UpdateMotion's InterpretedMotionState payload includes not just
ForwardCommand but a whole Commands[] list of MotionItem entries — each
carrying an Action (attack, portal, skill use), Modifier (jump,
stop-turn), or ChatEmote (Wave, BowDeep, Laugh) that should overlay the
current cycle. The old parser stopped reading after ForwardSpeed, so
emotes/attacks/deaths never reached the sequencer and NPCs just sat in
their idle cycle.
Three parts:
1. New MotionItem wire record in ServerMotionState — carries Command
(u16), PackedSequence (u16 with IsAutonomous bit + 15-bit stamp),
and Speed (f32). Mirrors ACE Network/Motion/MotionItem.cs.
2. Both UpdateMotion.TryParse and CreateObject.TryParseMovementData
now read the full InterpretedMotionState: all 7 flag fields
(CurrentStyle, ForwardCommand, SidestepCommand, TurnCommand,
ForwardSpeed, SidestepSpeed, TurnSpeed) plus the numCommands ×
MotionItem tail. The packed u32 encodes flags in low 7 bits and
command count in bits 7+ (see ACE InterpretedMotionState.cs:131).
3. New MotionCommandResolver — reconstructs the 32-bit MotionCommand
class byte from a 16-bit wire value via a reflection-built lookup
of DatReaderWriter.Enums.MotionCommand. Server serializes as u16
(ACE InterpretedMotionState.cs:139) and we need the class to route:
- 0x10xxxxxx Action / 0x20xxxxxx Modifier / 0x12,0x13 ChatEmote →
PlayAction (resolves from Modifiers or Links dict, overlays on
current cycle)
- 0x40xxxxxx SubState → SetCycle (cycle change)
4. OnLiveMotionUpdated in GameWindow dispatches each command:
- SubState class (0x40xxx) → SetCycle (treated same as
ForwardCommand)
- Action/Modifier/ChatEmote → PlayAction — the link animation
plays once then drops back to the current cycle naturally
(matches retail's action-queue pattern in CMotionInterp
DoInterpretedMotion, decompile FUN_00528F70).
Result: NPCs now animate attacks, waves, bows, death throes, and other
one-shots that ACE broadcasts via the Commands list rather than the
primary ForwardCommand field. Combined with the dead-reckoning + speed-
scaling from the prior commits, remote characters look visually correct
during the full motion spectrum (idle → walk → run → attack → death).
Tests: 2 new UpdateMotion wire-format tests (ForwardSpeed parse, full
Wave command list parse) + 19 new MotionCommandResolver reconstruction
tests covering SubState, Action, and ChatEmote classes. 654 tests green
(was 633).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Parse ForwardSpeed from UpdateMotion (0xF74C) InterpretedMotionState.
Feed server-echoed RunRate into the player's MotionInterpreter so
get_state_velocity produces the correct speed. Previously hardcoded
at 1.0 (4.0 m/s), now matches character's Run skill.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Sprint 1a of the audit remediation plan.
Extracts the 4 movement sequence counters from inbound server messages
and echoes them in outbound MoveToState + AutonomousPosition instead
of hardcoded zeros:
- instanceSequence (slot 8 in CreateObject PhysicsData timestamps)
- teleportSequence (slot 4, also from PlayerTeleport 0xF751)
- serverControlSequence (slot 5)
- forcePositionSequence (slot 6, also from UpdatePosition 0xF748)
Source: holtburger player/types.rs:237-245, mutations.rs:182-706.
The server uses these to detect stale/reordered movement packets.
Previously all zeros → server couldn't distinguish epoch boundaries.
Changes:
- CreateObject.Parsed: +4 sequence fields extracted from timestamps
- UpdatePosition.Parsed: +3 sequence fields from trailing u16s
- WorldSession: tracks 4 counters, updates from CreateObject/
UpdatePosition/PlayerTeleport for the player's own GUID
- GameWindow: passes tracked values to MoveToState.Build and
AutonomousPosition.Build
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The Foundry's drudge statue Setup (0x020007DD) has DefaultMotionTable=0,
so MotionResolver returned null and the renderer fell back to
PlacementFrames[Default] — an upright pose, which is wrong. The retail
crouched/aggressive pose comes from a per-instance motion table the
server attaches via PhysicsDescriptionFlag.MTable (confirmed live as
0x090000DA for the statue).
CreateObject.TryParse was already walking the MTable field but
discarding the value. Now it captures it as Parsed.MotionTableId and
WorldSession.EntitySpawn forwards it. GameWindow passes it as the
motionTableIdOverride to MotionResolver.GetIdleFrame, so the cycle
lookup uses the server-supplied table when the dat-side default is
empty. With this in place the drudge resolves a real cycle and
renders in the correct crouched pose.
Trimmed the heavy STATUE motion-table dump diagnostics now that the
mechanism is verified; left a one-line summary so future regressions
remain debuggable. 160 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
CreateObject's MovementData was being skipped past, so the renderer
always fell back to the MotionTable's default style/substate. That's
correct for most NPCs and characters but wrong for entities the
server explicitly puts into a non-default stance — most visibly the
Foundry's Nullified Statue of a Drudge, which the server sends with
a combat stance + Crouch ForwardCommand override and which therefore
rendered as an upright drudge instead of the aggressive crouched
statue you see on the retail client.
CreateObject.TryParse now extracts ServerMotionState (Stance +
optional ForwardCommand) from the inner MovementData. The header=false
layout was confirmed via ACE/.../WorldObject_Networking.cs:326 plus
MovementData.cs::Write and InterpretedMotionState.cs::Write. Only the
two fields the resolver needs are read; remaining InterpretedMotionState
bytes are skipped via the outer length so we don't have to handle
alignment of fields we don't care about.
MotionResolver.GetIdleFrame now takes optional stanceOverride and
commandOverride. Resolution priority is server-stance+command →
server-stance + style-default substate → MotionTable default. If the
composed cycle key doesn't resolve we fall back to the table default
rather than returning null, so a partial server override never makes
the entity worse than Phase 6.1.
160 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The Nullified Statue of a Drudge renders correctly in color/shape
after Phase 5b's SubPalette fix, but the user reported it's rendering
at base drudge size when it should be larger. AC statues use the
PhysicsDescriptionFlag.ObjScale field to scale the base mesh; my
parser was consuming-and-skipping those 4 bytes.
Changes:
- CreateObject.TryParse: extract the u32 float from the ObjScale
field instead of advancing past it. Declaration moved to the top
of the method alongside other accumulators so the PartialResult
local function at the bottom can reference it for the truncation
fallback path. Same structural change for position and setupTableId
since PartialResult already needed them too.
- CreateObject.Parsed gains ObjScale (float?).
- WorldSession.EntitySpawn gains ObjScale; propagated through the
fire site in ProcessDatagram.
- GameWindow.OnLiveEntitySpawned bakes a scale matrix into every
MeshRef's PartTransform when ObjScale != 1.0, following the same
pattern the offline scenery hydration already uses. No change to
WorldEntity or StaticMeshRenderer — the scale is absorbed into the
per-part transform the renderer already multiplies through.
Tests: 77 core + 83 net = 160, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Finishes the TextureChange half of ObjDesc. Characters' clothing now
renders with correct per-part textures (user-verified "looks good"
after previous "partial coverage" / "wrong clothes"). The Nullified
Statue still looks like a flesh-colored drudge because the statue's
color comes from SubPalettes (palette-indexed texture recoloring),
which is the remaining major Phase 5 piece.
The first attempt at TextureChange application was silently broken by
an ID-type mismatch: the server encodes OldTexture/NewTexture as
SurfaceTexture (0x05XXXXXX) ids, but my sub-meshes are keyed by
Surface (0x08XXXXXX) ids. The override dict was keyed by one type
and looked up by the other, so TryGetValue never hit and no override
actually applied.
Diagnosed via Phase 1 systematic debugging with resolve-level logging:
live: spawn +Acdream texChanges=20
live: texChange part=0 old=0x05000BB0 new=0x0500025D
...
live: resolve part=0 surface=0x08000519 origTex=0x05000BB0 [MATCH]
live: resolve part=0 surface=0x0800051C origTex=0x05000CBE [MATCH]
... 10/10 lines [MATCH]
The [MATCH] lines proved the server's OldTexture IS reachable via a
Surface→OrigTextureId lookup, just needed keying by the right value.
Fix:
- TextureCache.GetOrUploadWithOrigTextureOverride(surfaceId, origTexOverride):
loads the base Surface dat for its color/flags/palette, but
substitutes the override SurfaceTexture id in the decode chain.
Caches under a (surfaceId, origTexOverride) composite key.
- MeshRef.SurfaceOverrides is now Dictionary<uint, uint> keyed by
Surface id, value = replacement OrigTextureId. Null means no
overrides.
- GameWindow.OnLiveEntitySpawned now does TWO passes when texture
changes are present:
1. Group the raw server changes by PartIndex into (oldOrigTex →
newOrigTex) dicts
2. For each affected part's post-animPartChange GfxObj, iterate
its Surfaces list, resolve each Surface → OrigTextureId, and
if that matches a raw change's oldOrigTex, write an entry
Surface id → newOrigTex into the final override map
- StaticMeshRenderer.Draw: when sub-mesh surface id has an override,
call GetOrUploadWithOrigTextureOverride instead of GetOrUpload.
Verified live: +Acdream's clothing renders correctly, NPCs are
"much better" (characters previously naked are now dressed). Statue
has the full mechanical pipeline working (resolve diagnostic shows
2/2 Surfaces [MATCH] for the statue's override dict) but its visible
color comes from the separate SubPalette overlay that isn't wired yet.
Also added a statue-targeted diagnostic block that dumps its full
ObjDesc contents (texChanges + subPalettes + animPartChanges) by
name match, which is how I traced the Nullified Statue of a Drudge's
specific ObjDesc. Lives under `if (isStatue && ...)` so normal logins
aren't spammed.
Cross-referenced against two new references this session:
* references/Chorizite.ACProtocol (cloned from github.com/Chorizite/
Chorizite.ACProtocol.git on user's suggestion) — confirms the
ObjDesc field order and PackedDword-of-known-type convention.
* references/WorldBuilder/... (already in repo) — confirms the
Surface→OrigTexture→SurfaceTexture→RenderSurface chain and the
P8/INDEX16 palette decode path.
Tests: 77 core + 83 net = 160, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
statue identified (Phase 4.7h/i/j/k/l)
Makes three big improvements to the CreateObject decode path:
1. Extract AnimPartChanges from the ModelData section instead of
skipping them. Each change is (PartIndex, NewModelId); the server
uses these to replace base Setup parts with armor/clothing/statue
meshes. The player character has ~34 of them on a normal login.
2. Flow AnimPartChanges through WorldSession.EntitySpawn into
GameWindow.OnLiveEntitySpawned, which now patches the flattened
Setup's part list BEFORE uploading GfxObjs. Patching is a simple
"parts[change.PartIndex] = new MeshRef(change.NewModelId, oldTransform)"
keeping the base Setup's placement transform but swapping the mesh.
3. Read the WeenieHeader Name (String16L) that follows the PhysicsData
section. Required walking past every remaining physics flag (Parent,
Children, ObjScale, Friction, Elasticity, Translucency, Velocity,
Acceleration, Omega, DefaultScript, DefaultScriptIntensity) plus the
9 sequence timestamps (2 bytes each) plus 4-byte alignment. The
Name field is then the second thing in the WeenieHeader after
u32 weenieFlags.
Critical bug fix in the same commit: ACE's WritePackedDwordOfKnownType
STRIPS the known-type high-byte prefix (e.g. 0x01000000 for GfxObj ids)
before writing the PackedDword. The first version of AnimPartChange
decoding called plain ReadPackedDword, so it got 0x0000XXXX instead of
0x0100XXXX and every GfxObj dat lookup silently failed — the drop
counter showed 19+ noMeshRef drops including +Acdream himself.
Added ReadPackedDwordOfKnownType that ORs the knownType bit back in
on read (with zero preserved as the "no value" sentinel). After the
fix, noMeshRef drops = 0 across a full login.
LIVE RUN after all three changes:
live: spawn guid=0x5000000A name="+Acdream" setup=0x02000001
pos=(58.5,156.2,66.0)@0xA9B40017 animParts=34
live: spawn guid=0x7A9B4035 name="Holtburg" setup=0x020006EF
pos=(94.6,156.0,66.0)@0xA9B4001F animParts=0
live: spawn guid=0x7A9B4000 name="Door" setup=0x020019FF
pos=(84.1,131.5,66.1)@0xA9B40100 animParts=0
live: spawn guid=0x7A9B4001 name="Chest" setup=0x0200007C
pos=(78.1,136.9,69.5)@0xA9B40105 animParts=0
live: spawn guid=0x7A9B4036 name="Well" setup=0x02000180
pos=(90.1,157.8,66.0)@0xA9B4001F animParts=0
live: spawn guid=0x800005FD name="Wide Breeches" setup=0x02000210
pos=no-pos animParts=1
live: spawn guid=0x800005FC name="Smock" setup=0x020000D4
pos=no-pos animParts=1
live: spawn guid=0x800005FE name="Shoes" setup=0x020000DE
pos=no-pos animParts=1
live: spawn guid=0x80000697 name="Facility Hub Portal Gem"
setup=0x02000921 pos=no-pos animParts=0
live: spawn guid=0x7A9B404B name="Nullified Statue of a Drudge"
setup=0x020007DD pos=(65.3,156.8,72.8)@0xA9B40017 animParts=1
summary recv=60 hydrated=43 drops: noPos=17 noSetup=0
setupMissing=0 noMesh=0
The statue's exact data is now known and the hydration path runs
without errors. The user's "look at the Name field in the CreateObject
body" insight turned this from an unbounded visual hunt into a targeted
grep of ~60 log lines.
Tests: 77 core + 83 net = 160 passing (offline suite unchanged).
Live handshake + enter-world tests still pass.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Decodes the CreateObject (0xF745) game message body far enough to hand
an entity off to acdream's existing IGameState/MeshRenderer pipeline.
Ported from ACE's WorldObject_Networking.cs (SerializeCreateObject,
SerializeModelData, SerializePhysicsData) and Position.cs.
Scope: the parser extracts exactly three fields —
- GUID (u32 right after the opcode)
- ServerPosition (landblockId + XYZ + rotation quaternion), if the
Position bit is set in the PhysicsDescriptionFlag
- SetupTableId (setup dat id for the visual mesh chain), if the
CSetup bit is set
Everything else in a CreateObject body (weenie header, object description,
motion tables, palettes, texture overrides, animation frames, velocity,
acceleration, omega, scale, friction, elasticity, translucency,
default scripts, sequence timestamps, ...) is consumed-or-skipped with
just enough bytes to advance past the correct flag-gated sections.
The parser stops at the end of PhysicsData — we don't need weenie-header
fields for rendering placement.
Components parsed in order (all from ACE's serialize routines):
1. Opcode u32 (must be 0xF745)
2. u32 GUID
3. ModelData header (byte 0x11 marker, byte subPaletteCount,
byte textureChangeCount, byte animPartChangeCount), followed by
PackedDword palette/subPalette fields, texture change records,
anim part change records, aligned to 4 bytes at end
4. u32 PhysicsDescriptionFlag
5. u32 PhysicsState (skipped)
6. Conditional Movement/AnimationFrame section
7. Conditional Position section (LandblockId, X, Y, Z, RW, RX, RY, RZ)
8. Conditional MTable/STable/PeTable u32 ids (all skipped)
9. Conditional CSetup u32 (extracted as SetupTableId)
The PackedDword reader is a new helper: AC's variable-width uint format
where values ≤ 32767 encode as a u16, larger values use a marker bit in
the top of the first u16 and a continuation u16. Ported from
Extensions.WritePackedDword.
LIVE RUN AGAINST THE ACE SERVER (test account, Holtburg):
step 4: CharacterList received account=testaccount count=2
character: id=0x5000000A name=+Acdream
character: id=0x50000008 name=+Wdw
sent CharacterEnterWorldRequest
step 6: CharacterEnterWorldServerReady received
sent CharacterEnterWorld(guid=0x5000000A)
step 8 summary: 83 GameMessages assembled, 68 CreateObject,
68 parsed, 52 w/position, 68 w/setup
First 10 parsed CreateObjects:
guid=0x5000000A lb=0xA9B40021 xyz=(104.89,15.05,94.01) setup=0x02000001
guid=0x80000600 no position setup=0x02000181
guid=0x800005FF no position setup=0x02000B77
guid=0x80000603 no position setup=0x02000176
guid=0x80000604 no position setup=0x02000D5C
guid=0x80000694 no position setup=0x020005FF
guid=0x80000697 no position setup=0x02000921
guid=0x80000601 no position setup=0x02000179
guid=0x80000605 no position setup=0x02000155
guid=0x80000695 no position setup=0x020005FF
The first line is +Acdream himself — GUID matches what we picked from
CharacterList, landblock 0xA9B4 is Holtburg (the area we already render),
setup 0x02000001 is the default humanoid player mesh. The other 67 are
NPCs/weenies/scenery-weenies in the same area; the 16 without positions
are inventory items whose position is inherited from the parent.
ALL 68 CreateObjects parsed cleanly — no short reads, no format errors.
Phase 4.7d proves byte-level compatibility with ACE's outbound network
serialization format. The remaining Phase 4 work (WorldSession type +
GameWindow wiring) is glue code above a codec that now speaks the real
AC wire format.
Tests: 77 core + 83 net (+1 live test) = 161 passing, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>