Commit graph

330 commits

Author SHA1 Message Date
Erik
8f30e13317 feat(camera): wire RetailChaseCamera through GameWindow
GameWindow now constructs both ChaseCamera + RetailChaseCamera at
player-mode entry, updates both per frame (legacy with isOnGround,
retail with BodyVelocity), and routes mouse/wheel/held-key input to
whichever the CameraDiagnostics flag selects. Mouse-Y goes through
RetailChaseCamera.FilterMouseDelta before AdjustPitch when retail is
active; legacy path is unchanged. Held-key bindings (CameraZoomIn/Out,
CameraRaise/Lower; default-unbound) integrate distance/pitch at
CameraDiagnostics.CameraAdjustmentSpeed per second.

Default behavior: ACDREAM_RETAIL_CHASE unset -> legacy camera as before.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 20:17:49 +02:00
Erik
e5a5916679 feat(camera): CameraController carries both legacy + retail chase cams
EnterChaseMode now takes (ChaseCamera, RetailChaseCamera); Active
consults CameraDiagnostics.UseRetailChaseCamera to pick which to
expose. Flag flip at runtime swaps cameras instantly (both are kept
warm). GameWindow's two EnterChaseMode call sites get a temporary
stub RetailChaseCamera; Task 7 wires proper construction +
per-frame updates.

Also folds in two minor cleanups from the Task 3 code review:
- Update() discards the unused `right` axis from BuildBasis (no
  caller in the chase-cam math; viewer_offset.X is always 0)
- The three CameraDiagnostics-mutating integration tests now
  save and restore the static state in try/finally to avoid
  ordering-dependent contamination

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 19:56:24 +02:00
Erik
3be700020b fix(physics): close #77 — auto-walk honors ACE CanCharge bit; zero velocity in turn-in-place
Two related close-range bugs reported in #77 share a root in
PlayerMovementController.DriveServerAutoWalk + BeginServerAutoWalk:

1. **Walk-vs-run misclassification.** BeginServerAutoWalk decided
   `_autoWalkInitiallyRunning = (initialDist - distanceToObject) >= 1.0f`,
   forcing run at any chase past ~1.6 m. ACE's wire-level walk-vs-run
   answer is the MovementParameters CanCharge bit (0x10), which
   Creature.SetWalkRunThreshold sets when server-side player→target
   distance >= WalkRunThreshold/2 (= 7.5 m default). Retail's
   MovementParameters::get_command (decomp 0x0052aa00) gates the run
   path on CanCharge first; the inner walk_run_threshold check
   practically always walks given ACE's 15 m default. The hardcoded
   1.0 m threshold pushed run into the 3-5 m walk-range the user
   reported should walk.

2. **Velocity leak in turn-in-place phase.** When the auto-walked body
   crossed the destination, desiredYaw flipped ~180°, walkAligned
   dropped to false, and the `if (!moveForward) return true;` branch
   returned without zeroing body velocity. The body kept the prior
   frame's running velocity (RunAnimSpeed × runRate ≈ 11 m/s) and
   slid 4-5 m past the target before the turn-around rotation
   completed — the "runs and slides away, runs back, picks up"
   symptom in #77 bug B.

Changes:

- `CreateObject.ServerMotionState.CanCharge`: new bool prop reading
  bit 0x10 of MoveToParameters. Cross-ref ACE
  MovementParams.CanCharge = 0x10.
- `PlayerMovementController.BeginServerAutoWalk`: replaces the unused
  `walkRunThreshold` parameter with `bool canCharge`; sets
  `_autoWalkInitiallyRunning = canCharge`.
- `PlayerMovementController.DriveServerAutoWalk` turn-in-place branch:
  calls `_motion.DoMotion(Ready, 1.0)` and zeros body horizontal
  velocity (preserving Z for gravity). No-op for case (a) initial-turn
  with stationary body; fixes (b) overshoot recovery and (c) settling
  cases.
- `GameWindow.OnLiveMotionUpdated`: passes
  `update.MotionState.CanCharge` through; [autowalk-begin] trace
  shows `canCharge=` instead of `walkRunThresh=`.
- `GameWindow.InstallSpeculativeTurnToTarget`: predicts ACE's
  CanCharge from local distance using ACE's exact 7.5 m rule, so the
  speculative install agrees with the wire-triggered overwrite that
  arrives moments later.

Visual-verified at Holtburg 2026-05-18: walk-range NPC click walks +
fires Use, walk-range F-key pickup walks + no overshoot, far-range
(8-10 m) pickup still runs. Test baseline unchanged (8 Core pre-existing
failures, 0 net-new failures across Core/Net/UI/App suites).

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-18 09:33:33 +02:00
Erik
0b25df53df refactor(app): extract LiveSessionController for network-side session lifecycle (Step 2)
Step 2 of the extraction sequence in docs/architecture/code-structure.md
§4. Lifts DNS resolution + WorldSession instantiation + wireEvents
callback + per-frame Tick + Dispose out of GameWindow.TryStartLiveSession
into a dedicated AcDream.App.Net.LiveSessionController.

What moves:
  - DNS resolution (IPAddress.TryParse + Dns.GetHostAddresses fallback,
    IPv4 preferred) → LiveSessionController.ResolveEndpoint
  - WorldSession instantiation → LiveSessionController.CreateAndWire
  - "live: connecting to ..." console line → CreateAndWire
  - Try/catch around the setup phase → CreateAndWire (separate from the
    Connect/EnterWorld try block that stays in GameWindow)
  - Per-frame _liveSession?.Tick() → _liveSessionController?.Tick()
  - OnClosing _liveSession?.Dispose() → _liveSessionController?.Dispose()

What stays in GameWindow:
  - The 25+ event subscriptions (extracted into a new private
    WireLiveSessionEvents method that the controller invokes via callback)
  - The Connect → CharacterList → EnterWorld → post-EnterWorld setup dance
    (touches Chat, _playerServerGuid, _vitalsVm, _worldState, _settingsStore,
    _settingsVm, _playerModeAutoEntry; moving these would balloon Step 2's
    scope and risk surface)
  - All 60+ outbound _liveSession.Send* call sites (touch the field by
    name; LiveSessionController.Session is the controller-side mirror)

The _liveSession field remains as a convenience handle synced with
_liveSessionController.Session; it tracks the same WorldSession instance.

Behavior preservation:
  - Same DNS-resolution sequence, same "live: connecting to ..." line,
    same wiring-vs-Connect ordering as pre-refactor.
  - Same 25+ event subscriptions in the same order, byte-for-byte.
  - Same Connect/EnterWorld error handling (the catch block stays in
    GameWindow because it disposes _combatChatTranslator which is also
    a GameWindow field).

Closes #76.

One subtle nullable-flow fix the compiler required: the chat-bus
lambda's `var liveSession = _liveSession;` capture became
`var liveSession = session;` (the non-null parameter) so the compiler
can prove non-null inside the lambda body. Both pointed to the same
WorldSession instance; only the static analysis changed.

Verification:
  - dotnet build green
  - dotnet test: AcDream.App.Tests 10/10, Core.Net.Tests 294/294,
    UI.Abstractions.Tests 419/419 — all green. Core.Tests 1073/1081
    (same 8 pre-existing physics failures as baseline; unrelated).
  - Live ACE session against +Acdream verified end-to-end:
    * Connection + handshake + EnterWorld
    * Door double-click → OnLiveMotionUpdated round-trip
      (cmd=0x000B open / cmd=0x000C close)
    * NPC double-click → outbound Use
    * Ground item F-key pickup × 4 successful (Amaranth, Comfrey,
      Damiana, Dragonsblood)
    * Spawn stream + chat channels + remote-entity motion all healthy
    * Clean OnClosing → controller.Dispose

Walking-range auto-walk + pickup-overshoot bugs observed during
verification are pre-existing (filed as #77); they live in
PlayerMovementController.DriveServerAutoWalk / threshold logic
which this refactor did not touch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 16:15:57 +02:00
Erik
eda936dc4d refactor(app): extract typed RuntimeOptions for startup env vars (Step 1)
Lifts 13 startup-time environment variables out of GameWindow.cs into a
single typed AcDream.App.RuntimeOptions record read once in Program.cs.
Behavior-preservation only — no live behavior change, no visual change.
Verified end-to-end against ACE on 127.0.0.1:9000: full M1 demo loop
(walk Holtburg, click door, click NPC, portal entry) plus DEVTOOLS
ImGui panels load cleanly.

Why: GameWindow.cs is 10,304 LOC and scattered Environment.GetEnvironmentVariable
calls were one of the structural smells called out in the new
"Code Structure Rules" doc. Typed options is the safest cut to make
first because the substitution is mechanical and parsing semantics
get pinned by unit tests.

What lands:
  - CLAUDE.md: removed stale R1→R8 execution-phases line, replaced with
    pointers to the milestones doc + strategic roadmap (the actual
    source of truth). Tightened the "check ALL FOUR references"
    section to describe WB as the production rendering base, not
    just a reference. New "Code Structure Rules" section (6 rules)
    captures the discipline we're committing to.
  - docs/architecture/acdream-architecture.md: removed dangling link
    to the deleted memory/project_ui_architecture.md.
  - docs/architecture/code-structure.md (NEW, 376 LOC): rationale for
    the 6 rules + 6-step extraction sequence
    (RuntimeOptions → LiveSessionController → LiveEntityRuntime →
    SelectionInteractionController → RenderFrameOrchestrator →
    GameEntity aggregation). This PR is Step 1.
  - src/AcDream.App/RuntimeOptions.cs (NEW, 100 LOC): typed record
    with FromEnvironment(string) factory and Parse(datDir, env)
    overload for testability. Covers ACDREAM_LIVE, _TEST_HOST/PORT/
    USER/PASS, _DEVTOOLS, _DUMP_MOVE_TRUTH, _NO_AUDIO,
    _ENABLE_SKY_PES, _HIDE_PART, _RETAIL_CLOSE_DEGRADES,
    _DUMP_SCENERY_Z, _STREAM_RADIUS.
  - src/AcDream.App/Program.cs: builds RuntimeOptions once, passes
    to GameWindow.
  - src/AcDream.App/Rendering/GameWindow.cs: ctor takes RuntimeOptions;
    7 startup-cached env-var fields become expression-bodied
    properties or direct _options.X reads; TryStartLiveSession,
    audio init, legacy stream-radius branch all route through
    _options.
  - tests/AcDream.App.Tests/ (NEW project, 10 unit tests + csproj):
    pins parser semantics — default-off bools, the literal "0"
    gate for RETAIL_CLOSE_DEGRADES, the >=0 guard for
    STREAM_RADIUS, null-vs-empty for user/pass, exact-"1" check
    for diagnostic flags. Registered in AcDream.slnx.

Out of scope (per code-structure.md §4):
  - Per-call-site ACDREAM_DUMP_* / _REMOTE_VEL_DIAG diagnostic reads
    sprinkled through GameWindow (~40 sites). Rule 5 in CLAUDE.md
    commits us to migrating these opportunistically as larger
    extractions land, not in a bulk pass.
  - AcDream.Core's project-reference to Chorizite.OpenGLSDLBackend.
    Only the stateless .Lib namespace is used; tightening the project
    reference is documented as future work in code-structure.md §2.

Build: green.
Tests: AcDream.App.Tests 10/10 ✓, Core.Net.Tests 294/294 ✓,
       UI.Abstractions.Tests 419/419 ✓,
       AcDream.Core.Tests 1073/1081 (8 pre-existing failures verified
       against pre-refactor baseline by stash-and-rerun).

Visual verification: full M1 demo loop against ACE +Acdream login
including DEVTOOLS panel host load.

Next: Step 2 — extract LiveSessionController per code-structure.md §4.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-17 09:16:55 +02:00
Erik
d640ed74e1 feat(retail): Phase B.6 — server-driven auto-walk done right
Closes #63, #69, #74, #75. Replaces the chain of Commit-B workarounds
that compensated for ACE's MoveToChain getting cancelled by a leaked
user-MoveToState packet during inbound auto-walk. The fix is
architectural — auto-walk drives the body directly from the
server-supplied path data, no player-input synthesis, no spurious
wire-packet transitions, no grace-period band-aid.

Architectural change (closes #75):
  PlayerMovementController.ApplyAutoWalkOverlay → DriveServerAutoWalk.
  - Steps Yaw toward target at retail-faithful turn rates.
  - Computes desired forward velocity from path runRate.
  - Calls _motion.DoMotion(WalkForward, speed) directly for the
    motion-interpreter state (drives animation cycle).
  - Sets _body.set_local_velocity directly when grounded.
  - Returns true to gate the user-input motion + velocity section
    in Update so user-input flow doesn't overwrite auto-walk
    velocity or motion state.
  Mirrors retail's MovementManager::PerformMovement case 6 (decomp
  0x00524440) which never touches the user-input pipeline during
  server-controlled auto-walk.

Wire-layer guard at GameWindow.cs:6419 retained as a SEMANTIC
statement (`if (result.MotionStateChanged && !IsServerAutoWalking)`):
user-MoveToState packets are for user-driven motion intent. During
server-controlled auto-walk, the motion-state transitions caused by
the animation override (RunForward / WalkForward / TurnLeft /
TurnRight cycles) must not leak as user-cancellation packets. This
is NOT the deleted 500ms grace-period band-aid; it's the wire-layer
expressing the user-vs-server motion split.

Animation plumbed for auto-walk phases (closes #69):
  - Moving forward → WalkForward (speed=1.0) / RunForward (speed=runRate)
  - Turn-first phase → TurnLeft / TurnRight (sign of yawStep)
  - Aligned-but-pre-step / arrival → no override (idle)
Driven via _autoWalkMovingForwardThisFrame + _autoWalkTurnDirectionThisFrame
fields set in DriveServerAutoWalk and read in the MovementResult
construction at the bottom of Update. UpdatePlayerAnimation picks up
the localAnimCmd as the highest-priority animation source.

Walk/run threshold = 1.0m, retail-observed. ACE's wire-default of
15.0f is too generous; ACE's own physics layer uses 1.0f at
MovementParameters.cs:50 (with the 15.0f line commented out) and
Creature.cs:312 notes "default 15 distance seems too far". The
formula matches retail's MovementParameters::get_command at decomp
0x0052aa00: running = (initialDist - distance_to_object) >=
threshold, evaluated ONCE at chain start and held for the rest of
the auto-walk (matches retail "runs all the way / walks all the way"
behaviour). Wire-supplied threshold is ignored.

Pickup gate (IsPickupableTarget) now uses BF_STUCK
(acclient.h:6435, bit 0x4) to discriminate immovable scenery from
real pickup items that share a Misc ItemType. Sign (pwd=0x14 with
BF_STUCK) → blocked; spell component (pwd=0x10, no BF_STUCK) →
allowed. ACE's PutItemInContainer (Player_Inventory.cs:831-836)
responds with WeenieError.Stuck (0x29) on stuck items so the gate
prevents wasted wire packets + a UX dead-end.

R-key dispatch by target type. UseCurrentSelection's top-level
IsUseableTarget gate was wrong (blocked USEABLE_NO=1 items that
ARE pickupable). Reordered:
  1. Creature → SendUse
  2. Pickupable → SendPickUp
  3. Useable → SendUse
  4. Otherwise → "cannot be used" toast
Each handler keeps its own gate. Matches retail's per-action
server-side validation.

AP cadence revert (closes #74). With the MoveToChain race fixed,
the per-frame "send while moving" cadence is no longer load-bearing.
Reverted to retail's two-branch ShouldSendPositionEvent gate
(acclient_2013_pseudo_c.txt:700233-700285):
  Interval NOT elapsed (< 1 sec): send if cell or contact-plane changed.
  Interval elapsed (>= 1 sec):    send if cell or position frame changed.
Adds _lastSentContactPlane field + ApproxPlaneEqual helper +
PlayerMovementController.ContactPlane public accessor. Extended
NotePositionSent(Vector3, uint, Plane, float) — both outbound sites
(MoveToState + AP) pass _playerController.ContactPlane.
Effective rates: 0 Hz idle, ~1 Hz smooth motion, per-event on
cell/plane changes, 0 Hz airborne.

CLAUDE.md updated with no-workarounds rule (commit `da126f9` on
the worktree branch). Saved as feedback memory at
memory/feedback_no_workarounds.md.

Tests: build green; Core.Net 294/294; Core 1073/1081 (baseline,
8 pre-existing Physics failures unchanged). Visual-verified
end-to-end on 2026-05-16 for far/near Use + PickUp on NPCs,
doors, items, spell components, signs (correctly blocked), corpses,
turn-first animation, run/walk thresholds, idle quiet, smooth-
motion 1Hz.

Spec: docs/superpowers/specs/2026-05-16-phase-b6-suppress-movetostate-during-inbound-autowalk-design.md
Plan: docs/superpowers/plans/2026-05-16-phase-b6-suppress-movetostate-during-inbound-autowalk.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 16:14:44 +02:00
Erik
b5da17db76 feat(retail): Commit B — retail-faithful AP cadence + screen-rect picker
Retires divergences flagged in the 2026-05-16 faithfulness audit:

1. AP cadence. Replaces the 1 Hz idle / 10 Hz active flat heartbeat
   with a diff-driven model gated on `Contact && OnWalkable`
   (acclient_2013_pseudo_c.txt:700327 SendPositionEvent). Sends on
   position or cell change while grounded on walkable, plus a 1 sec
   heartbeat; suppressed entirely airborne. PlayerMovementController
   exposes `NotePositionSent(pos, cellId, now)` which GameWindow stamps
   after each AutonomousPosition / MoveToState send — mirrors retail's
   shared `last_sent_position_time` between SendPositionEvent
   (0x006b4770) and SendMovementEvent (0x006b4680). Known divergence
   from retail: ours is per-frame-while-moving, retail's effective rate
   is ~1 Hz during smooth motion (cell/plane checks). Filed as #74,
   blocked by #63 — when #63 lands we revert to retail's narrower gate.

2. Workaround retirement. Removes TinyMargin (0.05 m inside arrival)
   and the AP-flush before re-send (`SendAutonomousPositionNow`). The
   diff-driven cadence makes both obsolete. Close-range turn-first
   deferred Use is kept (it IS retail — ACE Player_Move.cs:66-87
   mirrors retail's CreateMoveToChain pre-callback rotation), renamed
   `OnAutoWalkArrivedSendDeferredAction` to clarify it's a FIRST send.
   `isRetryAfterArrival` parameter dropped.

3. Far-range Use/PickUp retry. Restored — was load-bearing, not the
   "redundant cleanup" the Group 2 audit thought. Issue #63 means ACE
   drops the first Use as too-far without re-polling on subsequent APs;
   the arrival re-send is what makes far-range Use complete. Logs
   include `(queued for arrival re-send pending #63)` to make this
   explicit. Removes when #63 closes.

4. Screen-rect picker. New `AcDream.Core.Selection.ScreenProjection`
   helper shared by `WorldPicker` and `TargetIndicatorPanel`. The
   `Setup.SelectionSphere` projects to a screen-space square (retail
   anchor `SmartBox::GetObjectBoundingBox` 0x00452e20); picker
   hit-tests the mouse pixel against the same rect the indicator draws,
   inflated by 8 px (`TriangleSize`). Guarantees what-you-see is
   what-you-click — including rect corners that were dead zones under
   the old ray-sphere picker. Per-type radius (1.0/1.6/2.0 m) and
   vertical-offset (0.2/0.9/1.0/1.5 m) heuristic lambdas retired;
   `IsTallSceneryGuid` deleted; `EntityHeightFor` trimmed to 1.5 m × scale
   defensive default. No defensive sphere synth — entities without a
   baked `SelectionSphere` are skipped, matching retail's
   `GfxObjUnderSelectionRay` (0x0054c740).

5. Rotation rate run multiplier (Commit A precursor). `TurnRateFor(running)`
   helper applies retail's `run_turn_factor = 1.5f` (PDB-named
   0x007c8914) under HoldKey.Run, matching `apply_run_to_command` at
   0x00527be0 (line 305098). Effective: walking ≈ 90°/s, running ≈ 135°/s.
   Keyboard A/D + ApplyAutoWalkOverlay both use it.

6. Useability gate (Commit A precursor). `IsUseableTarget` corrected to
   `useability != 0` per `ItemUses::IsUseable` at 256455 — ANY non-zero
   passes (USEABLE_NO=1, USEABLE_CONTAINED=8, etc.), not just the
   USEABLE_REMOTE bit. Cross-checked against 4 call sites in retail
   (ItemHolder::UseObject 0x00588a80, DetermineUseResult 0x402697,
   UsingItem 0x367638, disable-button-state 0x198826). Added
   `ProbeUseabilityFallbackEnabled` diagnostic
   (`ACDREAM_PROBE_USEABILITY_FALLBACK=1`) to measure how often the
   creature/BF_DOOR fallback fires for ACE-seed-DB entities with
   null useability.

CLAUDE.md updated with the graceful-shutdown rule for relaunch:
Stop-Process bypasses the logout packet, leaving ACE's session marked
logged-in for ~3+ min. CloseMainWindow() sends WM_CLOSE so the
shutdown hook runs and the logout packet reaches ACE.

Tests: +3 ScreenProjectionTests + 6 WorldPickerRectOverloadTests = +9.
Core.Net 294/294 pass; Core 1073/1081 (8 pre-existing Physics failures
unchanged). Visual-verified 2026-05-16: rotation rate, useability,
screen-rect click area, double-click + R-key + F-key Use/PickUp at
short and long range — dialogue/door/pickup fire on arrival.

Filed follow-ups #70 (triangle apex/size DAT sprite), #71 (picker
Stage B polygon refine), #72 (cdb omega.z probe), #73 (retail-message
sweep pattern), #74 (per-frame AP chattier than retail — blocked by
#63). Old ray-sphere `WorldPicker.Pick(origin, direction, ...)`
overload kept for back-compat; no callers in acdream proper.

Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 13:56:08 +02:00
Erik
e0d5d271f3 fix(retail): rotation rate, useability gate, retail toast strings
Two retail divergences fixed from the 2026-05-16 faithfulness audit
(Commit A of the plan at docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md).

1. Rotation rate ignored HoldKey.Run. Retail's CMotionInterp::
   apply_run_to_command (decomp 0x00527be0 line 305098) multiplies
   turn_speed by run_turn_factor (1.5, PDB-named symbol at 0x007c8914)
   when input is TurnRight/TurnLeft under HoldKey.Run. Effective
   running rotation is 50% faster (~135°/s vs walking ~90°/s).
   Our keyboard A/D and ApplyAutoWalkOverlay used a fixed walking
   rate.

   New: RemoteMoveToDriver.TurnRateFor(running) helper. Keyboard
   path passes input.Run; auto-walk overlay passes
   _autoWalkInitiallyRunning. The walking-rate base
   (BaseTurnRateRadPerSec = π/2) is unchanged; TurnRateRadPerSec
   constant is preserved as the walking-rate alias for callers
   that don't have run/walk state (NPC remotes).

2. IsUseableTarget gated on `useability & USEABLE_REMOTE (0x20)`,
   which was stricter than retail. Per ItemUses::IsUseable
   (acclient_2013_pseudo_c.txt:256455) cross-referenced with 4
   call sites, retail's IsUseable() semantic is `_useability != 0`.
   But visually retail's USEABLE_NO (1) entities don't approach
   either, because ACE never broadcasts MovementType=6 for them.
   Our client installs a speculative auto-walk BEFORE the server
   responds, so we'd visibly approach + face signs before the
   wire packet was rejected.

   Pragmatic fix: block USEABLE_UNDEF (0) AND USEABLE_NO (1) in
   IsUseableTarget — slightly stricter than retail's
   IsUseable but matches retail's user-visible behaviour
   ("R on sign does nothing"). Documented in the doc-comment so
   a future implementer knows the gap.

3. New IsPickupableTarget gate for F-key path — requires
   USEABLE_REMOTE (0x20) bit. Null-useability fallback for
   BF_CORPSE + small-item ItemTypes (preserves M1 ground-item
   pickup flow when ACE seed DB doesn't publish useability).

4. R-key (UseCurrentSelection) upfront gate now ALWAYS uses
   IsUseableTarget. R is conceptually "use" with smart-routing
   to pickup as a downstream optimization. F-key (SendPickUp)
   uses IsPickupableTarget directly.

5. Retail toast strings on block, centralised in new
   src/AcDream.Core/Ui/RetailMessages.cs:
   - "The X cannot be used" (data 0x007e2a70, sprintf 0x00588ea4)
     fires on UseCurrentSelection / SendUse gate block.
   - "The X can't be picked up!" (sprintf 0x00587353) fires on
     SendPickUp non-pickupable block.
   - "You cannot pick up creatures!" (data 0x007e22b4) fires on
     SendPickUp creature block (was previously silent).
   - Plus 4 inactive retail strings ready for future call sites:
     CannotBeUsedWith (two-target Use), CannotBePickedUp (formal
     pickup variant), CannotBeUsedWhileOnHook_HooksOff +
     CannotBeUsedWhileOnHook_NotOwner (housing). All cite their
     retail data addresses + runtime sprintf addresses.

6. ProbeUseabilityFallbackEnabled diagnostic (env var
   ACDREAM_PROBE_USEABILITY_FALLBACK=1) logs every time the
   null-useability fallback fires. Settles whether the
   fallback for creature + BF_DOOR/LIFESTONE/PORTAL/CORPSE
   entries in ACE's seed DB without useability is hot code
   or theoretical defense.

Test coverage:
- +3 RemoteMoveToDriverTests cover TurnRateFor walking/running/back-compat.
- +7 RetailMessagesTests cover each retail string with retail anchor.
- +1 CreateObjectTests TryParse_WeenieFlagsUsable_ReadsUseableNoValue
  pins parser correctness for USEABLE_NO=1.
- 294/294 Core.Net pass; 24/24 new+touched Core tests pass.
- Pre-existing baseline of 8 Physics test failures unchanged
  (BSPStepUp + MotionInterpreter regression noise from prior
  sessions; out of scope here).

Deferred to a separate session per user direction:
- Click area = indicator-rect retail fidelity. Retail's picker
  uses per-part CGfxObj.drawing_sphere + polygon refine
  (0x0054c740); ours uses single Setup.SelectionSphere ray-
  intersect. The rect corners are dead zones today. Three fix
  options analyzed: screen-space rectangle hit-test, sqrt(2)
  sphere inflation, polygon refine Stage B.

Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 12:17:54 +02:00
Erik
f4f4143ac0 feat(B.7): retail-faithful target indicator via Setup.SelectionSphere
Replaces the mesh-AABB approximation with retail's actual selection
mechanism. The user observed the indicator was too small and didn't
scale with the object the way retail does — root cause was using the
wrong source data.

Retail trace (decomp anchors in named-retail/acclient_2013_pseudo_c.txt):
- VividTargetIndicator::Draw at 0x004f6c30 is registered as the
  SmartBox targetting callback (0x004f6df6).
- SmartBox::DoTargettingChecks at 0x00453bb4 calls
  SmartBox::GetObjectBoundingBox (0x00452e20) to compute the rect.
- GetObjectBoundingBox uses CPhysicsObj::GetSelectionSphere
  (0x0050ea40) → CPartArray::GetSelectionSphere (0x00518b80) which
  reads setup->selection_sphere from the DAT, applies part-array
  scale (component-wise on center, Z-scale on radius), then calls
  Render::GetViewerBBox (0x0054b400) to project the sphere as a
  screen-space camera-aligned BBox.
- VividTargetIndicator::OnDraw at 0x004f62b0 inflates that rect by
  one triangle width/height on every side before drawing (eax_21 /
  eax_23 in 0x004f6a0b–0x004f6a99), so the corner triangles sit
  outside the projected sphere with a small gap.

Implementation:
- GameWindow.TryGetEntitySelectionSphere reads setup.SelectionSphere
  from the DAT (Setup type already exposes Origin + Radius),
  applies entity scale, rotates center via entity orientation, and
  produces a world-space sphere.
- TargetIndicatorPanel.TryComputeScreenRectFromSphere projects the
  sphere center via the view-projection matrix and computes
  screenRadius = worldRadius * projection.M22 * viewport.Y /
  (2 * clip.W). M22 = cot(fovY/2) for a standard right-handed
  perspective. Mathematically equivalent to retail's
  Render::GetViewerBBox followed by 2-corner xformPointInternal,
  faster (no double projection).
- TargetInfo carries WorldSphereCenter + WorldSphereRadius (replaces
  the previous WorldAabbMin/Max). Fallback to per-type height
  heuristic still in place if Setup has no baked selection_sphere
  (rare; Radius <= 1e-4f short-circuits).
- Inflate by TriangleSize on every side matches retail's eax_21 +
  eax_23 offsets exactly.
- Triangle right-angle apex flipped to point INWARD toward the
  target (per user feedback) — apex at corner + (±t, ±t),
  hypotenuse along the outer diagonal of the corner.
- TriangleSize 10 → 14 → 8 (retail sprite is small).

Also fixes a parser bug in CreateObject.cs introduced in 58e1556:
BF_INCLUDES_SECOND_HEADER is 0x04000000 per acclient.h:6458 (ACE
ObjectDescriptionFlag.IncludesSecondHeader matches), NOT 0x80000000.
The wrong bit meant the weenieFlags2 4-byte skip never fired for
entities that had the bit set, potentially shifting Useability /
UseRadius reads by 4 bytes. Now correct.

Visual verification (2026-05-16):
- Holtburg town sign — indicator traces the visible sign + pole at
  the right size (matches retail screenshot proportions).
- Sign R-key still silent no-op (B.8 useability gate intact).
- NPCs / doors / items still get correctly-sized indicators.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 21:25:00 +02:00
Erik
58e155615d feat(B.8): retail useability gate + tall-scenery indicator scaling
Two retail divergences fixed end-to-end:

1. R-key Use on non-useable entities (signs, banners, decorative
   scenery) was silently sending Use/PickUp to ACE, triggering
   auto-walk + NPC-style chat fallback. Retail's client checks
   ITEM_USEABLE (acclient.h:6478) and silently ignores Use when
   the USEABLE_REMOTE (0x20) bit isn't set. Now ports that gate.

2. Holtburg town sign indicator + click sphere only covered the
   base of the pole because the "everything else" default in
   EntityHeightFor was 1.5 m and the picker's vertical offset
   for default class was 0.2 m. A 3 m sign on a pole was almost
   entirely outside both shapes.

Wire change:
- CreateObject parser now walks the WeenieHeader optional tail
  (per ACE WorldObject_Networking.cs:87-114) up through Useability
  + UseRadius. Captures weenieFlags upfront, then conditionally
  skips PluralName, ItemCapacity, ContainerCapacity, AmmoType,
  Value before reading Useability (u32) and UseRadius (f32).
- CreateObject.Parsed + WorldSession.EntitySpawn record append two
  new optional fields (Useability uint?, UseRadius float?), both
  defaulting to null. Existing call sites unchanged.
- 3 new tests cover: no weenieFlags → null, weenieFlags=0x10 alone
  → useability read, weenieFlags=0x8|0x10|0x20 → walker skips Value
  then reads Useability + UseRadius in correct order.

Behaviour change:
- GameWindow.IsUseableTarget(guid) — authoritative path uses spawn
  .Useability when present (REMOTE bit gate); fallback when null
  permits Use on creatures + BF_DOOR/LIFESTONE/PORTAL/CORPSE for
  M1 flow continuity.
- UseCurrentSelection (R-key dispatcher) and SendUse + SendPickUp
  (double-click + F-key direct paths) gate on IsUseableTarget,
  silent early-return matching retail. isRetryAfterArrival skips
  the gate (re-fires only previously-gated actions).
- TargetIndicatorPanel.EntityHeightFor default branch 1.5 m → 3 m
  for non-creature non-flat non-small-item entities (sign-class).
  Scale > 1 still grows proportionally.
- WorldPicker callbacks: new IsTallSceneryGuid branch lifts sphere
  centre to 1.5 m with 1.6 m radius for sign-class entities,
  mirroring the indicator's 3 m default so click sphere matches
  the visible box.

Tests: 293/293 pass in AcDream.Core.Net.Tests (+3 new walker
tests). dotnet build clean.

Retail anchors:
- acclient.h:6478 — ITEM_USEABLE enum (USEABLE_REMOTE = 0x20)
- acclient.h:6431-6463 — PWD bitfield (BF_DOOR etc.)
- ACE WorldObject_Networking.cs:87-114 — wire field order
- ACE WeenieHeaderFlag — Usable = 0x10, UseRadius = 0x20

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-15 20:07:32 +02:00
Erik
e49c704b39 fix(B.6): speculative auto-walk uses WalkRunThreshold=15 to match ACE
User report: 'No we only walk, not running from the correct threshold.
regression?'

Cause: InstallSpeculativeTurnToTarget passed walkRunThreshold=9999,
which made BeginServerAutoWalk evaluate the initial-distance run/walk
decision as walk-mode (no distance > 9999). ACE's MovementType=6
arrives ~100 ms later with the real wire threshold (15.0) and
overwrites, but the body had already started walking by then; for
far targets near the 15 m boundary, the speculative walking shortened
the distance enough that ACE's overwrite re-evaluated to walk also.

Fix: pass 15.0 in the speculative install — matches ACE's default
MoveToParameters.SetDefaults() for non-combat Use/PickUp.

Effect: a >15 m target now correctly enters run-mode at the
speculative install, and the ACE overwrite preserves that decision.
The body runs all the way, stopping at the target as before.
2026-05-15 15:23:30 +02:00
Erik
cffb10ff18 fix(B.6): tighter 5° alignment + defer Use until rotation completes; file #69 turn anim
User report: 'You should be face to face with the NPC before sending
use. So first is rotation, when you are facing, then using.' and
'it does not face it completely.'

Two changes:

1. Split alignment thresholds in ApplyAutoWalkOverlay:
     walkAligned  (30°) — gate for synthesised Forward+Run motion
                          during far-range approach; body walks
                          while finishing residual turn within 30°.
     aligned      (5°)  — gate for arrival-fire. Final facing
                          before the auto-walk ends and the action
                          re-sends. Matches retail's tight pre-Use
                          rotation tolerance.
   Within-arrival check still requires alignment; without alignment
   the body holds in turn-only mode regardless of distance.

2. Defer wire Use/PickUp packet for CLOSE-range targets. SendUse
   and SendPickUp now check IsCloseRangeTarget(guid): if the player
   is already within the target's use-radius, we install the
   speculative overlay, set _pendingPostArrivalAction, and RETURN
   without sending the wire packet. AutoWalkArrived fires after the
   local rotation completes (alignment within 5°); the existing
   re-send handler then fires SendUse with isRetryAfterArrival=true,
   sending the wire packet at that moment. Effect: rotate first,
   THEN Use — the NPC/door/item only sees the action after the
   character has turned to face it.

   Far-range path unchanged: send immediately, ACE auto-walks,
   arrival re-sends.

Filed #69: turn animation (leg/arm cycle while pivoting). The body
now rotates but doesn't play the TurnLeft/TurnRight cycle the user
wants to see. Separate scope — needs motion-interpreter integration.
2026-05-15 15:15:30 +02:00
Erik
5b908bcca2 fix(B.6): close-range turn-to-face — install overlay on Use/PickUp send
User report: 'It should always face the NPC. When I'm close I'm not
facing. But now it turns if I'm far away.'

Cause: ACE skips MoveToChain when the player is already within
WithinUseRadius (Player_Move.cs:66 shortcut) — it rotates the body
server-side via Rotate(target) but doesn't broadcast a MovementType=6
to us, so our auto-walk overlay never installs. The local body never
turns; the player remains facing wherever the camera/mouse last left
them.

Fix has two pieces:

1. PlayerMovementController.ApplyAutoWalkOverlay: arrival is now
   gated on BOTH within-radius AND aligned. Previously a body that
   started already in-range ended the overlay before turning. Now
   it turns in place, then ends once facing.

   Also: forward motion stays suppressed while withinArrival (we
   just need to finish the turn, no point stepping forward into a
   target we're already touching).

2. GameWindow.SendUse / SendPickUp: install a speculative auto-walk
   overlay at send time via new InstallSpeculativeTurnToTarget
   helper. For far targets ACE's MovementType=6 arrives moments
   later and overwrites with its wire-supplied use-radius. For
   close targets our overlay is the only thing that runs — body
   turns, then ends.

The per-type use-radius mirrors the picker's heuristic (3 m
creature / 2 m large flat / 0.6 m item).
2026-05-15 12:05:37 +02:00
Erik
a0fa3d68a7 fix(B.6+B.7): flush AutonomousPosition on arrival before re-sending action
Previous re-send-on-arrival didn't actually unstick the action. Trace
showed ACE replying to the re-sent Use with another MoveToObject —
i.e. ACE's Player.Location was still the pre-walk position, so the
'I'm in range' fast-path didn't fire.

Cause: packet ordering. OnAutoWalkArrivedReSendAction was firing the
re-send immediately (sub-frame), BEFORE the next per-frame
AutonomousPosition heartbeat. ACE processed the Use against stale
location data.

Fix: SendAutonomousPositionNow() — an out-of-frame AutonomousPosition
build using the controller's current authoritative position +
rotation + cell. Called from OnAutoWalkArrivedReSendAction BEFORE the
re-send. ACE now processes 'I'm here at (target_pos)' then 'Use'
in order; CreateMoveToChain's WithinUseRadius shortcut
(Player_Move.cs:66) fires immediately and the action completes.

[autowalk-flush-ap] trace line under ACDREAM_PROBE_AUTOWALK so the
sequence is visible end-to-end:
  autowalk-end → autowalk-flush-ap → autowalk-arrived-resend → autowalk-out
2026-05-15 07:56:02 +02:00
Erik
2dc28bb61f fix(B.6+B.7): re-send action on local arrival; scale indicator box by entity Scale
User report: 'It still however just approach it and does not use it.'
Root cause: local auto-walk arrives at the target visually, but ACE's
server-side MoveToChain may have timed out before our position was
recognised as in-range (we don't echo authoritative position back to
ACE during the walk yet). The action never fires.

Fix (re-send on arrival):
  * PlayerMovementController.AutoWalkArrived event fires once when
    EndServerAutoWalk(reason='arrived') is called.
  * GameWindow tracks _pendingPostArrivalAction = (guid, isPickup)
    on each SendUse / SendPickUp.
  * OnAutoWalkArrivedReSendAction (subscribed at EnterPlayerModeNow)
    re-sends the action with isRetryAfterArrival=true. The retry
    flag prevents the re-sent action from itself setting a new
    pending action — breaks any potential re-fire loop.
  * The re-sent action is close-range from the local body's
    perspective, so ACE's CreateMoveToChain hits the WithinUseRadius
    shortcut (Player_Move.cs:66) and completes immediately —
    dialogue opens, item picks up.

User report: 'items dropped on the ground now have a smaller triangle
box, perhaps too small. Also now other stuff like signs also have a
very small triangle box, should not have it should scale to the size
of the object.'

Fix (scale-aware indicator height):
  * TargetIndicatorPanel.TargetInfo now carries entity Scale.
  * EntityHeightFor multiplies the per-type base by Scale so an
    upscaled NPC / sign / lifestone gets a proportionally larger box.
  * Per-type table refined:
      Creature                    : 1.8 m * scale
      Door/Lifestone/Portal       : 2.4 m * scale
      Small carry items (weapon/armor/clothing/jewelry/food/money/
        misc/missile-weapon/container/gem/spellcomp/writable/key/
        caster — most pickup-able): 0.8 m * scale  (up from 0.5 m)
      Everything else (signs / scenery interactables / untyped):
        1.5 m * scale  (up from 0.5 m default)

Deferred to follow-up: exact mesh-AABB-derived box (need to read
each entity's actual rendered bounds at registration time).
2026-05-15 07:45:27 +02:00
Erik
211fe240b8 fix(B.6+B.7): run-all-the-way auto-walk, per-type indicator height, R = smart interact
Three user-reported fixes:

1. (B.6) Run-vs-walk decision lifted out of the per-frame overlay
   into BeginServerAutoWalk. Once set at auto-walk start, the
   character runs (or walks) the full way to the target instead of
   transitioning. Matches user-observed retail behaviour:
   'if its far away it should run all the way to the object and
   then stop'.
   _autoWalkWalkRunThreshold → _autoWalkInitiallyRunning (bool,
   sampled once from initial distance vs the wire's WalkRunThreshold).

2. (B.7) TargetIndicatorPanel now picks EntityHeight per-type:
     Creature (NPC/player)                          → 1.8 m
     Door / Lifestone / Portal (tall structures)    → 2.4 m
     Default (small ground item)                    → 0.5 m
   Items now get a small box hugging the silhouette instead of a
   humanoid-tall rectangle floating around them.

3. (Interact) R-key (UseCurrentSelection) now dispatches by target
   type:
     Item (no Creature flag, no BF_DOOR|LIFESTONE|PORTAL|CORPSE)
       → SendPickUp (PutItemInContainer 0x0019)
     Everything else  → SendUse (0x0036)
   Single hotkey to interact with whatever's selected.

Deferred (separate phase): turn-to-face on close-range use. ACE
server-side does Rotate(target) before the close-range pickup
callback (Player_Move.cs:71), but our local body doesn't echo
the turn yet — needs a synthesized client-side rotation or
MovementType=8 TurnToObject handling. Filing as follow-up.
2026-05-15 07:35:38 +02:00
Erik
1a0656a3ce fix(picker): lift sphere centre to mid-body so chest/head clicks hit
User reported intermittent selection — 'sometimes can be selected,
sometimes not'. Cause: WorldEntity.Position is at FEET level (Z=ground
for standing humanoids), so a 0.7m sphere centred there only covered
the lower legs. Clicks on chest (Z≈1.2m) or head (Z≈1.7m) missed
because the closest-approach distance from the cursor ray to the
feet-centered sphere exceeded the radius.

Fix:
  - Sphere centre now defaults to position.Z + 0.9 m (humanoid
    mid-body). New optional verticalOffsetForGuid callback overrides
    per entity.
  - Default radius bumped 0.7 → 1.0 m to match the new sphere
    placement (1.0 m at 0.9 m height covers a 1.8 m humanoid from
    shin to top-of-head).

GameWindow.PickAndStoreSelection wires the callback:
  - Creatures (ItemType.Creature flag): vz = 0.9 m (humanoid centre)
  - Large flat objects (BF_DOOR | BF_LIFESTONE | BF_PORTAL |
    BF_CORPSE): vz = 1.0 m + radius 2.0 m (mid-door/lifestone)
  - Everything else (ground items): vz = 0.2 m (just above feet)

Existing 9 WorldPicker tests still pass — their head-on ray geometry
doesn't depend on the vertical offset.
2026-05-15 07:23:41 +02:00
Erik
23cb1e9636 fix(B.7): square indicator box + bigger pick sphere for doors/lifestones/portals + diag
Visual test surfaced three follow-ups:

1. Square box, not 1:2 rectangle.
   WidthHeightRatio: 0.5 → 1.0. Retail's Vivid Target Indicator draws
   a square; the earlier humanoid-aspect ratio looked wrong for
   non-humanoids and didn't match retail screenshots.

2. Large flat objects (doors / lifestones / portals / corpses)
   weren't selectable with the new tight 0.7 m pick sphere.
   WorldPicker.Pick now takes an optional radiusForGuid callback so
   the host can per-entity decide a larger radius. GameWindow's pick
   site supplies a lambda that bumps to 2.0 m for any entity with
   BF_DOOR (0x1000), BF_LIFESTONE (0x4000), BF_PORTAL (0x40000), or
   BF_CORPSE (0x2000) set in ObjectDescriptionFlags. Default stays
   at 0.7 m for humanoids and items.

3. New [B.7] pick-info diagnostic on each successful pick:
     [B.7] pick-info guid=0x... itemType=0x... pwd=0x... color=(r,g,b)
   Lets us verify e.g. whether a 'green NPC' really is server-side
   flagged as Vendor (BF_VENDOR=0x200, retail-defined green) vs a
   bug in our colour lookup. The pwd bit table is acclient.h:6431-
   6463 — same flags retail's gmRadarUI::GetBlipColor branches on.

Note: textured retail-sprite corner triangles remain a B.7 follow-up
deferred per the spec. MVP uses procedural fills.
2026-05-15 07:13:23 +02:00
Erik
c7e5f9f00f feat(B.7): TargetIndicatorPanel — corner triangles around selected entity
Per the B.7 design spec, wires a Vivid-Target-Indicator-style overlay
into GameWindow's ImGui pass:

  TargetIndicatorPanel (src/AcDream.App/UI/TargetIndicatorPanel.cs)
    - Three delegates injected from GameWindow:
        selectedGuidProvider  -> _selectedGuid
        entityResolver        -> (worldPos, itemType, pwdBits) from
                                 _entitiesByServerGuid + _liveEntityInfoByGuid
                                 + _lastSpawnByGuid
        cameraProvider        -> (view, projection, viewport) from
                                 _cameraController.Active + _window.Size
    - Per-frame Render():
        * Bail on null selection / despawned entity / zero viewport.
        * Project entity world position (+0.9m mid-body offset) to NDC.
        * Bail off-screen (no edge arrow in MVP).
        * Convert to viewport pixel coords, draw 4 right-angle triangles
          at corners of a 48px square around the projected center.
        * Colour from RadarBlipColors.For(itemType, pwdBits).

  GameWindow wiring:
    - Construct _targetIndicator right after _panelHost during ImGui init.
    - Call _targetIndicator?.Render() between _panelHost.RenderAll and
      _imguiBootstrap.Render — draws to the ImGui background list so
      docked panels can occlude the indicator if they overlap.

Build green. Core.Tests went 1046 -> 1054 (+8 RadarBlipColors tests
from the prior commit). Baseline failures unchanged at 8.

Visual verification next: launch, click an NPC → yellow corners; click
an item -> white corners; deselect -> corners disappear.
2026-05-15 06:54:24 +02:00
Erik
5612ce718a feat(B.6): honor wire WalkRunThreshold — walk vs run per retail semantics
User-observed behaviour: 'When at a distance X it should start running
towards the double clicked target and then stop close to it. When at a
shorter distance it should walk to it.' That's retail's MoveToManager
behaviour driven by the wire's WalkRunThreshold field, which Slice 2
ignored (it always synthesised Run=true regardless of distance).

ACE's defaults (MoveToParameters.SetDefaults): WalkRunThreshold=15.0 m
for Use/PickUp paths — so close-range auto-walks are walks, not runs.
ACE's combat-charge override: 1.0 m — chase runs until the last metre.
Both retail and ACE compute Run vs Walk per-frame from remaining
distance vs threshold.

Wire WalkRunThreshold:
  - Already parsed into CreateObject.MoveToPathData.WalkRunThreshold.
  - Now plumbed through to PlayerMovementController.BeginServerAutoWalk
    as a new parameter, stored in _autoWalkWalkRunThreshold.
  - ApplyAutoWalkOverlay sets Run = (dist > _autoWalkWalkRunThreshold)
    per frame. The synthesised input flips Run as the body approaches.

The motion-interpreter pipeline downstream picks RunForward vs
WalkForward from input.Run, so the animation cycle naturally switches
as the body crosses into the walk band. Run rate falls back to the
local PlayerWeenie.InqRunRate as before (ACE sends mtRun=0.00 for
Use/PickUp, so we never read mtRun; this is unchanged from Slice 2).

[autowalk-begin] diagnostic now includes walkRunThresh={x:F2} so the
threshold is visible alongside dest/minDist/objDist in the trace.
2026-05-15 06:22:07 +02:00
Erik
f18de7ccde fix(B.6 slice 2): don't cancel autowalk on the companion InterpretedMotionState
Prior trace (launch-slice2.log) showed ACE follows every mt=0x06
MoveToObject immediately with an mt=0x00 InterpretedMotionState
(cmd=0x0007 RunForward, fwdSpd=2.86) — the locomotion echo for the
same auto-walk, NOT a cancel. My wiring was treating the second
packet as 'server intent changed' and calling EndServerAutoWalk,
which killed the auto-walk on frame 1. Result: [autowalk-begin]
immediately followed by [autowalk-end reason=motion-non-moveto] and
zero visible motion.

Remove the over-eager cancel. The two natural cancel paths remain:
arrival detection inside ApplyAutoWalkOverlay, and user-input
cancellation (any movement key). A fresh MoveToObject re-targets via
BeginServerAutoWalk overwrite, which is the correct sticky-targeting
behavior.
2026-05-14 20:20:21 +02:00
Erik
b936ef8b0b feat(B.6 slice 2): local-player auto-walk on inbound MoveToObject
Retail-faithful per MovementManager::PerformMovement (0x00524440 case 6,
decomp 300628-300648): when ACE broadcasts MoveToObject for the local
player, the local client runs its OWN auto-walk on its OWN body —
heading correction toward the target, run-forward velocity, arrival
detected via the wire's min_distance / distance_to_object predicates.

Implementation:

  PlayerMovementController:
    + IsServerAutoWalking property (read-only)
    + BeginServerAutoWalk(destWorld, minDist, objDist, moveTowards)
    + EndServerAutoWalk(reason)  // idempotent, logs to [autowalk-end]
                                  // when ACDREAM_PROBE_AUTOWALK is on
    + ApplyAutoWalkOverlay(dt, input) — called at the top of Update.
        - User movement key (Forward/Backward/Strafe/Turn) cancels.
        - Arrival predicate matches RemoteMoveToDriver / retail.
        - Heading steered toward destination at ±20° snap-on-aligned
          tolerance / π/2 rad/s rotation rate (same constants the
          remote-creature path uses).
        - Synthesizes input as Forward+Run; the rest of Update's
          MotionInterpreter + body-velocity pipeline runs unchanged.

  GameWindow.OnLiveMotionUpdated (local-player branch):
    + when update.MotionState.IsServerControlledMoveTo and MoveToPath
      is populated: translate origin to world via RemoteMoveToDriver
      .OriginToWorld, call _playerController.BeginServerAutoWalk.
    + when a non-MoveTo motion arrives and auto-walk is active:
      EndServerAutoWalk(reason="motion-non-moveto").
    + [autowalk-begin] trace line under ACDREAM_PROBE_AUTOWALK.

The mtRun=0 case from the spec trace is handled implicitly: this
slice doesn't read MoveToRunRate at all — it relies on the existing
input.Run path which uses the player's local InqRunRate (env-var
defaulted to 200). Future slice can layer in mtRun!=0 honor if needed.

Slices 3 (animation cycle source while auto-walking) and 4 (local
pickup animation echo for #64) deferred to follow-up commits.
2026-05-14 18:50:59 +02:00
Erik
eda8278a64 feat(B.6 slice 1): ACDREAM_PROBE_AUTOWALK diagnostic baseline
Per the B.6 design spec (now retail-grounded on Option A), slice 1 is
pure-additive logging so the next session has a clean trace of what
ACE actually sends to the local player during a server-initiated
auto-walk.

New PhysicsDiagnostics.ProbeAutoWalkEnabled static flag, env-var-
initialized from ACDREAM_PROBE_AUTOWALK=1. Probe sites:

  [autowalk-out] on SendUse + SendPickUp — the packets that trigger
      ACE's CreateMoveToChain when the target is out of WithinUseRadius.
  [autowalk-mt]  on OnLiveMotionUpdated for _playerServerGuid only —
      captures MovementType + MoveToPath origin/min-dist/obj-dist +
      moveTowards + speed/runRate. Lets us see exactly the wire data
      retail's PerformMovement case 6 (0x00524440) was acting on.
  [autowalk-up]  on OnLivePositionUpdated for _playerServerGuid only —
      cadence + payload of ACE's position broadcasts during auto-walk.

No behavior change. All flags off by default; opt in with the env var
during a focused reproduction. Designed to be mirrored into DebugVM
checkbox state later (parallel to ProbeResolve / ProbeCell / ProbeBuilding)
but not wired yet — env-var-only for the first trace session.
2026-05-14 17:59:57 +02:00
Erik
ec9fd52cb2 fix #62: null-guard the PARTSDIAG read of ae.Animation
B.4c sets Animation = null! for sequencer-driven door entities (sites
at line 2867 + 7892), but the declared type is non-nullable. Today
doors never enter _remoteDeadReckon (ACE doesn't send UpdatePosition
for them), so the PARTSDIAG block's unguarded read is unreachable —
but the moment something flips that, ACDREAM_REMOTE_VEL_DIAG=1 would
NRE the tick.

Local-var + is-not-null check keeps the guard scoped to this block;
the legacy slerp branch downstream still treats ae.Animation as
non-null per its declared type, so the flow analysis doesn't propagate
nullable warnings to unrelated sites.
2026-05-14 17:12:48 +02:00
Erik
e55ad48ade fix(B.5): make creature-pickup guard silent (retail-faithful)
The previous "Can't pick that up" toast wasn't retail behavior either —
retail silently dropped the malformed pickup with no client-side
feedback. Drop the toast, keep the guard. The user learns by trying
again (which IS the retail UX). Filter still prevents the malformed
packet from reaching ACE, so the WeenieError 0x0029 + NPC-emote chain
that originally surfaced this bug stays suppressed.
2026-05-14 17:09:45 +02:00
Erik
a01ebd5e08 fix(B.5): block pickup of creatures client-side; show 'Can't pick that up' toast
Visual test surfaced a UX bug: when the user single-clicked an NPC last
before pressing F, _selectedGuid carried over to SendPickUp and the
client sent PutItemInContainer(itemGuid = NPC's serverGuid, ...). ACE
responded with WeenieError 0x0029 (Stuck — "You cannot pick that up!")
AND triggered the NPC's emote chain, producing the confusing
"NPCs talk to me when I press F" symptom.

F is only for ground items. Use (double-click) is the right action for
NPCs and is unaffected. Guard SendPickUp with the existing
IsLiveCreatureTarget predicate and show a toast instead. Same defensive
pattern as the 'Not in world' / 'Nothing selected' guards already
present in SendUse / SendPickUp / OnInputAction.
2026-05-14 17:04:20 +02:00
Erik
20ecb23396 Revert "feat(B.5): pickup feedback chat line + toast ("You pick up the X.")"
This reverts commit 87ba5c9a98.
2026-05-14 17:02:29 +02:00
Erik
87ba5c9a98 feat(B.5): pickup feedback chat line + toast ("You pick up the X.")
After B.5 shipped, the actual pickup was invisible feedback-wise: the
item left the ground, ACE despawned it via PickupEvent (0xF74A), and
the ItemRepository got updated — but the player had no visual
acknowledgement that anything happened. The M1 demo's "pick up an
item" target visually felt like the item just vanished into the void.

Add a new EntityPickedUp event to WorldSession that fires from the
PickupEvent (0xF74A) dispatch branch BEFORE EntityDeleted, so the
subscriber can still read the entity's display name from
_entitiesByServerGuid before the despawn handler clears it.

GameWindow subscribes during the live-session wiring block and emits
a retail-style system chat line plus a debug toast on every successful
pickup, mirroring retail behavior (retail synthesized this line
client-side; ACE doesn't echo it).

Closes the M1 demo "pick up" target's visible-payoff gap.
2026-05-14 16:54:17 +02:00
Erik
54d9bb9d8d feat(B.5): SendPickUp helper + F-key SelectionPickUp wiring 2026-05-14 15:07:00 +02:00
Erik
454d88ed8e fix(B.4c): correct NonCombat stance value (0x3D, not 0x01) + read spawn.MotionState
Visual test revealed doors rendered halfway in the ground because the
spawn-time SetCycle seed never fired:

- Spec specified NonCombat stance = 0x01, but ACE's MotionStance.NonCombat
  is 0x3D (61). The cycle key is `0x80000000 | stance`, so the correct
  initial style is 0x8000003D, not 0x80000001.
- HasCycle(0x80000001, ...) always returned false -> SetCycle was skipped
  -> sequencer left with no current motion -> Advance(dt) returned empty
  frames -> per-frame MeshRefs rebuild at line 7691 set every part to
  (origin, identity) -> door parts collapsed to the entity origin (which
  sits at the door's pivot, halfway underground for inn doors).

Fix:
1. Rename inline `NonCombatStance` -> `NonCombatStyle` and use the correct
   0x8000003D value.
2. Defensively prefer spawn.MotionState?.Stance when present (the wire
   may carry an explicit non-NonCombat stance for unusual doors), falling
   back to NonCombat. Mirrors OnLiveMotionUpdated's existing pattern at
   line 3148: `uint fullStyle = stance != 0 ? (0x80000000u | (uint)stance) : ae.Sequencer.CurrentStyle`.
3. Extend [door-anim] registered diagnostic to include initialStyle so
   future visual tests can verify the stance value at a glance.

Verified by reading the prior visual test's log: ACE broadcasts UMs
with stance=0x003D and the runtime sequencer keyed cycles by
style=0x8000003D. Same value now used at spawn.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:19:36 +02:00
Erik
8a9b15e6a9 refactor(B.4c): share IsDoorName predicate + durable comment + use UM locals
Code-quality review of the [door-cycle] diagnostic flagged three items:
- Important: open-coded doorInfo.Name == "Door" duplicated IsDoorSpawn's
  predicate. Introduces IsDoorName(string?) as the shared core both
  IsDoorSpawn and the diagnostic call.
- Minor: the diagnostic's comment said "Phase B.4c" which rots after
  archival; rewrite to use the durable [door-cycle] grep target instead.
- Minor: the diagnostic re-read update.MotionState.Stance / ForwardCommand
  instead of the stance/command locals every other diagnostic in the
  method uses. Switched to the locals for pattern consistency.

No behavior change. Build green; tests 1046/8 baseline unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:10:23 +02:00
Erik
b89f0044e3 feat(B.4c): [door-cycle] diagnostic in OnLiveMotionUpdated
Logs one line per UpdateMotion arriving for an entity named "Door"
when ACDREAM_PROBE_BUILDING=1. Greppable trail for the B.4c visual
test: confirms the dispatcher hit the sequencer for door open / close.

Durable subsystem-named tag per the Opus reviewer's B.4b feedback
([B.4c] would rot after phase archival; [door-cycle] survives).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 07:05:05 +02:00
Erik
9053860f1b feat(B.4c): door spawn-time AnimationSequencer with state-seeded initial cycle
Adds IsDoorSpawn helper and a sibling branch to the live-spawn
handler's animation registration gate. Detects entities where
spawn.Name == "Door" and registers them in _animatedEntities with an
AnimationSequencer seeded from the spawn PhysicsState's ETHEREAL bit
(Off cycle if closed, On if already open).

Mirrors ACE Door.cs:43 (CurrentMotionState = motionClosed) so the
sequencer always has frames for the per-frame tick to advance from
the first render. Without the seed, Advance(dt) returns no frames and
the MeshRefs rebuild at line 7691 collapses the door to origin.

No changes to OnLiveMotionUpdated, AnimationSequencer, EntitySpawnAdapter,
or the per-frame tick. The tick's sequencer branch at line 7497 reads
ae.Sequencer.Advance(dt) and never touches ae.Animation in this path
(only the legacy slerp else branch at line 7644+ does).

[door-anim] registered diagnostic gated on ACDREAM_PROBE_BUILDING.

One spec deviation: Animation = null! (null-forgiving) instead of
Animation = null — AnimatedEntity.Animation is a required non-nullable
field; null! is the same pattern used at line 7857 for sequencer-driven
AnimatedEntity registrations in the same file.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-14 06:55:42 +02:00
Erik
08be296dcd fix(phys L.2g slice 1c): translate ServerGuid -> entity.Id for ShadowObjectRegistry
B.4b visual test revealed the L.2g pipeline was a phantom:
- Server SetState arrives with parsed.Guid = ServerGuid (0x7A9B4015)
- ShadowObjectRegistry keys by local entity.Id (0x000F4245)
- UpdatePhysicsState(0x7A9B4015, ...) misses the lookup -> no-op
- Cached state stays 0x00010008 forever
- CollisionExemption.ShouldSkip sees the unchanged state
- Door keeps blocking the player

Translate in OnLiveStateUpdated by looking up the WorldEntity via
_entitiesByServerGuid and using entity.Id as the registry key.

Also extends the [setstate] diagnostic to include entityId=0x... so
the next visual-test grep can confirm the translation lands.

This was the actual blocker the user reported as "I cant go through
it" -- ACE was flipping ETHEREAL, our pipeline acknowledged it in the
diagnostic, but the cached state for the resolver-side check never
moved. Both L.2g slice 1's unit tests and slice 1b's collision
exemption widening were correct in isolation; the integration between
them was broken by the ID-space mismatch.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 18:48:01 +02:00
Erik
58b95bc0c5 fix(B.4b): let DoubleClick activation pass the OnInputAction gate
GameWindow.OnInputAction had an early-return gate dropping every
non-Press activation. With the new InputDispatcher firing
SelectDblLeft as ActivationType.DoubleClick, the case in the switch
was unreachable -- visual test confirmed [input] SelectDblLeft
DoubleClick fired but [B.4b] pick never followed.

Fix: also let DoubleClick through the gate. The existing case label
matches on action (not activation), so SelectDblLeft fires
PickAndStoreSelection(useImmediately: true) as designed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 18:15:26 +02:00
Erik
89d82e1b76 feat(B.4b): GameWindow wires Select/Use handlers via WorldPicker
Closes #57. Adds three OnInputAction switch cases (SelectLeft,
SelectDblLeft, UseSelected) and three private helpers
(PickAndStoreSelection, UseCurrentSelection, SendUse). Single-click
selects but does not Use; double-click selects + Uses; R hotkey
sends Use on the existing _selectedGuid. ImGui mouse-capture
filtering already happens in InputDispatcher — no new guard needed.

Diagnostic lines emitted for log grep:
  [B.4b] pick guid=0x{guid:X8} name={label}
  [B.4b] use  guid=0x{guid:X8} seq={seq}

Also adds a one-line doc comment on _selectedGuid clarifying its
dual-purpose role (combat Q-cycle + interaction click), per the Task 3
review.

Build green; tests 1046/1054 (8 pre-existing-baseline fails
unchanged). Switch-case behavior verified at runtime via the Holtburg
inn doorway visual test (per spec §Testing → Runtime verification).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:59:08 +02:00
Erik
7b4aff21b6 refactor(B.4b): unify _selectedTargetGuid -> _selectedGuid
Retail's selection model is a single "current target" used by combat,
interaction, NPC dialog, and HUD alike - not two parallel selections.
Renames the existing combat-only field on GameWindow so the upcoming
B.4b click handler and the existing Q-cycle SelectClosestCombatTarget
share the same selection state.

Mechanical rename, no behavior change. Build + tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-13 17:55:24 +02:00
Erik
108e3868a5 feat(phys L.2g slice 1): GameWindow routes SetState + extends [entity-source] log
Two changes folded into one commit:

1. GameWindow subscribes to WorldSession.StateUpdated and routes the
   parsed (guid, newState) pair into
   ShadowObjectRegistry.UpdatePhysicsState. End-to-end wiring complete:
   server SetState (0xF74B) -> WorldSession dispatcher -> StateUpdated
   event -> GameWindow handler -> registry mutation -> next resolver
   tick sees the new ETHEREAL bit and CollisionExemption short-circuits
   the door cylinder. After this commit the M1 'open the inn door'
   scenario is unblocked at the code-path level; visual verification
   follows in Task 7 (user-driven).

   The handler also emits a [setstate] diagnostic line when
   ACDREAM_PROBE_BUILDING is enabled, giving a greppable trail when
   the visual test runs.

2. Slice 0.5 freebie folded in: the [entity-source] probe lines now
   include state=0x... flags=... so ETHEREAL flips are greppable
   end-to-end from spawn through state change. Resolves the 'slice
   1.6' suggestion from the L.2d ship handoff
   (docs/research/2026-05-13-l2d-slice1-shipped-handoff.md).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 22:35:57 +02:00
Erik
66dc23e087 feat(phys L.2d slice 1): BSP-hit diagnostic probe + plan-of-record correction
Adds ACDREAM_PROBE_BUILDING — a read-only per-shadow-entry probe that
captures full BSP collision evidence whenever TransitionTypes.FindObjCollisions
attributes a hit (via the existing L.2a slice 3 chain). One multi-line
[resolve-bldg] entry per attributed hit: partIdx, hasPhys, bspR vs
vAabbR, world-space entOrigin_lb, and the actual hit polygon's vertices
in both object-local and world space.

Paired with a one-time [entity-source] line at every ShadowObjects.Register
call site in GameWindow so entityId from a probe line is greppable to its
WorldEntity source within a single log file.

Plumbing: BSPQuery writes the resolved hit polygon to a new
PhysicsDiagnostics.LastBspHitPoly side-channel at the 5 SetCollisionNormal
sites in Paths 5/6 + CollideWithPt. TransitionTypes clears that field
before each shadow-entry dispatch and reads it back at the L.2a slice 3
attribution site to emit the probe line.

Spec component 4 originally described an out ResolvedPolygon? parameter
on BSPQuery.FindCollisions; the static side-channel achieves the same
observable behavior without plumbing through BSPQuery's recursive private
methods. Deviation noted in PhysicsDiagnostics.LastBspHitPoly's XML doc.

Reframes the plan-of-record's L.2d sub-direction paragraph: the 2026-05-12
handoff proposed porting CBuildingObj + per-cell walkability, but ACE
BuildingObj.cs:39-52 + named-retail acclient_2013_pseudo_c.txt:701260
show find_building_collisions is one BSP test on Parts[0]. Per-cell
walkability belongs to L.2e, not L.2d. L.2d slice 1 is the diagnostic;
slice 2 is the actual fix scoped from slice 1's evidence (one of three
hypotheses: wrong BSP loaded / over-registered parts / BSPQuery flaw).

Tests: 2 synthetic unit tests in PhysicsDiagnosticsTests.cs pin the
static API contract that the BSPQuery → side-channel → TransitionTypes
emission chain depends on. The multi-line line format itself is verified
by acceptance criterion 2 (live Holtburg-doorway capture) — covering it
here would require a heavy PhysicsEngine + Transition fixture for a
diagnostic-only emission.

Verified: dotnet build green; the 2 new tests pass; the 8 pre-existing
test failures listed in the L.2a handoff (MotionInterpreter GetMaxSpeed_*,
PositionManager.ComputeOffset_BothActive_Combined,
PlayerMovementController.Update_ForwardInput_*, Dispatcher.W_held_*,
BSPStepUpTests.{D4,C3}) remain failing — none introduced by this slice.

Spec: docs/superpowers/specs/2026-05-13-l2d-cbuildingobj-collision-design.md
Conformance anchors:
- acclient_2013_pseudo_c.txt:701260 (CBuildingObj::find_building_collisions)
- acclient_2013_pseudo_c.txt:323725 (BSPTREE::find_collisions)
- ACE references/ACE/Source/ACE.Server/Physics/Common/BuildingObj.cs:39-52

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 19:14:34 +02:00
Erik
5ca5827abe feat(vfx #C.1.5b): activator handles dat-hydrated entities + per-part transforms
Resolver returns ScriptActivationInfo(ScriptId, PartTransforms) — one
dat lookup per spawn yields both pieces of info. The C.1.5a ServerGuid==0
guard is relaxed: activator now keys by ServerGuid when nonzero, else
entity.Id, so dat-hydrated entities (EnvCell statics, exterior stabs)
flow through the same code path as server-spawned ones. PartTransforms
pushed into ParticleHookSink before scheduling Play, closing the
activator side of #56.

GameWindow resolver lambda upgraded: now constructs ScriptActivationInfo
from setup.DefaultScript.DataId + SetupPartTransforms.Compute(setup),
swallowing dat-lookup throws the same way C.1.5a did.

Tests: 4 existing tests updated for new ScriptActivationInfo signature;
3 new tests cover entity.Id keying for dat-hydrated entities, end-to-end
part-transform pipeline (resolver → sink → particle world position), and
OnRemove with an arbitrary caller-picked key. 77 Vfx+Meshing+Activator
tests green.

GpuWorldState fire-site wiring (Task 4) lands next.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-12 00:02:16 +02:00
Erik
849690c814 refactor(vfx #C.1.5a): reuse SequencerFactory's capturedDats in resolver
Code-review follow-up to 65d833d:

ResolveDefaultScript was closing over its own var capturedDatsForActivator
= _dats, but the sibling SequencerFactory in the same block already
declared var capturedDats = _dats. The two locals pointed at the same
reference and served the same purpose; the alias added no value and
muddied the closure pattern.

Reuse capturedDats. No behavior change.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 14:35:02 +02:00
Erik
65d833de1e feat(vfx #C.1.5a): construct EntityScriptActivator in GameWindow
Wires the activator into the production lifecycle:
- Construct alongside _wbEntitySpawnAdapter using _scriptRunner +
  _particleSink (both built earlier in OnLoad).
- Production resolver lambda hits _dats.Get<Setup>(...) wrapped in
  try/catch returning 0 on miss/throw — matches ParticleRenderer's
  defensive read pattern.
- Pass into GpuWorldState's new optional ctor parameter.

Closes the wiring half of C.1.5a. Visual verification at the Holtburg
Town network portal is the acceptance gate.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 14:30:53 +02:00
Erik
13abf96a5e docs(perf): Phase N.6 slice 1 — radius=12 baseline + surface dump path
Capture authoritative CPU+GPU dispatch numbers at Holtburg with the
gpu_us diagnostic now working (commit 25cb147). Three radii (4/8/12)
x two motion modes (standstill/walking) + a surface-format histogram
from ACDREAM_DUMP_SURFACES=1.

Adds env-gated one-shot dump path (TextureCache.TickSurfaceHistogramDumpIfEnabled,
called from GameWindow.OnRender) that fires once after both (a) frame
600 of the session AND (b) the upload-metadata dict reaches 100 entries
-- the cache-size gate prevents the dump from firing during pre-world
GUI ticks where OnRender spins at high rates but no scenery has streamed.
Output writes to %LOCALAPPDATA%\acdream\n6-surfaces.txt with a try/catch
around the I/O so disk-full / permission errors don't crash mid-measurement.

Baseline document at docs/plans/2026-05-11-phase-n6-perf-baseline.md
documents:
- CPU dominates GPU by 30-50x at every radius (strongly CPU-bound)
- GPU wildly under-utilized (max gpu_us p95 ~600us vs 16,600us frame budget)
- CPU scales superlinearly with N1 (Tier 1 cache wins on inner loop but
  not outer LB walk)
- Surface atlas opportunity high (59% of textures in top-3 triples) but
  win is memory-only since GPU isn't bottlenecked

Recommendation: C.1.5 (PES emitter wiring) next, then a reduced-scope
N.6 slice 2 (drop atlas + persistent-mapped buffers -- not justified by
the GPU under-utilization observed).

Roadmap entry amended to split N.6 into slice 1 (shipped) and slice 2
(planned, reduced scope, deferred until after C.1.5).

Spec: docs/superpowers/specs/2026-05-11-phase-n6-slice1-design.md.
Plan: docs/superpowers/plans/2026-05-11-phase-n6-slice1.md (Task 4).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-11 12:34:10 +02:00
Erik
489174f21c feat(render #53): wire EntityClassificationCache.InvalidateLandblock at LB demote/unload
GpuWorldState.RemoveEntitiesFromLandblock now invokes an optional
Action<uint> callback before zeroing the entity list. GameWindow wires
this to EntityClassificationCache.InvalidateLandblock so cache entries
get swept on LB demote (Near to Far) and unload. Per spec section 5.3 W3b.

The callback receives the canonicalized landblock id (low 16 bits forced
to 0xFFFF), matching the LandblockHint stored at Populate time. Trace:
GpuWorldState._loaded keys are canonical (set by AppendLiveEntity),
LandblockEntries yields kvp.Key as LandblockId, WalkEntitiesInto
propagates entry.LandblockId into _walkScratch, the dispatcher's
populateLandblockId reads that tuple and stores it as LandblockHint.

Phase 3 (invalidation hooks) complete. The cache now stays correct across
all spec-identified mutation events: despawn, ObjDescEvent (despawn+
respawn), LB demote, LB unload.

Two integration tests added:
- RemoveEntitiesFromLandblock_FiresUnloadCallbackWithCanonicalId asserts
  the callback fires once with the canonical id even when called with a
  cell-resolved input (low 16 bits non-FFFF).
- RemoveEntitiesFromLandblock_NotLoaded_DoesNotFireCallback asserts the
  early-return path doesn't fire the callback for unknown landblocks.

Tests: 1706 passed / 8 failed (baseline). Sentinel: 110/110.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 19:32:16 +02:00
Erik
1d1afcd562 feat(render #53): wire EntityClassificationCache.InvalidateEntity at despawn
GameWindow.RemoveLiveEntityByServerGuid now invalidates the entity's
cache entry next to the existing _animatedEntities.Remove(). Fires for
DeleteObject (0xF747) and the dedup leg of ObjDescEvent (0xF625).

Adds test #15 (despawn-respawn under reused id repopulates fresh) per
spec section 7.5 — pins the audit's ObjDescEvent-as-despawn-respawn contract.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 19:22:50 +02:00
Erik
a65a241981 feat(render #53): inject EntityClassificationCache into WbDrawDispatcher
Adds the cache as a constructor parameter on WbDrawDispatcher and a
private field on GameWindow. The cache is passed through but not yet
consumed by Draw — that wires up in Task 9 (cache miss / populate) and
Task 10 (cache hit / fast path).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 18:05:03 +02:00
Erik
bf31e59805 fix(streaming): close #54 — plumb JobKind through BuildLandblockForStreaming
Bug A's fix (commit `9217fd9`) patched at the worker output by stripping
entities from far-tier `LoadedLandblock`s after the full `LoadNear` path
ran. The worker still wasted CPU on `LandBlockInfo` reads + entity
hydration + `SceneryGenerator` math + interior-cell walks for ~544
far-tier LBs at radius=12, just to throw the work away.

This commit plumbs `LandblockStreamJobKind` through to the factory so the
worker can branch at the source:

- `LandblockStreamer.cs`: replace the `Func<uint, LoadedLandblock?>`
  factory with `Func<uint, LandblockStreamJobKind, LoadedLandblock?>` as
  the primary ctor signature. Add a back-compat overload that wraps the
  old single-arg signature (`(id, _) => loadLandblock(id)`) so existing
  test code keeps compiling without modification — the 5 ctor sites in
  `LandblockStreamerTests.cs` now resolve to the overload. `HandleJob`
  passes `load.Kind` to the factory; the post-load entity-strip is
  retained as a `Debug.Assert` + Release safety net.

- `GameWindow.cs`: `BuildLandblockForStreaming(uint, JobKind)` branches
  on `kind == LoadFar` at the top — reads only the `LandBlock` heightmap
  dat and returns a `LoadedLandblock` with `Array.Empty<WorldEntity>()`.
  Skips `LandblockLoader.Load` (which reads `LandBlockInfo`),
  `BuildSceneryEntitiesForStreaming`, and `BuildInteriorEntitiesForStreaming`
  entirely. Near-tier path is unchanged. Both call sites updated to pass
  the kind through the lambda: `(id, kind) => BuildLandblockForStreaming(id, kind)`.

Tests: 1688/1696 (8 pre-existing physics/input failures unchanged).
Streaming-targeted filter (30 tests covering LandblockStreamer +
StreamingController + StreamingRegion) all green via the back-compat
overload — no test code needed updating.

Per-LB worker cost on far-tier: was ~tens of ms (full hydration,
including LandBlockInfo + scenery generation + interior cells); now a
single `LandBlock` dat read (~sub-ms).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 16:03:16 +02:00
Erik
28d2c6018e feat(A.5 T22.5): wire QualityPreset into renderer + streaming (commit 2/2)
GameWindow.OnLoad resolves QualitySettings.From(_persistedDisplay.Quality)
+ WithEnvOverrides() immediately after LoadAndApplyPersistedSettings, stores
result in _resolvedQuality field. All six quality dimensions applied:

- NearRadius / FarRadius: replace old T16 env-var-only block; preset drives
  the radii, legacy ACDREAM_STREAM_RADIUS override still honoured.
- MsaaSamples: WindowOptions.Samples reads from startup quality resolution
  in Run() (pre-window-create read from SettingsStore). MSAA cannot change
  at runtime; ReapplyQualityPreset logs a restart-required warning if the
  new preset would change it.
- AnisotropicLevel: TerrainAtlas.SetAnisotropic() called after Build() and
  again in ReapplyQualityPreset. Temporarily removes bindless residency
  before the GL TexParameter call, re-makes resident after.
- AlphaToCoverage: WbDrawDispatcher.AlphaToCoverage property gates the
  glEnable/glDisable(SampleAlphaToCoverage) pair around the opaque pass.
- MaxCompletionsPerFrame: set on StreamingController after construction
  and after each mid-session restart.

ReapplyQualityPreset(QualityPreset) method handles mid-session changes
(Settings panel Quality dropdown Save): rebuilds streamer + controller for
radius changes, toggles A2C and aniso immediately, logs MSAA restart caveat.
onSaveDisplay callback updated to call ReapplyQualityPreset when Quality
field changes.

TerrainModernRenderer.Atlas property added to expose the atlas for
mid-session aniso updates.

991 tests passing, 8 pre-existing failures unchanged.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:43:06 +02:00
Erik
c473feedb3 feat(A.5 T23): BUDGET_OVER flag in [WB-DIAG] / [TERRAIN-DIAG]
Per Phase A.5 spec §2 acceptance criterion 6: entity dispatcher median
≤ 2.0ms; terrain dispatcher median ≤ 1.0ms at standstill. When the
median exceeds the budget, prefix the DIAG line with " BUDGET_OVER" so
the regression is grep-friendly during perf testing.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:28:45 +02:00
Erik
3b684db0f1 feat(A.5 T22): fog wired from N₁/N₂ + ACDREAM_FOG_*_MULT env vars
Per Phase A.5 spec §4.8: fog ramp is tuned to mask the N₁ scenery
boundary. FogStart = N₁ × 192m × 0.7 ≈ 538m at default radii (4/12).
FogEnd = N₂ × 192m × 0.95 ≈ 2188m. Multipliers exposed as env vars for
fast iteration during visual gate.

Override is injected into the UBO after SceneLightingUbo.Build() so fog
color, lightning flash and mode still come from the sky keyframe. Adds
ParseEnvFloat helper (InvariantCulture) for float env-var parsing.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-10 08:27:55 +02:00