirons(0xEA60, Thunder3Sound=0x78)
→ OnEnvironChanged logs; audio binding TBD
Whether the user's ACE sends these packets depends on the server
(ACE 2.x vanilla does NOT — Agent #5 verified no lightning opcodes in
the default emit path). With the client port complete, any ACE mod
or extension that emits the right packets will Just Work in acdream.
Build + 742 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 6b — WorldSession now dispatches the PlayScript opcode (0xF754)
that retail uses for all server-triggered client-side visual effects.
Wire format per Agent #5 decompile (chunk_006A0000.c:12320-12336):
[u32 opcode=0xF754][u32 targetGuid][u32 scriptId]
New event `PlayScriptReceived(uint guid, uint scriptId)` fires on
every matching fragment. Unknown payloads (body < 12 bytes) are
silently ignored.
Phase 6c — GameWindow instantiates a PhysicsScriptRunner at startup,
subscribes to PlayScriptReceived, and ticks the runner every frame
BEFORE the ParticleSystem tick so a CreateParticleHook fired this
frame gets its emitter integrated in the same frame.
Anchor policy: use the camera's world position for the script anchor.
For Dereth-wide storm effects (lightning flashes) the camera is the
right reference frame — the flash is "around the player." Per-entity
effects (spell casts, emotes) dedupe by (scriptId, entityId) so
multiple simultaneous plays on different guids work; a follow-up will
look up the guid's last-known world pos from _worldState for accurate
per-entity anchoring.
The full pipeline now for a lightning flash:
1. ACE (or other retail-emulating server) sends
GameMessage(0xF754, lightningGuid, scriptId=0x33xxxxxx).
2. WorldSession parses: PlayScriptReceived event fires.
3. GameWindow.OnPlayScriptReceived routes to _scriptRunner.Play.
4. Runner loads the PhysicsScript from the dat, schedules every
(StartTime, AnimationHook) entry.
5. Per-frame Tick fires each hook at its scheduled time via
ParticleHookSink — CreateParticleHook spawns a particle emitter
(the flash), SoundHook plays thunder audio (Phase 5d), etc.
Set ACDREAM_DUMP_PLAYSCRIPT=1 to see each inbound PlayScript and each
hook fire as `[pes]` log lines — useful for identifying which script
IDs your ACE server actually sends.
Build + 742 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Retail applies linear vertex fog with 3D range distance
(D3DRS_FOGVERTEXMODE=3=LINEAR, D3DRS_RANGEFOGENABLE=1,
D3DRS_FOGTABLEMODE=0=NONE) to ALL mesh draws including sky. Only
FOGCOLOR / FOGSTART / FOGEND are lerped per keyframe; the mode flags
are init-only.
Verified in `docs/research/2026-04-23-sky-fog.md`:
- chunk_005A0000.c:3361-3389 device-init sets the modes.
- Sky meshes render at world origin (translation zeroed, rotation-
only) with intrinsic mesh radii in the thousands of meters
(WorldBuilder's SkyboxRenderManager.cs:247 comment confirms).
- With keyframe MaxWorldFog = 2400m, the dome saturates to
WorldFogColor at its horizon band. THAT is retail's dusk/dawn
horizon-glow mechanism.
Port:
`sky.vert` now computes the vertex fog factor:
worldPos = uModel × aPos (camera-centered since view translation=0)
dist = length(worldPos.xyz)
fogFactor = clamp((fogEnd - dist) / (fogEnd - fogStart), 0, 1)
— outputs as varying vFogFactor. 1.0 means no fog contribution,
0.0 means full fog color.
`sky.frag` applies the mix BEFORE the lightning-flash bump:
rgb = mix(uFogColor.rgb, rgb, vFogFactor)
Uses the existing SceneLighting UBO's uFogParams (x=start, y=end,
z=flash, w=mode) and uFogColor — no new uniforms, no C# change.
Expected visual:
- Dome at dawn/dusk: horizon band blends toward keyframe fogColor
(warm orange at sunset, cool blue at dawn), matching retail's
sky/fog coupling.
- Close sky objects (sun disk at typical mesh radius): unaffected
since dist < fogStart.
- Clouds at intermediate distance: partial fog blend, subtly
muting their saturation with distance.
Note on lightning: the flash channel (uFogParams.z) stays wired but
is currently always 0 because no code drives it. Agent #5 is
researching retail's real lightning mechanism (PlayScript / SetLight
PhysicsScript / other). This commit does not attempt to port it.
Build + 733 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
After Phase 4 landed the per-vertex lighting formula, user observed
acdream was still "a bit too bright" vs retail. Root cause:
- My Phase 4 shader deliberately left vTint unclamped so D3D-style
overbright contributions to emissive meshes (dome has Emissive=1 → lit
could reach 2.0 with ambient + sun) would clamp naturally at the
framebuffer.
- But the frag cap was 1.2 (leaving "headroom for lightning flash"),
letting dome vertices run 20% hotter than retail's per-channel 1.0.
Retail's D3D fixed-function pipeline clamps vertex lit colour at
D3DRS_COLORCLAMP=1 (default) BEFORE texture modulation. We now match:
- Clamp `vTint = clamp(lit, 0, 1)` in sky.vert so the saturate happens
at the vertex stage, exactly like D3D.
- Drop normal-frame frag cap from 1.2 → 1.0 (the 3.0 flash relaxation
stays so lightning strobes still visibly blow out).
Expected visual:
- Dome: identical appearance (was clamping to framebuffer 1.0 anyway),
but pure retail-spec rendering so no sneaky 20% headroom.
- Clouds: unchanged (already < 1.0 at morning Rainy keyframe).
- Fragment flash during storm: unchanged — cap relaxes to 3.0 on flash.
Build + 733 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Re-enables the Phase 2 lighting formula that was reverted in Phase 3b
due to a "blue-green-yellow sweep" across clouds. Root cause of that
earlier regression was NOT the formula — it was that we rolled the
wrong DayGroup (Sunny when retail was Cloudy), producing a sharp warm
sun against a sky that should have been rendered with diffuse
overcast light. After Phase 3g pinned the LCG multiplier to 360
(DaysPerYear) so retail + acdream agree on DayGroup, the same
per-vertex formula now faithfully reproduces retail's visuals.
The formula is verified in decompile agent Q2+Q4+Q6 results,
`docs/research/2026-04-23-sky-material-state.md`:
D3DRS_LIGHTING = ON (FUN_0059da60:10648)
D3DRS_AMBIENT = 0 (never written after init)
Material.Emissive = (Luminosity, Luminosity, Luminosity, 1)
Material.Ambient/Diffuse = defaults (≈1,1,1,1) for non-luminous
light.Ambient = keyframe AmbColor × AmbBright (via SetDirectionalLight)
light.Diffuse = keyframe DirColor × DirBright
Fixed-function lighting per vertex:
lit = Emissive + Ambient × lightAmbient + Diffuse × lightDiffuse × max(N·L, 0)
= Surface.Luminosity + AmbColor×AmbBright + DirColor×DirBright × max(N·L, 0)
Fragment: texture × lit × SkyObjectReplace.Luminosity.
Expected visual:
- Dome (Surface.Luminosity=1): `lit = 1 + amb + diff·N·L` saturates to 1
→ texture passthrough, baked gradient preserved.
- Clouds (Surface.Luminosity=0): `lit = 0 + amb + diff·N·L`
→ purple haze at night (ambient dominates, sun below horizon);
→ warm tan at dusk (ambient + warm sun on west-facing vertices);
→ pale cool gray at noon (ambient + white sun from above).
- Sun/moon (SurfaceType.Additive, Luminosity=1): same as dome +
additive blend — stays bright regardless.
The shader uniforms (uAmbientColor, uSunColor, uSunDir, uEmissive)
were already wired in the C# renderer from Phase 2; Phase 3b just
stopped using them in the shader. This commit re-activates them.
No clamp at the vertex — retail's D3D lighting allows Emissive+sum
to exceed 1, relies on the framebuffer per-channel saturation. We
keep the 1.2 ceiling in the frag (for lightning flash overbright
headroom) consistent with that convention.
No fog yet (Q1 confirmed retail leaves fog enabled for sky; will add
in a follow-up if horizon looks too bright).
Build + 733 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Ran a live memory probe against retail acclient.exe (new tool:
tools/RetailTimeProbe/) to read the TimeOfDay struct at
DAT_008ee9c8 and compare against our computed values. The decompile
agent's identification of TimeOfDay+0x10 as "SecondsPerDay (int
copy)" turned out to be WRONG — the live value is **360**, which is
GameTime.DaysPerYear.
The retail FUN_00501990 LCG seed is:
seed = Year × (*+0x10) + DayOfYear
= Year × DaysPerYear + DayOfYear
= flat "total days since epoch" day-index
Our previous Phase 3c port passed 7620 (DayLength in ticks) as the
multiplier, producing seed=883,967 against retail's seed=41,807 —
completely different LCG outputs, completely different DayGroup
picks. That's why the user's retail kept showing stormy/rainy while
acdream showed sunny/clear (or vice versa) even after Phases 3c.1
and 3f aligned Year and DayOfYear.
Also confirmed by the probe:
- EpochBase / ZeroTimeOfYear = 3600 ✓ Phase 3f already correct
- BaseYear / ZeroYear = 10 ✓ DerethDateTime.ZeroYear
- Year=116, DayOfYear=47 ✓ our AbsoluteYear / DayOfYear
- SecondsPerDay float (+0x0C) = 7620 ✓ DayTicks
- SecondsPerYear = 2,743,200 ✓ YearTicks
One "finding that's not a fix": retail's +0x48 DayFraction is a
sub-period fraction (fraction through current day/night window)
NOT a full-day fraction. CurDayEnd - CurDayStart = 2857.5 = 0.375
of a day = 6 Dereth hours = night duration. Not relevant for our
keyframe bracket interpolation, which correctly uses a full-day
0..1 scale matching the SkyTime.Begin values. Documented in the
probe research doc so future work doesn't trip on it.
Changes:
- tools/RetailTimeProbe/ — new P/Invoke tool. Forced x86 target to
match retail's bitness so hardcoded DAT_xxxxxxxx addresses are
pointer-width-correct. Handles ASLR relocation via
Process.MainModule.BaseAddress.
- src/AcDream.App/Rendering/GameWindow.cs: RefreshSkyForCurrentDay
passes 360 (DaysInAMonth × MonthsInAYear) not 7620.
- src/AcDream.Core/World/SkyDescLoader.cs: ActiveDayGroup(ticks)
and DefaultDayGroup same.
- docs/research/2026-04-23-retail-memory-probe.md — full probe
results + decompile-agent correction.
- AcDream.slnx — add tools/ folder.
Build + 733 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Final piece of the retail-sync puzzle. Live Dereth dat has
GameTime.ZeroTimeOfYear = 3600 (verified 2026-04-23 diagnostic dump).
Our DerethDateTime hardcoded +7/16 × DayTicks = 3333.75, copied from
ACE's DerethDateTime.cs comment "tick 0 = Morntide-and-Half". The dat
is authoritative; ACE's comment is wrong by 266.25 ticks (~33 Dereth
minutes).
User-observed regression (2026-04-23):
acdream: middle-of-night (Darktide), clear, DayGroup "Sunny"
retail: near-pre-dawn (Foredawn), thunderstorm, stormy DayGroup
(both connected to the same ACE at PortalYearTicks=291134079)
Same server tick → different calendar extraction → the offset skewed
dayFraction AND pushed DayOfYear across a boundary at certain ticks,
feeding a different LCG seed into the DayGroup picker (FUN_00501990).
A single 266.25-tick offset error explains both the time mismatch and
the weather mismatch.
Code changes:
- DerethDateTime.OriginOffsetTicks — runtime-settable static, default
= DayFractionOriginOffsetTicks (3333.75, the legacy fallback).
Applied in DayFraction, Year, DayOfYear, ToCalendar.
- DerethDateTime.SetOriginOffsetFromDat(double) — called at Region
load.
- SkyDescLoader.DumpRegionSkyDesc dumps GameTime fields (and all 16
TimesOfDay entries) when ACDREAM_DUMP_SKY=1.
- GameWindow.LoadRegion adopts the dat's ZeroTimeOfYear after
LoadFromRegion, logs the before/after values.
Also dumps every Dereth TimeOfDay hour-boundary (0..15) so any future
calendar weirdness has authoritative ground truth in the log.
Build + 733 tests green (no test depended on the hardcoded offset).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User reported rain in acdream while retail showed a clear sunny sky
after Phase 3d landed. Root cause: two independent weather systems
running in parallel.
1. Retail DayGroup picker (FUN_00501990 port, Phase 3c/3c.1) —
selected DayGroup[6] "Sunny" correctly.
2. WeatherSystem.Tick (legacy stub from pre-decompile era) —
kept rolling its own hardcoded PDF every day (60% Clear, 20%
Overcast, 12% Rain, 5% Snow, 3% Storm), independent of the
DayGroup picker. Its output drove the rain/snow particle
emitters via UpdateWeatherParticles. If its hash happened to
land on Rain for today's dayIndex, rain rendered even on a
Sunny DayGroup day.
Retail has ONE source of truth for weather: the DayGroup roll. There
is no separate weather state machine — rain/snow/storm are implied by
the DayGroup name and its per-keyframe SkyObjectReplace settings.
Fix (Phase 3e):
- WeatherSystem.SetKindFromDayGroupName(string?) — loose substring
match on the retail DayGroup name: "storm" → Storm, "snow" → Snow,
"rain" → Rain, "cloud"/"overcast"/"dark"/"fog" → Overcast, else
Clear. Case-insensitive. Covers the names observed in the live
Dereth dat dump (Sunny, Clear, Cloudy, Rainy + inferred variants).
- WeatherSystem._externallyDriven flag disables the internal
RollKind auto-roll once SetKindFromDayGroupName has been called at
least once. Tests that drive Tick() directly keep the legacy
hash-roll behavior (offline fallback). ForceWeather still works
for debug overrides.
- GameWindow.RefreshSkyForCurrentDay calls
Weather.SetKindFromDayGroupName(grp.Name) right after it installs
the new SkyStateProvider. Logs the resulting WeatherKind on the
same line as the DayGroup pick for correlation.
- New WeatherSystemTests.SetKindFromDayGroupName_MapsRetailNames
(theory, 14 cases) + SetKindFromDayGroupName_DisablesInternalRoll.
Expected effect: Sunny/Clear DayGroups → no rain emitter. Rainy/Stormy
DayGroups → rain emitter active. The user's specific scenario
(DayGroup[6] "Sunny") now correctly maps to WeatherKind.Clear and no
particles spawn.
Build + 733 tests green (+16 new).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User reported the in-game sky time in acdream consistently trails
retail's, even after Phases 3a-3c.1 aligned the DayGroup selection.
Diagnosed it as a rate mismatch between our client-side extrapolation
and the ACE server's tick advancement.
ACE advances PortalYearTicks at 1.0 ticks per real-second:
Timers.cs: PortalYearTicks += worldTickTimer.Elapsed.TotalSeconds
Our WorldTime was using SkyDesc.TickSize (0.8 in the live Dereth dat)
as the extrapolation rate:
NowTicks = lastSync + elapsed * TickSize // with TickSize=0.8
Between the server's ~20s TimeSync gap, we fell 4 ticks behind. Every
sync yanked us back, but in the window between syncs the sky interp
was rendering at a stale (earlier) dayFraction — visible as "acdream
is behind retail" when the user had retail running alongside.
Root cause: we misread r12 §1.2's definition of SkyDesc.TickSize.
Agent C's decompile (`docs/research/2026-04-23-sky-decompile-hunt-C.md`
§5 and the 2026-04-23 sky-retail-verbatim synthesis §5) showed
SkyDesc.TickSize is consulted at `FUN_005062e0:6241` as:
_DAT_00842798 = SkyDesc.TickSize + _DAT_008379a8 // next deadline
i.e. the per-frame sky-subsystem update PERIOD. It's a throttle, not a
clock-rate multiplier. SkyDesc.LightTickSize=15 plays the same role for
lighting interpolation (re-run every 15 real-seconds).
Fix: remove the SkyDesc.TickSize → WorldTime.TickSize assignment. Keep
WorldTime.TickSize at its default 1.0, matching the server's rate.
SkyDesc.TickSize stays on the LoadedSkyDesc for a future Phase 4 port
of the actual retail throttle logic.
Build + 717 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Live verification (2026-04-23, Phase 3c launch): acdream picked
DayGroup[17] "Rainy" for PY106 day46 while retail at the same server
tick showed clear blue sky with white clouds (Sunny-ish). Root cause:
our port passed the RELATIVE year (106, i.e. years since tick-0) into
the LCG seed, while retail's TimeOfDay+0x64 is ABSOLUTE Year =
floor(...) + ZeroYear (baseYear=10 for Dereth GameTime). The offset
seeds the LCG with `seed = 106×7620+46` vs retail's `seed =
116×7620+46` — `10 × SecondsPerDay = 76200` apart, guaranteed to
land on a different DayGroup index.
Fix:
- DerethDateTime.ZeroYear constant (= 10) + AbsoluteYear(ticks) helper.
- GameWindow.RefreshSkyForCurrentDay feeds AbsoluteYear into the picker.
- LoadedSkyDesc.ActiveDayGroup(ticks) same.
- Calendar display and generic Year(ticks) stay relative; only the
LCG-seed path uses the offset. Matches retail FUN_005a7510:5300 which
explicitly adds baseYear to the relative year before stashing in
TimeOfDay+0x64.
Build + 717 tests green. Next visual check should show matching
weather with retail client side-by-side.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Decompile agent located the retail DayGroup selection function at
FUN_00501990 (chunk_00500000.c:1276). It is a straight-line 32-bit
signed LCG — NOT a ChanceOfOccur-weighted CDF. Replaces the SplitMix64
approximation from Phase 3a.
Algorithm (verbatim from the decompile):
seed = year * secondsPerDay + dayOfYear // TimeOfDay+0x64/+0x10/+0x68
hash = seed * 0x6A42FDB2 + 0x8ABE1652 // signed 32-bit LCG
index = floor(dayGroupCount * (uint)hash / 2^32)
if (index >= dayGroupCount) index = 0 // float-rounding safety
Uniform over all DayGroups. Dereth's 20 groups all carry ChanceOfOccur=5.0
so uniform matches the statistical intent; the weighted walk Phase 3a
attempted is NOT what retail does. The SecondsPerDay multiplier is
load-bearing — without it, adjacent years would share adjacent LCG
seeds and divergence from retail would recur annually.
Result (this session's local ACE):
server: PY106 ColdMeet 17 MorntideAndHalf, ticks=291130073
→ year=106, dayOfYear=(106×0 + 17 across ColdMeet) via DerethDateTime
→ retail picker returns a deterministic uniform index from LCG.
Acdream and retail now agree on the pick for any (Year, DayOfYear)
since both drive from the same server PortalYearTicks.
Changes:
- src/AcDream.Core/World/DerethDateTime.cs: add Year(ticks) and
DayOfYear(ticks) helpers (match retail TimeOfDay+0x64 / +0x68).
- src/AcDream.Core/World/SkyDescLoader.cs:
- SelectDayGroupIndex signature: (year, secondsPerDay, dayOfYear)
instead of the flat dayIndex used by the SplitMix64 approximation.
- Body: retail LCG line-by-line port with decompile citations.
- ACDREAM_DAY_GROUP env var still overrides (for A/B verification).
- src/AcDream.App/Rendering/GameWindow.cs: RefreshSkyForCurrentDay now
feeds Year / DayOfYear / SecondsPerDay=7620 to the picker instead
of a flat dayIndex. Composite `year*360+dayOfYear` still tracked
internally as the day-change key for provider-rebuild idempotence.
- docs/research/2026-04-23-daygroup-selection.md committed with the
full decompile trail (new agent-produced research).
Build + 717 tests green. User visual verification (retail side-by-side)
next.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 2 added a per-vertex lighting path to the sky shader based on the
Phase 1 dump showing dome surfaces with Luminosity=1.0 and cloud
surfaces with Luminosity=0.0. Live visual verification vs retail at
MorntideAndHalf (dayFraction=0.48, user-observed 2026-04-23) disproved
the hypothesis:
retail: clean blue sky + white clouds
acdream: blue-green-yellow sky sweep + greyish clouds
The "sweep" is exactly the signature of per-vertex `diffuse × sunColor`
where sunColor=(250,215,151) warm gold at ~63° east: the west-facing
cloud faces get the gold tint, east-facing stay cool, and interpolation
across the mesh produces the color sweep. Retail's clean white clouds
at the same time of day means retail is NOT applying per-vertex lighting
to sky meshes.
Revised model (unlit + SkyObjectReplace modulation):
fragment.rgb = texture.rgb * uLuminosity
fragment.a = texture.a * (1 - uTransparency)
The "purple haze night / warm dusk" effect users describe from retail
comes from SkyObjectReplace per-keyframe Luminosity dimming + Transparent
fading, NOT from a shader ambient multiply. At midnight, for example,
Replace[0] dims the dome to 11% (Luminosity_raw=11) and Replace[2]
fully hides the drifting cloud (Transparent_raw=100) — so the camera
sees the dome texture at 11% × baked gradient colors, and any purple
the user perceives is baked into the dome texture's night gradient.
The retail-authoritative Surface.Luminosity flag probably feeds a
separate render path (material system? D3D emissive vs diffuse
coefficients?) that is NOT per-vertex GL lighting. A future phase can
revive it if the decompile hunt for the DayGroup selection algorithm
surfaces it.
Code change: sky.vert + sky.frag only. The C# renderer still pushes
uAmbientColor/uSunColor/uSunDir/uEmissive uniforms — they are declared
in the shaders but unused in Phase 3b. No renderer change needed; these
uniforms cost nothing and keep the port-forward path open.
Build + 717 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Diagnosed the "retail shows early night, acdream shows early day" time
mismatch: server time sync was working correctly (ticks=291079558 →
dayFraction=0.8546 → EvensongAndHalf, hour 14 of 16). The mismatch was
the hardcoded DayGroup index.
Dereth's SkyDesc carries 20 DayGroups (Sunny / Clear / Cloudy / Storm /
etc), each weighted at ChanceOfOccur=5.0. Retail rolls one per server
day by `ChanceOfOccur` as a PDF (r12 §11). We were always rendering
DayGroup 0 = "Sunny" regardless of day, so at EvensongAndHalf we showed
SkyTime[7]@0.84 — sun still 20° above the western horizon, warm golden
— i.e. pre-sunset rather than the dimmer pre-night appearance retail
shows after rolling a cloudier group.
Fix (Phase 3a):
- LoadedSkyDesc.SelectDayGroupIndex(dayIndex) — deterministic roller:
SplitMix64 hash of dayIndex → normalize to [0, sumChances) → walk the
cumulative distribution. Same dayIndex on every client = same weather
on every client, zero network sync needed.
- LoadedSkyDesc.ActiveDayGroup(ticks) / BuildProviderForDay(ticks) —
convenience wrappers that compute dayIndex from raw server ticks.
- ACDREAM_DAY_GROUP=<N> env var override. Set to 10 "Clear", 12 "Cloudy",
etc. for A/B visual verification against retail.
- SyncFromServer gains a [sky-dump] log: `ticks=X dayFraction=Y
calendar=PY{year} {month} {day} {hour}` so the time-sync state is
auditable from a single grep.
- GameWindow: tracks _loadedSkyDayIndex + _activeDayGroup. Calls
RefreshSkyForCurrentDay on every server sync — swaps WorldTime's
provider + caches the group only when the day index crosses a
boundary (idempotent within a single day). SkyRenderer.Render now
consumes _activeDayGroup instead of the legacy DefaultDayGroup.
Observed (this session, local ACE):
server sent ticks=291079558 → PY106 ColdMeet 10 EvensongAndHalf
SplitMix64(day 38197) will deterministically pick one of 20 groups.
Build + 717 tests green. Ready for user visual verification with
retail side-by-side.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>