Commit graph

339 commits

Author SHA1 Message Date
Erik
86c471d2d1 phase(N.5) Task 7: dispatcher SSBO + indirect buffer infrastructure
Adds DrawElementsIndirectCommand struct (20-byte layout for
glMultiDrawElementsIndirect). Replaces _instanceVbo field on
WbDrawDispatcher with three buffers: _instanceSsbo (mat4[]),
_batchSsbo (BatchData[]), _indirectBuffer (DEIC[]). Adds BindlessSupport
constructor parameter — non-null required since the dispatcher is only
constructed when WB foundation is on (which implies bindless is present
per Task 6 capability detection).

Existing Draw() method substitutes _instanceVbo -> _instanceSsbo for
compile. Behavior is temporarily wrong (SSBO bound as ArrayBuffer for
per-vertex attribs); Tasks 9-10 fully rewrite the draw loop and the
per-frame uploads to use BindBufferBase + glMultiDrawElementsIndirect.

GameWindow construction site updated to add _bindlessSupport guard and
pass it as the new last argument to the constructor. Dispatcher is only
constructed when bindless is guaranteed present.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:25:29 +02:00
Erik
12170f9d78 phase(N.5) Task 6 fixup: log symmetry + Silk extension shortcut
Code quality review caught:
- Silent failure when ARB_bindless_texture absent — the && short-circuit
  meant the most common fallback case (no bindless on the GPU) had no
  log, while ARB_shader_draw_parameters absent did log. Restructured to
  three nested ifs so each failure path logs symmetrically.
- Redundant `bindless is not null` guard removed (TryCreate's non-null
  guarantee covers it; the nested-if structure makes this implicit).
- HasShaderDrawParameters in BindlessSupport.cs replaced its manual
  GL_NUM_EXTENSIONS scan with `gl.IsExtensionPresent(...)` — same
  pattern WB uses, less code.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:21:10 +02:00
Erik
93ebd9e433 phase(N.5) Task 6: GameWindow capability detection + plumb BindlessSupport
Detects ARB_bindless_texture + ARB_shader_draw_parameters at startup
when WbFoundationFlag is enabled. Stores BindlessSupport on GameWindow
and passes it to TextureCache so the parallel Texture2DArray upload
path is available to future bindless callers.

Mesh shader load remains mesh_instanced for now — Task 10 swaps to
mesh_modern after Tasks 7-9 rewire the dispatcher to consume the
bindless + SSBO + indirect machinery.

Capability missing → BindlessSupport stays null → TextureCache runs
without the bindless path → legacy callers (StaticMeshRenderer,
InstancedMeshRenderer, ParticleRenderer, current WbDrawDispatcher
draw loop) are unaffected.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:15:06 +02:00
Erik
166af9a53e phase(N.5) Task 5 fixup: shader doc + extension cleanup
Code quality review caught four issues:
- Unnecessary GL_ARB_bindless_texture extension in mesh_modern.vert
  (vert doesn't use bindless types). Removed; only the frag needs it.
- SSBO binding=1 (BatchBuffer) and UBO binding=1 (SceneLighting) are
  in distinct GL namespaces — added a comment in the vert documenting
  this so Task 10's bind site doesn't get confused.
- Misleading "0=opaque, 1=transparent" comment expanded to spell out
  the full Decision 2 two-pass alpha-test logic and what each discard
  threshold protects against.
- BatchData.flags field is reserved; documented that N.5's dispatcher
  owns all blend state, with a hook for future shader-side additive.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:11:03 +02:00
Erik
aad2aa67da phase(N.5) Task 5: mesh_modern.vert + .frag — bindless + SSBO + indirect
New entity shaders for the WB modern rendering path. Modeled on WB's
StaticObjectModern.* but adapted to acdream's lighting model:
- Drops uActiveCells (we cull cells on CPU in WbDrawDispatcher)
- Drops uDrawIDOffset (full passes, no pagination)
- Drops uHighlightColor (deferred to Phase B.4 follow-up; field reserved
  in InstanceData struct comment)
- Preserves mesh_instanced's SceneLighting UBO at binding=1 with 8 lights,
  fog params, lightning flash, per-channel clamp — full visual identity

vert reads InstanceData[] @ binding=0 indexed by gl_BaseInstanceARB +
gl_InstanceID for the per-entity model matrix; reads BatchData[] @
binding=1 indexed by gl_DrawIDARB for the per-group bindless texture
handle + layer.

frag samples sampler2DArray reconstructed from a uvec2 bindless handle
+ uint layer. uRenderPass uniform picks two-pass alpha-test thresholds:
0 = opaque (discard alpha<0.95), 1 = transparent (discard alpha>=0.95
and alpha<0.05).

Not yet wired to the dispatcher — Task 6 sets up shader load + capability
detection in GameWindow; Task 7-10 rewrite the dispatcher to use SSBO +
glMultiDrawElementsIndirect.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 20:05:35 +02:00
Erik
0bfe536858 phase(N.5) Task 3+4 fixup: two-phase Dispose + doc consistency
Code quality review caught four issues:
- Critical: Dispose interleaved MakeNonResident + DeleteTexture per
  entry, violating ARB_bindless_texture's "all handles non-resident
  before any texture deletion" requirement. Reordered to two phases:
  Phase 1 makes ALL bindless handles non-resident; Phase 2 deletes
  ALL bindless textures; Phase 3 deletes legacy Texture2D textures.
- Important: per-call _bindless?.MakeNonResident replaced with a
  single if (_bindless is not null) guard around the whole Phase 1
  block — cleaner reasoning, one null check.
- Minor: test contract comment referenced wrong task number for
  visual gate; corrected to match current plan.
- Minor: two abbreviated XML docs (GetOrUploadWithOrigTextureOverrideBindless,
  GetOrUploadWithPaletteOverrideBindless) expanded to mention the
  throw-on-null-bindless contract for IDE readers.

This fixup also completes Task 4's Dispose work — Task 4 will be
marked complete since this commit does its full job.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 19:59:10 +02:00
Erik
0d96716825 phase(N.5) Task 3: TextureCache bindless GetOrUpload + parallel cache
Adds three Bindless variants (GetOrUploadBindless,
GetOrUploadWithOrigTextureOverrideBindless,
GetOrUploadWithPaletteOverrideBindless) that decode + upload via
UploadRgba8AsLayer1Array (Texture2DArray) and cache in three new
dictionaries that mirror the legacy three-cache structure. Each entry
stores both the GL texture name (for Dispose cleanup in Task 4) and
the resident bindless handle.

Constructor gains optional BindlessSupport param; null keeps backward
compat. EnsureBindlessAvailable throws InvalidOperationException if
Bindless* methods are called without BindlessSupport (fail-fast vs
silent zero handle that would produce GPU faults).

Dispose extended to make handles non-resident before deleting the
underlying Texture2DArray names (bindless handles must be made
non-resident before the texture is deleted; skipping this causes
GPU faults on driver cleanup).

Marker test in TextureCacheBindlessTests documents the throw contract
for future engineers; real bindless integration is verified at
Task 14's visual gate.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 19:53:10 +02:00
Erik
0b73875d39 phase(N.5) Task 2 fixup: name TexImage3D depth + border arguments
Code quality review caught that the TexImage3D call dropped the
depth: and border: named arguments specified in the plan. The bare
positional `1, 0` is hard to disambiguate from the surrounding 10
parameters. Adds them back, no runtime change.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 19:48:00 +02:00
Erik
f48a6cf65c phase(N.5) Task 2: parallel Texture2DArray upload path in TextureCache
Adds UploadRgba8AsLayer1Array — uploads pixel data as a 1-layer
Texture2DArray. Existing UploadRgba8 (Texture2D) untouched, so legacy
callers (StaticMeshRenderer, InstancedMeshRenderer, ParticleRenderer,
WbDrawDispatcher's pre-rewrite path) keep working unchanged.

Required for Task 3's Bindless* methods which need the Texture2DArray
target so the WB modern shader can sample via sampler2DArray. Same
surface may be uploaded both ways during the N.5/N.6 transition;
doubling is bounded and acceptable. After N.6 retires legacy
renderers entirely, the legacy UploadRgba8 becomes unused and is
deleted.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 19:44:10 +02:00
Erik
3a88c361ce phase(N.5) Task 1 fixup: remove unused _gl field + IsAvailable
Code quality review caught three related issues:
- _gl field stored but never used (TreatWarningsAsErrors=true would
  catch this on a clean build, but better to fix it before it bites)
- GL constructor parameter became unused after dropping _gl
- IsAvailable => true is misleading: TryCreate's out parameter is
  the canonical signal, the property carries no information

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 19:35:32 +02:00
Erik
4d1a7977cb phase(N.5) Task 1: ArbBindlessTexture wrapper + capability detection
Adds Silk.NET.OpenGL.Extensions.ARB 2.23.0 package and a thin
BindlessSupport wrapper exposing GetResidentHandle / MakeNonResident /
HasShaderDrawParameters. TryCreate returns false if the bindless
extension isn't present, letting WbFoundationFlag fall back to legacy.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 19:31:02 +02:00
Erik
c44536451d phase(N.4): SHIP — flag default-on + finalize plan + roadmap
Phase N.4 (Rendering Pipeline Foundation) ships. WbFoundationFlag
flips to default-on (== "1" → != "0"). WB's ObjectMeshManager is
now acdream's production mesh pipeline; WbDrawDispatcher is the
production draw path. Legacy InstancedMeshRenderer is retained as
ACDREAM_USE_WB_FOUNDATION=0 escape hatch until N.6 retires it.

Visual verification at Holtburg passed:
- Scenery (trees / rocks / fences / buildings) renders correctly
- Characters connected with full close-detail geometry (Issue #47
  preserved — GfxObjDegradeResolver path intact)
- FPS substantially improved by grouped instanced draws + per-entity
  AABB cull + opaque front-to-back sort + palette-hash memoization

Three high-value WB API gotchas surfaced during Task 26 visual
verification and are now documented in CLAUDE.md "WB integration
cribs" + plan Adjustments 7-9 + memory project_phase_n4_state.md:

1. ObjectMeshManager.IncrementRefCount only bumps a counter — does
   NOT trigger mesh loading. Call PrepareMeshDataAsync explicitly.
2. ObjectRenderBatch.SurfaceId is unset — read batch.Key.SurfaceId.
3. Modern rendering (GL 4.3 + bindless = every modern GPU) packs
   every mesh into ONE global VAO/VBO/IBO. Use
   glDrawElementsInstancedBaseVertex(BaseInstance) with FirstIndex +
   BaseVertex from the batch, not naive DrawElementsInstanced.

Plan doc flipped to Final state. Roadmap N.4 → Live ✓; N.5 rebranded
from "Terrain rendering" to "Modern rendering path" (bindless +
multi-draw indirect on top of N.4's foundation; terrain rendering
moves to N.5b). CLAUDE.md "Currently in flight" pointer updated to
N.5. New memory file project_phase_n4_state.md preserves the three
WB gotchas for cross-session continuity.

n4-verify*.log added to .gitignore.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 18:01:23 +02:00
Erik
573526dae5 phase(N.4): WbDrawDispatcher perf pass — sort, cull, hash memoization
Four small wins on top of the grouped-instanced refactor.

1. Drop unused animState lookup. Was a side-effect-free
   _entitySpawnAdapter.GetState call per per-instance entity, made
   redundant by the Issue #47 fix that trusts MeshRefs.

2. Front-to-back sort opaque groups. Squared distance from camera to
   each group's first-instance translation; ascending sort. Lets the
   GPU's depth test reject fragments behind closer geometry — real
   win on dense scenes (Holtburg courtyard, Foundry interior).

3. Per-entity AABB frustum cull. 5m-radius AABB check per entity
   before walking parts. Skips work for distant entities even when
   their landblock is partially visible. Animated entities (other
   characters, NPCs, monsters) bypass — they always need per-frame
   work for animation regardless. Conservative radius covers typical
   entity bounds; large outliers stay landblock-culled.

4. Memoize palette hash per entity. TextureCache.HashPaletteOverride
   is now internal; new GetOrUploadWithPaletteOverride overload takes
   a precomputed hash. The dispatcher computes it ONCE per entity and
   reuses across every (part, batch) lookup, avoiding the per-batch
   FNV-1a fold over SubPalettes. Trees / scenery without palette
   overrides skip entirely (palHash stays 0).

Visual output unchanged; FPS up further, especially in dense scenes.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 17:51:03 +02:00
Erik
7b41efc281 phase(N.4): WbDrawDispatcher — FirstIndex/BaseVertex + Issue #47 + grouped instanced draws
Three bugs surfaced and resolved during Task 26 visual verification.

1. **No-scenery + exploded characters**: WB's modern rendering path
   (GL 4.3 + bindless) packs every mesh into a single global VAO/VBO/IBO
   (GlobalMeshBuffer). Each batch references its slice via FirstIndex
   (offset into IBO) + BaseVertex (offset into VBO). The dispatcher's
   DrawElementsInstanced(indices=0) read offset 0 of the global IBO
   for every entity — drawing the same first triangle from every
   entity position. Switched to glDrawElementsInstancedBaseVertex(
   BaseInstance) with the batch's offsets. Scenery + connected
   characters now render correctly.

2. **Issue #47 character regression**: Adjustment 6 stored
   AnimPartChanges on WorldEntity.PartOverrides using the raw
   server-sent NewModelId (no degrade resolver applied). The
   dispatcher's animState.ResolvePartGfxObj override path then
   clobbered MeshRefs (which GameWindow's spawn code correctly
   resolves to close-detail meshes via GfxObjDegradeResolver).
   Result: humanoids drew low-detail (~14 verts/17 polys) base
   meshes instead of close-detail (~32 verts/60 polys), losing
   bicep / shoulder / back geometry. Fix: trust MeshRefs as the
   source of truth and don't re-apply animState overrides at draw
   time. AnimatedEntityState's overrides only matter for hot-swap
   appearance updates (0xF625) which today rebuild MeshRefs anyway.

3. **Performance — sub-100 FPS on Holtburg**: per-entity
   single-instance draws meant ~16K glDraw calls/frame plus a
   64-byte glBufferSubData per call. Refactored to grouped
   instanced rendering: bucket all (entity, batch) pairs by
   GroupKey(Ibo, FirstIndex, BaseVertex, IndexCount, TextureHandle,
   Translucency); upload all matrices in ONE BufferData call;
   one glDrawElementsInstancedBaseVertexBaseInstance per group
   with BaseInstance pointing at the group's slice in the shared
   instance VBO. Down from ~16K to a few hundred draws/frame
   (~30× fewer). Bind VAO once per frame (modern WB shares one
   global VAO). Removed redundant per-draw VertexAttribPointer
   (VAO captures that state).

Result: Holtburg renders correctly with characters showing full
detail; FPS climbed substantially. Two more bugs (mesh loading
+ batch.Key.SurfaceId) were fixed in the prior commit (943652d).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 17:39:02 +02:00
Erik
943652dc97 phase(N.4) Tasks 22+23 fixup: trigger WB mesh loads + correct SurfaceId source
Task 26 visual verification surfaced three bugs in the dispatcher.
Two are fixed here; the third is documented as a remaining issue.

1. WB's IncrementRefCount only bumps a usage counter — it does NOT
   trigger mesh loading. Fixed in WbMeshAdapter.IncrementRefCount:
   call PrepareMeshDataAsync(id, isSetup: false) on first registration.
   Result auto-enqueues to _stagedMeshData (line 510 of WB's
   ObjectMeshManager) which Tick() drains onto the GPU.

2. EntitySpawnAdapter never registered per-instance entity meshes
   with WB. LandblockSpawnAdapter only registers atlas-tier
   (ServerGuid == 0); per-instance entities fell through. Fixed by
   adding optional IWbMeshAdapter constructor param + tracking unique
   GfxObj ids per server-guid for IncrementRefCount on OnCreate /
   DecrementRefCount on OnRemove.

3. WbDrawDispatcher.ResolveTexture used batch.SurfaceId which WB
   never populates (line 1746 of ObjectMeshManager only sets
   batch.Key — the TextureKey struct that has SurfaceId). Switched
   to batch.Key.SurfaceId.

Plus diagnostic counters (ACDREAM_WB_DIAG=1) for entity-seen / drawn
/ mesh-missing / draws-issued counts.

Status: with these fixes the dispatcher now issues real draw calls
(~16K/frame, validated via diagnostic). However visual verification
shows characters appear "exploded" (parts spaced too far apart) and
scenery (trees/rocks/fences/buildings) does not appear. Root cause
analysis pending — Adjustment 7 in the plan documents the deferred
work. Flag stays default-off; legacy renderer remains the
production path.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 15:50:21 +02:00
Erik
01cff4144f phase(N.4) Tasks 22+23: WbDrawDispatcher + surface metadata side-table
WbDrawDispatcher draws all entities through WB's ObjectRenderData
(VAO/VBO per GfxObj, per-batch IBO) using acdream's TextureCache for
texture resolution. Two-pass rendering (opaque+ClipMap, then
translucent) matching the existing InstancedMeshRenderer pattern.
Per-entity single-instance drawing for N.4 simplicity — true
instancing grouping deferred to N.6.

Atlas-tier entities: mesh from WB, texture from TextureCache via
batch SurfaceId. Per-instance-tier entities: AnimatedEntityState
drives part overrides + hidden-parts, palette/surface overrides
resolve through TextureCache's composite-key caches.

Side-table population (Task 23 folded in): WbMeshAdapter now takes
DatCollection and populates AcSurfaceMetadataTable on first
IncrementRefCount per GfxObj. The side-table provides TranslucencyKind
(critical for ClipMap alpha-test on vegetation) plus Luminosity,
Diffuse, SurfOpacity, NeedsUvRepeat, DisableFog for sky-pass and
lighting.

GameWindow wiring: when WbFoundationFlag is enabled, WbDrawDispatcher
draws everything and InstancedMeshRenderer is skipped. Flag-off path
is unchanged.

Matrix composition: restPose * animOverride * entityWorld, matching
the spec. Three MatrixCompositionTests verify the contract.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 15:30:33 +02:00
Erik
5b4fd4b61d phase(N.4) Adjustment 6: add PartOverrides + HiddenPartsMask to WorldEntity
Resolves Adjustment 4 (Option A): WorldEntity now carries the server-
sent AnimPartChange data as PartOverrides and a HiddenPartsMask bitmask.
EntitySpawnAdapter.OnCreate populates AnimatedEntityState from these
fields at spawn time. GameWindow's CreateObject handler converts the
network-layer AnimPartChange records into lightweight PartOverride
structs.

This unblocks Task 22: the WbDrawDispatcher can now resolve per-part
GfxObj overrides and hidden-part suppression from entity state.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 15:10:22 +02:00
Erik
c02c307bee phase(N.4) Task 17: EntitySpawnAdapter for server-spawned per-instance content
Routes server-spawned (CreateObject) entities through the per-instance
rendering path. Filter: ServerGuid != 0. Atlas-tier entities (procedural,
ServerGuid == 0) flow through LandblockSpawnAdapter (Task 11) instead.

For entities with PaletteOverride set, walks each MeshRef.SurfaceOverrides
map and calls TextureCache.GetOrUploadWithPaletteOverride to pre-warm the
palette-composed GL texture before the first draw. Surfaces not in the
SurfaceOverrides map (i.e. whose ids are only known after opening the GfxObj
dat) are decoded lazily by the draw dispatcher on first use, consistent with
StaticMeshRenderer.

Builds AnimatedEntityState per server-guid via injected sequencer factory
(Func<WorldEntity, AnimationSequencer>). The factory decouples the adapter
from DatCollection so tests pass a stub lambda without a GL context.

OnRemove releases per-entity state. Unknown guids no-op.

Introduces ITextureCachePerInstance: thin seam interface over the palette
decode path so EntitySpawnAdapter tests can use a CapturingTextureCache
mock without constructing a GL context. TextureCache implements it.

Adjustment 4 documented in source comments: WorldEntity does not currently
expose HiddenPartsMask or AnimPartChanges (they are consumed upstream in the
network layer before the WorldEntity is built). HideParts / SetPartOverride
calls are placeholder TODO'd for when those fields are promoted.

Wired into GpuWorldState.AppendLiveEntity (OnCreate) and
RemoveEntityByServerGuid (OnRemove). Constructed in GameWindow under the
ACDREAM_USE_WB_FOUNDATION flag alongside LandblockSpawnAdapter. Sequencer
factory captures _dats + _animLoader at construction time; falls back to an
empty Setup + MotionTable via NullAnimLoader when dats are unavailable.

10 new tests: server-spawn routing, atlas-tier skip, palette decode pre-warm
(with and without surface overrides), OnRemove lifecycle, unknown-guid noop,
multi-entity isolation. All pass; 8 pre-existing failures unchanged.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 14:46:34 +02:00
Erik
ce72c574e9 phase(N.4) Tasks 16+18+19: AnimatedEntityState + AnimPartChange + HiddenParts
Per-entity render state for the per-instance rendering tier
(server-spawned characters / creatures / equipped items). Holds:
- partGfxObjOverrides: Dictionary<int, ulong> — AnimPartChange swaps
  (e.g. wielding a weapon replaces a hand-part's GfxObj).
- hiddenMask: ulong — HiddenParts bitmask. Bit i set hides part i.
- AnimationSequencer reference — N.4 doesn't touch the sequencer;
  this just exposes it for the draw dispatcher.

Public API: HideParts / IsPartHidden / SetPartOverride /
TryGetPartOverride / ResolvePartGfxObj. Bounds-checked
(partIdx < 0 or >= 64 → IsPartHidden returns false).

Twelve tests covering the type, the AnimPartChange resolution helper,
and the HiddenParts bitmask edge cases (theories for 0b0/0b1/MSB/all-ones,
plus negative-index + out-of-range guards).

Consumed by Task 17's EntitySpawnAdapter (creates one per CreateObject)
and Task 22's WbDrawDispatcher (reads via per-part draw loop).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 14:37:09 +02:00
Erik
bf53cb4fce phase(N.4): WbMeshAdapter.Tick — drain WB pipeline queues per frame
Without this, ObjectMeshManager.StagedMeshData and
OpenGLGraphicsDevice._glThreadQueue grow unbounded as background
workers prep mesh data + queue GL actions. Visual stress test of
flag-on at radius 7 showed real FPS drop and rising frame latency
from this leak.

Tick() drains both queues:
1. _graphicsDevice.ProcessGLQueue() applies pending GL state.
2. Loop _meshManager.StagedMeshData.TryDequeue -> UploadMeshData
   to materialize VAO/VBO/IBO for each prepared mesh.

Wired into GameWindow's render loop before draw work begins.
No-op when adapter is uninitialized or disposed.

Pattern matches WB's reference ObjectRenderManagerBase.ProcessUploads
without the prioritization heuristics (we're not yet drawing the
results — Task 22's WbDrawDispatcher will add prioritization when
visual budget matters).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 14:24:32 +02:00
Erik
f4f0101d2c phase(N.4) Task 14: pending-spawn list integration test
Verifies Task 12's GpuWorldState wiring preserves the pending-spawn
list mechanism:

1. Live entity parked before its landblock loads — pending count = 1,
   adapter not called yet.
2. Landblock arrives with its own atlas-tier entity AND drains the
   pending live entity. Adapter sees ONLY the atlas-tier GfxObj
   (server-spawned drained entity is filtered by ServerGuid != 0).
3. Live entity arriving AFTER landblock load goes straight to flat
   view; adapter is not re-invoked.
4. Landblock unload decrements match load increments.

Three integration tests confirm the existing pending-spawn drain
semantics work correctly with the new adapter, and per-instance-tier
entities (server-spawned) never leak into WB's atlas pipeline.

To exercise the adapter code path (which GpuWorldState gates on
WbFoundationFlag.IsEnabled) without requiring the env var set before
process startup, WbFoundationFlag gains an internal
ForTestsOnly_ForceEnable() method and AcDream.App exposes internals
to AcDream.Core.Tests via InternalsVisibleTo.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 14:02:30 +02:00
Erik
931a690c4c phase(N.4) Task 12: wire LandblockSpawnAdapter into GpuWorldState
GpuWorldState's constructor accepts an optional LandblockSpawnAdapter.
AddLandblock calls OnLandblockLoaded with the post-merge loaded record;
RemoveLandblock calls OnLandblockUnloaded with the landblock id at the
top of the method (before state mutation).

Both calls are gated behind WbFoundationFlag.IsEnabled — no behavioral
change with flag off (existing tests pass without modification).

GameWindow constructs the adapter under the flag and threads it into
GpuWorldState. With flag on, atlas-tier scenery now drives WB ref
counts; per-instance entities (ServerGuid != 0) are filtered out by
the adapter and don't reach WB.

Foundation for Task 13 (memory budget verification under stress).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 13:56:40 +02:00
Erik
669768d9da phase(N.4) Task 11: LandblockSpawnAdapter (atlas-tier ref-count bridge)
Bridges LoadedLandblock load/unload events to IWbMeshAdapter ref counts.
Tier-aware by design: walks WorldEntity collection filtered by
ServerGuid == 0 (procedural / atlas-tier only). Server-spawned entities
are skipped — those will go through EntitySpawnAdapter (Task 17).

Per-landblock id-set snapshot ensures unload pairs 1:1 with load even
when underlying data is released. Duplicate-load idempotency for
defensive resilience to streaming-controller bugs.

Six tests: registers per unique id; dedups across entities; skips
server-spawned; unload matches load; unknown landblock no-ops;
duplicate load no-ops.

Wiring into GpuWorldState lands in Task 12.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 13:53:38 +02:00
Erik
4f318bcbba fix(N.4) Adjustment 2: revert Task 9 renderer-level routing
Smoke test flag-on showed characters/NPCs disappearing along with
static scenery. Root cause: Task 9 routed all
InstancedMeshRenderer.EnsureUploaded calls through WB. But that
renderer is used for BOTH tiers in production — character per-part
spawn (line 2302, per-instance) AND streaming-loader spawns (lines
5137 + 5155, atlas).

The renderer is tier-blind by design. Tier-routing belongs at the
spawn-callback layer per the spec's data-flow section:

- LandblockSpawnAdapter (Task 11) calls IncrementRefCount per
  unique GfxObj — atlas-tier only.
- EntitySpawnAdapter (Task 17) routes through per-instance path
  via TextureCache.GetOrUploadWithPaletteOverride.

This commit removes the sentinel pattern + 4 sentinel-skip checks
from InstancedMeshRenderer. Kept the _wbMeshAdapter constructor
parameter (unused for now) so GameWindow's wire-up doesn't shift.
Kept all the real WB pipeline construction in WbMeshAdapter
(it's the substrate routing will use in Week 2).

Verified flag-on === flag-off post-revert.

Plan updated with Adjustment 2 explaining the discovery + correct
architectural placement for routing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 13:48:30 +02:00
Erik
4ad7a985cf phase(N.4) Task 9: real WB pipeline bring-up + InstancedMeshRenderer routing
WbMeshAdapter now actually constructs the WB pipeline:
- OpenGLGraphicsDevice(gl, logger, DebugRenderSettings)
- DefaultDatReaderWriter(datDir) — opens its own file handles for now
  (memory cost ~50-100MB of duplicate index caches, acceptable for
  foundation work per plan Adjustment 1)
- ObjectMeshManager(graphicsDevice, dats, NullLogger)

InstancedMeshRenderer.EnsureUploaded routes through the adapter when
ACDREAM_USE_WB_FOUNDATION=1 is set; uses a WbManagedSentinel entry
in the local cache to mark "this GfxObj lives in WB now". CollectGroups
skips sentinel entries; both Draw passes skip them; Dispose skips them
(no GL resources to free — ObjectMeshManager owns those). Task 22's
WbDrawDispatcher will eventually draw WB-managed objects. With flag
off, behavior is byte-identical to before.

WbMeshAdapter constructor signature changed from (GL, DatCollection,
Logger) to (GL, string datDir, Logger). Updated tests to use
CreateUninitialized() for behavior tests and single null-GL guard test
for constructor validation. GameWindow updated to pass _datDir and to
wire _wbMeshAdapter into InstancedMeshRenderer.

AcDream.App.csproj gets direct ProjectReferences to WorldBuilder.Shared
and Chorizite.OpenGLSDLBackend — project refs are not transitive in
.NET, so AcDream.App must list them explicitly even though AcDream.Core
already references them.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 13:31:30 +02:00
Erik
502c3a87e4 phase(N.4) Tasks 6+7: skip dat-reader bridge; wire WbMeshAdapter into GameWindow
Task 6 (dat-reader bridge) obsoleted: WB ships DefaultDatReaderWriter
which takes a dat-directory path and constructs all four databases
(Portal/HighRes/Language + CellRegions) internally. We can use it
directly instead of bridging our DatCollection. Adjustment 1 noted
in the plan; full bring-up deferred to Task 9.

Task 7: GameWindow constructs WbMeshAdapter when
ACDREAM_USE_WB_FOUNDATION=1 is set; pairs with Dispose. Field is
null when flag is off, so no behavioral effect on default-off path.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 13:21:47 +02:00
Erik
1030c69b3c phase(N.4): WbMeshAdapter stub + IWbMeshAdapter interface
Stub adapter that validates constructor args and exposes the public
shape (IncrementRefCount / DecrementRefCount / GetRenderData / Dispose).
Real ObjectMeshManager init is deferred to Task 9 — for now methods
no-op so call sites can wire the adapter without behavioral effect.

IWbMeshAdapter interface enables mocking in subsequent tasks
(LandblockSpawnAdapter tests in Task 11 need it).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 13:18:50 +02:00
Erik
46deed6019 phase(N.4): AcSurfaceMetadata side-table for WB-pristine surface props
Holds Translucency / Luminosity / Diffuse / SurfOpacity / NeedsUvRepeat /
DisableFog keyed by (gfxObjId, surfaceIdx). Populated at extraction time,
queried by the draw dispatcher. ConcurrentDictionary because mesh
extraction happens on background workers.

No fork patches required — keeps WB's MeshBatchData pristine.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 13:08:56 +02:00
Erik
81b5ed8c68 phase(N.4): WbFoundationFlag scaffold for ACDREAM_USE_WB_FOUNDATION env var
Creates the src/AcDream.App/Rendering/Wb/ folder and the static flag
gate that other call sites will import. Read once at static-init time.
Set ACDREAM_USE_WB_FOUNDATION=1 to enable WB foundation routing.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 13:06:12 +02:00
Erik
0a67254c5e refactor(N.3): thread isAdditive + substitute 5 decode methods with WB TextureHelpers
Task 2 — isAdditive threading:
SurfaceDecoder.DecodeRenderSurface now accepts isAdditive parameter.
A8/CUSTOM_LSCAPE_ALPHA format splits:
- isAdditive=true:  R=G=B=A=val (terrain alpha, additive entity textures)
- isAdditive=false: R=G=B=255, A=val (non-additive entity textures)
TextureCache passes surface.Type.HasFlag(SurfaceType.Additive).
TerrainAtlas passes isAdditive:true (alpha masks always replicate).
Aligns with WB ObjectMeshManager dispatch logic.

Task 3 — WB body substitution + new formats:
INDEX16, P8, A8R8G8B8, R8G8B8, A8 now delegate to
TextureHelpers.FillIndex16/FillP8/FillA8R8G8B8/FillR8G8B8/
FillA8/FillA8Additive. Validation + DecodedTexture wrapping stays ours.
X8R8G8B8, DXT1/3/5, SolidColor remain our implementations (no WB equiv).

Bonus: R5G6B5 + A4R4G4B4 formats now handled (previously fell to magenta).

9 conformance tests pass. Build 0 errors.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 11:32:37 +02:00
Erik
a4693954d8 fix(scenery): #48 unify scenery Z with physics-path triangle picker
Closes #48. Trees on sloped cells visibly hovered above the visible
terrain because GameWindow.SampleTerrainZ (the bilinear fallback used
during scenery hydration before physics registers a landblock) had
its diagonal arms swapped — used the SEtoNW triangle test on SWtoNE
cells and vice versa. The ACDREAM_DUMP_SCENERY_Z=1 diagnostic showed
every scenery line ran through the bilinear path (streaming race),
so on hilly terrain scenery was placed at a Z up to ~1.5 m off from
the visible mesh.

Latent since ff325ab (2026-04-17 "feat(ui): debug overlay + refined
input controls" carrying along the upgrade). That commit reached for
WorldBuilder TerrainUtils.GetHeight as the secondary oracle and
re-derived the triangle-pair tests; the named-retail / ACE algorithm
in TerrainSurface.SampleZ (used by the physics path / player Z) was
always correct, so player feet stayed flush — the two paths just
disagreed and only scenery noticed.

Fix:
- TerrainSurface.InterpolateZInTriangle (private static) — single
  source of truth for the triangle pick + barycentric Z, sourced
  from FUN_00532a50 / ACE LandblockStruct.ConstructPolygons.
- TerrainSurface.SampleZFromHeightmap (public static) — heightmap-
  byte-array variant for the scenery hydration fallback. Both this
  and TerrainSurface.SampleZ (instance) now delegate to the same
  InterpolateZInTriangle.
- GameWindow.SampleTerrainZ — thin wrapper over the new static.
- TerrainSurfaceTests.SampleZFromHeightmap_AgreesWithInstance_AcrossWholeLandblock
  asserts both sampler paths agree at 1500 sample points across both
  diagonals, so future drift gets caught.

The ACDREAM_DUMP_SCENERY_Z=1 diagnostic in BuildSceneryEntitiesForStreaming
is kept committed (env-var gated, zero cost when off) — useful for
the related #49 scenery (X, Y) placement investigation filed in the
same commit.

Visual verified at Holtburg landblock 0xA9B30001 2026-05-06: the
formerly floating 32 m pines (setups 0x020002D3 / 0x020002D9) now
sit flush on the visible terrain mesh.

Test baseline: dotnet test reports the same 8 pre-existing motion /
BSP step-up failures as the handoff doc warned about — no new
failures introduced.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-07 14:30:25 +02:00
Erik
c1bb43ab89 Merge main into claude/strange-ardinghelli-d810cd
Brings in #38 render-interpolation camera work before testing #48
diagnostic dump.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 17:58:06 +02:00
Erik
8ee76deefd diag(scenery): #48 ACDREAM_DUMP_SCENERY_Z dump
Per-spawn / per-rendered-mesh log line at scenery hydration: rendered
gfx id, sample source (physics vs bilinear), groundZ, BaseLoc.Z,
finalZ, mesh vertex Z range, and DIDDegrade slot 0 metadata. One log
line lets the user identify a floating tree by world coords and the
data picks the hypothesis (BaseLoc.Z addition / sampler drift /
DIDDegrade selection). Diagnostic-first per CLAUDE.md before the fix.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 17:57:10 +02:00
Erik
71b1622293 fix(camera): #38 render-interpolate player motion
Keep local physics authoritative at the retail 30 Hz MinQuantum, but expose a render-only position that lerps between completed physics ticks for the player mesh and chase-camera target. Network outbound continues to use the discrete physics position.

Also make the visually confirmed #47 humanoid close-detail DIDDegrade path default-on, with ACDREAM_RETAIL_CLOSE_DEGRADES=0 left as a diagnostic opt-out.

Verification: dotnet build AcDream.slnx -c Debug; focused #38 interpolation tests passed; visual confirmed smooth 2026-05-06. Full dotnet test AcDream.slnx -c Debug --no-build still has the known 8 AcDream.Core.Tests baseline failures.

Co-authored-by: Codex <codex@openai.com>
2026-05-06 17:53:34 +02:00
Erik
0bd9b9693b fix(rendering): #47 — walk DIDDegrade for retail close-detail meshes
Humanoid bodies (Setup 0x02000001 + heritage variants) rendered visibly
flat / bulky vs retail because we drew the base GfxObj id from Setup /
AnimPartChange directly. Retail's CPhysicsPart::LoadGfxObjArray
(0x0050DCF0) treats that base id as the entry point to a DIDDegrade
table; close/player rendering uses Degrades[0].Id, which is the
higher-detail mesh that carries bicep / deltoid / shoulder geometry.

ACViewer also has this bug — it was the key signal it isn't acdream-
specific. Both clients drew the LOD-3 base mesh (e.g. 14 verts / 17
polys for Aluvian Male upper arm 0x01000055), missing the close-
detail variant (0x01001795: 32 verts / 60 polys).

Adds GfxObjDegradeResolver that walks the table with safe fallbacks
at every step. Wired in GameWindow after AnimPartChange application
and before texture-change resolution so texture overrides match the
resolved mesh's surfaces. Gated by ACDREAM_RETAIL_CLOSE_DEGRADES=1
and scoped to humanoid setups (34 parts with >=8 null-sentinel
attachment slots) while the fix bakes — the change is harmless on
non-humanoid setups (resolver falls back to base when no degrade
table) but we hold the broader sweep until LOD distance plumbing
lands.

User confirmed visually 2026-05-06: bicep, deltoid, and back-muscle
definition match retail.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 16:46:23 +02:00
Erik
e697a9ad1e docs(issues): file #47 (humanoid bulky-shape bug); land DUMP_CLOTHING diagnostics
Filed #47 in docs/ISSUES.md — humanoid characters using Setup 0x02000001
(players + Woodsman + other Aluvian NPCs) render visibly bulkier and less
shape-defined than retail's view. Drudges and other monster setups render
identically. Independent of equipment (naked +Je still shows it).
Investigation this session ruled out 0xF625 ObjDescEvent drops (real bug,
fixed in e471527, but doesn't explain shape), HiddenParts overlap,
ParentIndex walking (animation frames are setup-root coords already),
and player-specific data flow (NPCs using same setup affected too).

Diagnostic infrastructure landed alongside the issue (env-var-gated, no
runtime cost when off):
- ACDREAM_DUMP_CLOTHING=1 now also prints:
  - setup.Parts.Count, flatten.Count, APC count on header
  - ParentIndex[] and DefaultScale[] arrays
  - IdleFrame per-part Origin + Orientation (first 17 parts)
  - per-part EMIT line: gfx, subMeshes count, triangle count
  - TOTAL triangle / meshRef counts per entity
This is what nailed down "all 34 parts emit" + "animation frames are
setup-root not parent-local" + "humans get setup-wide 180°-Z rotation
that drudges don't" — saved hours next session.

Open hypotheses for #47 next session: per-face vs smoothed vertex
normals (per-vertex normals from dat may be face-style for human
GfxObjs but smooth for monsters), low cell ambient leaving back faces
flat-shadowed, missing MSAA on the GL window.
2026-05-06 11:30:41 +02:00
Erik
e471527924 feat(net): wire 0xF625 ObjDescEvent for live appearance updates
Retail-driven players observed from acdream rendered with stale
appearance — wrong skin/hair palettes, missing clothing — because
ACE's mid-session appearance broadcasts (equip/unequip/tailoring/
recipe/option-toggle) ride opcode 0xF625 ObjDescEvent and acdream
silently dropped them. Initial CreateObject carries the appearance
at spawn time, but every later equip change only updates via 0xF625
(per Skunkwors protocol docs in ACE/.../GameMessageObjDescEvent.cs).
Retail handles via SmartBox::HandleObjDescEvent (named-retail 0x453340).

Why: the retail observer sees the *server-relayed* view of remotes,
not retail's local build, so dropping ObjDescEvent freezes appearance
at the partial state in the first CreateObject.

How:
- Extract CreateObject's ModelData parsing into reusable
  CreateObject.ReadModelData(span, ref pos) returning
  (BasePaletteId, SubPalettes, TextureChanges, AnimPartChanges).
- Add ObjDescEvent.cs (parser for 0xF625):
  body = u32 opcode | u32 guid | ModelData | u32 instanceSeq | u32 visualDescSeq.
- WorldSession.AppearanceUpdated event + dispatcher branch.
- GameWindow.OnLiveAppearanceUpdated splices new ModelData onto the
  cached spawn and replays via OnLiveEntitySpawned. The dedup at the
  start of OnLiveEntitySpawnedLocked tears down the old GPU/animated/
  collision state cleanly before rebuild.
- _lastSpawnByGuid cache populated at spawn-end and tracked through
  UpdatePosition so re-applies use current position (no pop-back to
  login spot on equip toggle).
- ACDREAM_DUMP_APPEARANCE=1 env var prints structured SP/TC/APC
  decode for every 0xF625 — replaces the earlier raw-hex preview.
- ACDREAM_DUMP_CLOTHING extended with setup.Parts.Count, flatten.Count,
  and per-part triangle counts for offline polygon-budget audit.

Tests: 4 new ObjDescEvent tests (round-trip + parser drift guard);
269 net tests green. User-verified live: skin/hair colors match
retail's character data; equip/unequip no longer pops position.

Note: a separate "puffy arms / bulky body" geometry issue remains
where base body parts visibly overlap clothing meshes — different
root cause, tracked separately.
2026-05-06 10:46:14 +02:00
Erik
e9e080db8c fix(motion): close #45 — scale local sidestep speedMod by ACE's wire factor
User observed (during fix #5 visual verify of #39): "our own Acdream
client renders sidestep walking too slow". Filed as #45.

Root cause: PlayerMovementController.cs:871 computes localAnimSpeed as
the raw `runRate || 1.0`, while ACE's BroadcastMovement converts
inbound MoveToState SidestepSpeed via
    speed × 3.12 / 1.25 × 0.5
(Network/Motion/MovementData.cs:124-131). Observer-side cycles play at
the ACE-scaled value (~1.248 slow / ~3.0 fast clamped); the local
cycle was playing at the raw 1.0 / runRate — about 80% of retail
cadence for slow strafe.

Fix: in UpdatePlayerAnimation, when animCommand is SideStepLeft / Right
(low byte 0x0F or 0x10), multiply animSpeed by
    WalkAnimSpeed / SidestepAnimSpeed × 0.5 = 3.12 / 1.25 × 0.5 = 1.248
before calling SetCycle. Same factor as ACE; no clamp on the local
side (sequencer handles MultiplyCyclicFramerate naturally).

Forward / backward / turn cycles unchanged — those use WalkAnimSpeed
or RunAnimSpeed as base, where localAnimSpeed = wire ForwardSpeed
already produces the right cadence.

Build clean. Visual verify pending: user reports slow-strafe cadence
should match retail / our own observed-remote rendering after this.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 08:58:41 +02:00
Erik
898d7cd2cf tune(motion): #39 — tighten UmGraceSeconds 0.5 → 0.2
User observed the Shift-toggle cycle transition was "not as fast as
retail" after fixes #3-#5 landed the velocity-fallback path. Worst-case
added latency was the full 500 ms grace window before the first UP
could refine the cycle.

200 ms covers the actual UM/UP race — UMs arrive on direction-key
events, UPs at 5-10 Hz, so the first UP after a fresh UM lands
~100-200 ms behind it. Below that, fallback could prematurely
overwrite a UM's cycle decision; above that adds latency for no
correctness benefit. Direction flips (W↔S, A↔D, Forward↔Strafe)
update via UM directly so they're unaffected by this change.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 08:50:44 +02:00
Erik
349ba65f3e fix(motion): #39 — use SidestepAnimSpeed (1.25) as sidestep mapping base
Fix #4 (commit cc62e1c) divided the observed horizSpeed by WalkAnimSpeed
(3.12 m/s) when computing the sidestep speedMod. That made slow strafe
come out 2.5× too slow because retail's sidestep cycle uses
SidestepAnimSpeed (1.25 m/s) — a smaller base — per
MotionInterpreter.cs:592 `velocity.X = SidestepAnimSpeed * SideStepSpeed`.

User report: "Strafe left and right slowly now is SUPER slow :)".

Replace MotionInterpreter.WalkAnimSpeed with MotionInterpreter.SidestepAnimSpeed
in the sidestep branch only. Forward / backward branches continue using
WalkAnimSpeed (correct for those motions).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 08:40:50 +02:00
Erik
cc62e1cfde fix(motion): #39 — handle backward sign + sidestep in ApplyPlayerLocomotionRefinement
User report from fix #3 visual verify (commit 2653b30):
- Forward Run↔Walk Shift toggle: WORKS now
- Strafe Shift toggle: no transition (was out of scope)
- "When I shift walk backwards, the retail char gets animated walking
  slow forward but blipping backwards" — REGRESSION

Root cause of the backward regression: ACE encodes WalkBackward as
`WalkForward` motion with NEGATIVE speedMod (MovementData.cs:115
`interpState.ForwardSpeed *= -0.65f`). My fix #1's hysteresis branches
treated lowByte 0x05 / 0x07 as "forward" and computed positive speedMod
from horizSpeed, overwriting the negative sign. Result: animation
played forward-walk while body kept moving backward (the rubber-band).

Strafe gap: sidestep (low byte 0x0F / 0x10) wasn't in fix #1's scope,
so ApplyPlayerLocomotionRefinement returned early for sidestep cycles.
Retail does the same wire-silence on Shift toggle for sidestep, so
observer-side cycle refinement must also fire for it.

Fix:
- Probe `currentSign = sign(CurrentSpeedMod)` to detect backward direction
- For sidestep (lowByte 0x0F or 0x10): keep motion ID, refine
  speedMod magnitude = horizSpeed / WalkAnimSpeed, preserve sign
- For backward (forward-class lowByte AND currentSign < 0): keep
  WalkForward motion (per ACE encoding), refine magnitude, preserve
  negative sign — no "RunBackward" motion exists, only |speedMod|
  changes between Walk-back (~0.65) and Run-back (~1.91 = runRate × 0.65)
- Forward (currentSign >= 0): existing Walk↔Run hysteresis unchanged

Build clean. Diagnostics: [UPCYCLE_PLAYER] line still prints; the
new sidestep / backward branches use the same SetCycle call so
their decisions appear in [SCFULL] / [CURRNODE] for inspection.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 08:36:22 +02:00
Erik
2653b307c7 fix(motion): #39 — wire ApplyServerControlledVelocityCycle into player-remote path
Visual verify with the proper Shift-toggle scenario revealed that fix #1's
ApplyPlayerLocomotionRefinement was UNREACHABLE for player remotes — the
L.3 M2 routing at line 3626+ returns at line 3755, BEFORE the call site
at line 3879. The legacy NPC-only block that compute server velocity +
calls ApplyServerControlledVelocityCycle never runs for players.

[UPCYCLE_PLAYER] count = 0 in launch-39-fix2.log and launch-39-diag2.log
proved the velocity-fallback path was completely dead code for players.

Wire-level evidence (launch-39-diag2.log):

- [FWD_WIRE] for retail actor 0x50000001 over a clean Hold-W-press-Shift-
  release-Shift-release-W test shows ONLY Ready→Run and Run→Ready
  transitions. NO Walk wire transitions for the Shift toggle. So retail's
  outbound MoveToState logic does NOT emit a fresh packet on HoldKey-only
  changes (refutes the launch-39-fix2 hypothesis that both directions
  emit; the earlier fix2 log's many Walk↔Run transitions came from
  W press/release cycles WITH Shift held continuously, not from Shift
  toggling alone).
- [VEL_DIAG] over the same test shows clear walk-pace (~2.5 m/s) and
  run-pace (~11.5 m/s) periods, so the actor's actual physical speed
  IS changing despite the wire silence.

Fix: in OnLivePositionUpdated's L.3 M2 player-remote block, after the
near-enqueue / far-snap routing and before the early `return`, compute
synth velocity from PrevServerPos / LastServerPos and call into
ApplyServerControlledVelocityCycle. The function's internal routing
(commit 8fa04af) sends player remotes through ApplyPlayerLocomotionRefinement
which has the 500 ms UM grace + forward-direction + hysteresis logic
to flip Run↔Walk only when no fresh UM is authoritative.

Build clean. Diagnostics: [UPCYCLE_SRC] now prints `src=synth-player`
when the player-remote path fires (distinct from `src=synth`/`src=wire`
in the legacy NPC path).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 08:25:10 +02:00
Erik
bb026b7991 diag(motion): #39 — per-tick [CURRNODE] for sequencer node identity
Visual-verify of fix #2 (commit 863d96b) showed [SCFULL] correctly reports
currNodeIsCyclic=True after each direct Walk↔Run SetCycle (the link is
removed and _currNode is set to _firstCyclic). User report still:

- Animation continues running visually after Shift toggle to Walk
- Body slows ("speed decreases"), causing rubber-banding
- Adding a turn motion in that state makes the cycle finally transition
  to walking

So either:
- _currNode is reset to a stale node BETWEEN SetCycle and Advance
- _currNode is correctly on the new cycle but its AnimRef is wrong
  (e.g., the same Animation as the previous cycle, dat-side issue)
- BuildBlendedFrame reads from somewhere other than _currNode

Adds CurrentNodeDiag + FirstCyclicAnimRefHash properties on
AnimationSequencer that expose the active node's Animation
identity-hash, IsLooping, Framerate, frame range, and FramePosition.
TickAnimations logs them on every SEQSTATE tick (1 Hz throttle, gated
on ACDREAM_REMOTE_VEL_DIAG=1).

The [CURRNODE] line with animRef vs firstCyclicAnimRef proves whether
_currNode is actually on the new cycle's anim or has drifted to
something else. Compared across SetCycle SCFULL log lines + the
following CURRNODE ticks, we can see the exact moment the cycle
diverges from what SetCycle set.

No code-behavior changes. Pure read-only instrumentation. Per
Phase 4.5 of systematic-debugging — STOP attempting fixes; gather
evidence first.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 08:17:56 +02:00
Erik
8fa04af4c7 fix(motion): #39 candidate — un-gate UP velocity-cycle for player remotes (forward only)
Adds a player-remote velocity-fallback path to ApplyServerControlledVelocityCycle
so that when retail (the actor) toggles Shift while holding W and acdream is
the observer, the visible leg cycle switches Run↔Walk within ~200–500 ms even
though no fresh UM arrives. Static analysis (ACE GameActionMoveToState +
MovementData.cs auto-upgrade + acdream's prior diag traces) suggests retail
does NOT broadcast a fresh MoveToState on HoldKey-only changes — acdream's
UMs handle direction-key changes and our local +Acdream's transitions, but
retail-driven actors leave the cycle stuck.

Changes (all in src/AcDream.App/Rendering/GameWindow.cs):
- New RemoteMotion.LastUMTime field, stamped in OnLiveMotionUpdated
- ApplyServerControlledVelocityCycle: removed inner IsPlayerGuid gate;
  routes player remotes to new ApplyPlayerLocomotionRefinement
- ApplyPlayerLocomotionRefinement (forward-direction only):
  - 500 ms UM grace window (UMs win when fresh)
  - Forward-direction-only (low byte 0x05 / 0x07)
  - Hysteresis: Run → Walk demote at < 4.5 m/s; Walk → Run promote > 5.5 m/s
  - Skip SetCycle when neither motion ID nor speedMod changed meaningfully
  - [UPCYCLE_PLAYER] diag gated on ACDREAM_REMOTE_VEL_DIAG=1
- Outer call site in OnLivePositionUpdated un-gated (!IsPlayerGuid removed);
  per-remote routing now lives inside the function

Scope: case #1 (Run↔Walk forward) only. Cases #2–#7 (backward, sidestep
speed-buckets, direction-flips) remain deferred — PlanFromVelocity is
forward-only and its NPC-tuned thresholds (RunThreshold=1.25) do not
separate player Walk (~2.5 m/s) from player Run (~9 m/s); a TTD trace
of retail's per-direction algorithm should ground the wider fix.

ISSUES.md #39 updated with progress; investigation-prompt.md and a new
findings-static.md committed under
docs/research/2026-05-06-locomotion-cycle-transitions/ (the prompt was
authored on a parallel branch in commit 7a38da3 and is brought into this
worktree here so the next session can find it without branch-hopping).

Build clean. The 8 pre-existing test failures on this branch
(BSPStepUpTests.C3_Path6_AirborneMoverHitsSteepSlope, MotionInterpreter
WalkBackward GetMaxSpeed, etc.) are unrelated to this change — verified
by running them with the diff stashed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 06:34:20 +02:00
Erik
9e4772a8f8 fix(motion): project anim root motion onto terrain plane (slope staircase)
Grounded player remotes were showing a ~5 Hz Z staircase when running
up/down slopes — the rate of server UpdatePositions. Body Z stayed flat
between UPs, then ramped over ~100ms during the queue-active chase to
each new server position, then went flat again until the next UP.

Diagnosis (no diagnostic needed — the math is unambiguous):
PositionManager.ComputeOffset has two modes via
InterpolationManager.AdjustOffset:

  - Queue active (body chasing a waypoint): returns
    `(head − body) / dist × min(catchUpSpeed × dt, dist)`. 3D direction,
    Z follows server's reported Z naturally.
  - Queue empty / head-reached (within DESIRED_DISTANCE = 0.05m of the
    most recent UP): returns Vector3.Zero. ComputeOffset falls back to
    `seqVel × dt rotated into world` — pure animation root motion. Every
    locomotion cycle bakes Z=0 in body-local, so the world result has
    Z=0 too. XY advances at the running pace; Z stays at the last UP.

For a runner at maxSpeed ≈ 4 m/s with catchUpSpeed = 2× = 8 m/s and
server UPs at ~5 Hz, body covers ~0.8m per UP, chases for ~100ms
(queue-active 3D path, Z ramps), then sits in seqVel-only mode for
~100ms (Z flat) until the next UP. Visible as a 5 Hz Z staircase.

Fix mirrors retail's CTransition::adjust_offset contact-plane projection
(named-retail acclient_2013_pseudo_c.txt:272296-272346) for grounded
motion, applied at the queue-empty boundary instead of inside the sweep:

  PositionManager.ComputeOffset gains an optional Vector3? terrainNormal.
  When the seqVel-only fallback runs AND a non-trivial terrain normal is
  supplied, project rootMotionWorld onto the plane:

      result = rootMotionWorld − N × dot(rootMotionWorld, N)

  Anim XY motion gains a corresponding Z component proportional to slope
  angle × forward speed, so body Z follows the terrain mesh between UPs.
  No-op on flat ground (N ≈ +Z, dot ≈ 0); cannot regress L.3 M2's
  flat-ground verification.

GameWindow.TickAnimations grounded-remote path samples
PhysicsEngine.SampleTerrainNormal at the body's current XY each tick
and passes it to ComputeOffset. SampleTerrainNormal is a thin public
wrapper over the existing internal SampleTerrainWalkable that returns
just the plane normal (no need to expose the internal sample shape).

Diagnostic: ACDREAM_SLOPE_DIAG=1 prints a per-tick [SLOPE] line with
guid, body Z before/after, offset, queue active flag, and the sampled
plane Nz so we can grep before/after the fix and confirm Z changes
continuously between UPs on slopes.

Tests: PositionManagerTests gains two cases:
  - slope projection: 30° east-tilted plane, body running due east at
    4 m/s for 1s → expect (3.0, 0, −1.732) (descends along slope, not
    flat). Math: dot(seqVel, N) = 2.0 → result = (4,0,0) − (0.5,0,0.866)
    × 2.0 = (3.0, 0, −1.732).
  - flat-ground no-op: N = +Z, expect identical Y-only motion as the
    pre-fix behavior.

Build green. 357 pass / 6 pre-existing fail (same set as ec59a08;
verified by stashing this change). The pre-existing
`ComputeOffset_BothActive_Combined` failure reflects an outdated
additive-design test docstring; the M2 commit (40d88b9) deliberately
changed the implementation to REPLACE semantics to fix the prior
3×-server-pace overshoot.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 21:37:42 +02:00
Erik
ec59a08db5 fix(physics): #42 skip self in FindObjCollisions — airborne XY drift
Root cause confirmed via two-run diagnostic and the named-retail decomp:
the airborne sweep was colliding with the moving entity's OWN ShadowEntry
because FindObjCollisions had no self-skip filter. Live entities (local
player, remotes) register a Cylinder in ShadowObjectRegistry on spawn
(GameWindow.cs:2545) and UpdatePosition tracks its world position each
tick, so the moving sphere's own cylinder is always at the body's
position. Without a gate, CylinderCollision sees the sphere overlapping
its own cylinder volume and slides the sphere ~1m horizontally on every
frame the path produces non-zero motion.

Why grounded mostly hides it and airborne exposes it:
- Stationary grounded → numSteps=0, TransitionalInsert never runs.
- Walking grounded → push fires but motion escapes the cyl radius and
  the deflection blends into normal motion.
- Stationary airborne (jump) → pure +Z motion; the cyl push is the
  only horizontal contribution and manifests as a clean ~1m drift.

Run-2 evidence (launch-42-r2.log) — 152 [SWEEP-OBJ] events, every one
with type=Cylinder, gfxObj=0x02000001 (humanoid setup), R=0.679,
H=1.835, at obj.Position EXACTLY matching the body's pre.Position. Run
1 had already ruled out H1 (cpN=(0,0,1) flat, no slope projection).

Retail does the same skip — CObjCell::find_obj_collisions at
named-retail acclient_2013_pseudo_c.txt:308931:

    if ((physobj->parent == 0 && physobj != arg2->object_info.object))

`arg2->object_info.object` is the OBJECTINFO::object self-pointer set
by OBJECTINFO::init at acclient_2013_pseudo_c.txt:274435. Our port
mirrors this with an EntityId-based filter:

  - ObjectInfo gains a SelfEntityId field (default 0 = no filter).
  - ResolveWithTransition gains an optional `uint movingEntityId = 0`
    parameter that sets it.
  - FindObjCollisions skips entries whose EntityId matches
    SelfEntityId when the id is non-zero.
  - PlayerMovementController gains a LocalEntityId property; GameWindow
    refreshes it per-tick from `_entitiesByServerGuid[_playerServerGuid]`.
  - GameWindow's airborne-remote ResolveWithTransition call site passes
    `movingEntityId: kv.Key` (kv.Key is the local entity id keying
    `_animatedEntities`, same id used at the spawn-time
    ShadowObjects.Register).

Default 0 keeps tests and one-shot callers (no registered ShadowEntry)
working unchanged.

Lock-the-fix unit test:
`PhysicsEngineTests.ResolveWithTransition_SelfShadowEntry_NotPushedWhenIdMatches`
registers a humanoid Cylinder at the body's exact position (matching
GameWindow's spawn pattern), then asserts that:
  - movingEntityId=0 (control)        → unfiltered XY drift > 0.5m
  - movingEntityId=registered id (fix) → XY drift ≈ 0

Diagnostic wiring (a36369d + this commit's [SWEEP-OBJ] addition) stays
in tree, env-var gated (ACDREAM_AIRBORNE_DIAG=1) so it produces no
output in normal use but lets us verify the fix on the live client and
debug future regressions.

Build: green. Tests: 355 pass, 6 fail (all pre-existing per the handoff
prompt — verified by stashing this change; the BSPStepUp C3 failure is
on the prior commit too).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 19:01:07 +02:00
Erik
086e65dfe6 Merge L.3 motion port — queue-only chase for grounded player remotes
Brings the elated-aryabhata-208d5e branch into main. 7 commits implementing
the L.3 retail-faithful remote-entity motion port:

  de129bc  M1  Fresh InterpolationManager port + retail spec
  40d88b9  M2  Queue routing for player-remote UPs + entity-position sync
  2365c8c  M3  Animation root motion fallback for idle queue
  d57ace0  M6  Cleanup — dead fields + stale env-var references
  c26bbbb  M4  Jump-CellId fix + #42 filed
  b37b713      #42 root cause confirmed via A/B test
  5cc2812      Handoff prompt for #42 PhysicsEngine investigation

User-verified visual checks: smooth body chase on running/walking/strafing,
no per-UP rubber-band, no slope staircase, NPCs pathing correctly, jumps
land cleanly. Two follow-up issues filed:

  #41  sub-decimeter steady-state blips (velocity-synthesis residual; LOW)
  #42  airborne XY drift on jumps (PhysicsEngine.ResolveWithTransition
       depenetration; root cause confirmed; deep-dive prompt at
       docs/research/2026-05-05-issue-42-handoff.md)

Replaces the env-var-gated experimental path (ACDREAM_INTERP_MANAGER=1)
which was marked DO-NOT-ENABLE — the env-var no longer toggles anything.
NPCs and airborne player remotes still use the legacy path; only grounded
player remotes route through the new retail-faithful queue.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 15:51:29 +02:00
Erik
b37b7137f6 docs(motion): #42 root cause confirmed — ResolveWithTransition airborne drift
A/B-tested 2026-05-05 with user observing retail-controlled remote:

  - With CellId fix removed: jumps render with geometrically-correct
    XY (no drift) but body falls through the floor.
  - With CellId fix applied: jumps land cleanly but arc shows ~1 m
    horizontal offset; snaps back on next UM.

Confirms the drift originates inside ResolveWithTransition, not from
wire data, local Euler error, or stale velocity. CellId fix kept in
place because falling through the floor is more disruptive than
~1 m visual jitter that resolves on next input.

#42 updated with the verified diagnosis, three ranked-by-probability
hypotheses for the in-sweep mechanism (initial-overlap depenetration
along non-+Z terrain normal is the leading candidate), three matching
fix paths, and a deterministic repro recipe for the next session.

The right next step is investigating PhysicsEngine.ResolveWithTransition
and comparing against retail's CTransition::find_valid_position
(docs/research/named-retail/) — out of scope for the L.3 motion port,
files as a follow-up PhysicsEngine bug.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 15:47:40 +02:00
Erik
c26bbbb84e fix(motion): L.3 M4 jump-CellId + file #42 airborne XY drift
CellId fix:

L.3 M2 introduced OnLivePositionUpdated player-remote routing that
returned without setting `rmState.CellId = p.LandblockId`. The legacy
path always set this (formerly at line 3601). Airborne player remotes
fall through to the legacy TickAnimations path which gates
ResolveWithTransition on `rm.CellId != 0`; without the cell-id update
the sphere sweep was skipped, K-fix15 landing detection never fired,
and the body fell through the floor on jumps.

Fix: set `rmState.CellId = p.LandblockId` early in the M2 player-remote
branch (after orientation snap, before any return).

User-verified 2026-05-05: jumps now land cleanly with sequencer
leaving Falling on landing.

#42 filed:

Visual verification of M4 also exposed a ~1 m horizontal drift on
stationary jumps (body arcs through the air offset from actor's actual
position; lands at offset; snaps back on next UM). User confirms this
is pre-existing, masked by the legacy path's hard-snap-on-every-UP
behavior that M2 explicitly removed per retail spec
(03-up-routing.md § 3 "AIRBORNE NO-OP"). Filed as #42 with three
candidate fix paths (pragmatic legacy-restore, root-cause investigation,
or hybrid soft-correction).

M5 NPCs verified clean (legacy path unchanged).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 15:35:42 +02:00
Erik
d57ace0177 chore(motion): L.3 M6 — scrub stale ACDREAM_INTERP_MANAGER + dead fields
Cleans up dead code revealed by L.3 M2/M3:

GameWindow.cs:
- RemoteMotion.LastServerZ field deleted (only consumed by the M2-
  removed Step 5 landing fallback in TickAnimations; never read).
- RemoteMotion.TargetOrientation field deleted (audit § 1 flagged as
  DEAD; only ever written, never read).
- Stale ACDREAM_INTERP_MANAGER comments removed from RemoteMotion.Interp
  and OnLivePositionUpdated (the env-var no longer gates anything as
  of M2).
- Doc-comments on Interp + Position rewritten to describe the M2/M3
  production semantics (queue catch-up + REPLACE-style combiner).

CLAUDE.md:
- ACDREAM_INTERP_MANAGER env-var entry rewritten as a retirement note
  pointing at commit 40d88b9 (M2). The path it gated is now the
  default for player remotes.

Build green, dotnet test green (8 pre-existing failures unchanged on
this baseline).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 15:20:50 +02:00