Commit graph

213 commits

Author SHA1 Message Date
Erik
9512404e25 docs(architecture): close GameWindow slice 6 2026-07-22 03:54:11 +02:00
Erik
a36a7015c4 docs(architecture): plan GameWindow update-frame extraction 2026-07-22 00:06:55 +02:00
Erik
d4ecac1da3 docs(architecture): close GameWindow slice 5 2026-07-21 23:45:45 +02:00
Erik
db3ca59fd0 docs(architecture): record landblock cutover
Mark Slice 5G complete, record the 44 percent GameWindow reduction and origin-lifetime barrier, and advance the active ledger to deterministic and connected closeout.
2026-07-21 22:50:38 +02:00
Erik
801d8a189c docs(architecture): record pipeline-owned retirement
Close Slice 5F in the execution ledger, update the milestone and roadmap measurements, and advance the active checkpoint to direct cutover and dead-facade cleanup.

Co-authored-by: Codex <codex@openai.com>
2026-07-21 22:09:16 +02:00
Erik
2b10e91e07 docs(plan): complete GameWindow slice 4 2026-07-21 19:29:04 +02:00
Erik
ed9dc36643 docs(architecture): close live-session ownership slice 2026-07-21 12:44:48 +02:00
Erik
9a150e2421 docs(architecture): close live animation slice
Record the shipped presentation owner, exact frame-handoff lifetime, retail short-frame behavior, current GameWindow metrics, and Slice 3 as the next structural boundary.
2026-07-21 10:03:20 +02:00
Erik
9ad8113c79 docs(architecture): close selection extraction slice
Record the measured GameWindow reduction, final review and test gates, durable selection/inventory ownership rules, and live animation presentation as Slice 2.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-21 09:04:31 +02:00
Erik
cf50ee3d50 docs(architecture): reconcile GameWindow extraction program
Close the completed M3 and portal observer gates, make the behavior-preserving GameWindow ownership campaign the explicit M4 prerequisite, and replace the stale extraction sketch with an implementation-audited sequence.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-21 06:44:29 +02:00
Erik
e02acb870c docs(runtime): close deterministic world lifecycle gate
Record the passing capped and uncapped connected evidence, coordinator ownership, graceful reconnect contract, current test baseline, and the remaining human-only visual gates. Keep AGENTS.md synchronized with CLAUDE.md and distill the durable reveal-lifecycle lesson into project memory.
2026-07-21 00:00:31 +02:00
Erik
b60cb67009 fix(streaming): block login on complete world reveal
Make initial login and portal arrival consume one WorldRevealReadinessBarrier that joins near-tier mesh publication, destination composite uploads, and collision residency before normal world geometry becomes visible. This ports retail SmartBox's blocking-cell completion edge into the asynchronous client instead of exposing a ground-only login.

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

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

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 13:00:41 +02:00
Erik
a755b764bf test(runtime): add unattended connected R6 soak
Drive turn, movement, jump, and combat through the production InputDispatcher so connected Release testing works without an interactive Windows desktop. Track held automation actions through normal completion and every shutdown path.

Add a seven-destination ACE route with post-liveness memory, allocation, update, fatal-log, outbound-movement, and graceful-close gates. Record dynamic ACE population changes as context instead of a false lifetime oracle, and document the accepted rebaseline.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 12:12:08 +02:00
Erik
f961d70023 feat(physics): port retail complete object frame pipeline
Restore the named-retail object update order across local, remote, static, projectile, animation, shadow, teleport, and effect lifetimes. Separate authoritative root commits from spatial rebucketing, preserve per-owner hook/FIFO ordering, and remove update-path allocations with exact lifecycle and residency gates.

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

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 09:10:31 +02:00
Erik
c5ab99081c fix(motion): restore retail object manager order
Process animation completion at the retail process_hooks boundary, then run targeting, movement, PartArray completion, and PositionManager in the named UpdateObjectInternal order for local, remote, hidden, and position-less animated objects. Retire TS-42 with deterministic conformance coverage.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-19 21:40:14 +02:00
Erik
0f996db747 docs(roadmap): record Linux headless bot direction
Capture the deferred configurable-LOD, Linux graphical host, true headless runtime, and multi-session automation direction without changing the active M3 sequence. Reconcile the previous blanket cross-platform exclusion while keeping native macOS graphics uncommitted.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-19 21:14:11 +02:00
Erik
b95bb3e21c fix(diagnostics): keep UI scripts on game-loop time
Preserve sub-millisecond frame deltas with a command-local compensated clock so uncapped diagnostic routes do not outrun materialization and settling. Keep sleep boundaries inclusive, wait timeouts strict, and handle long-duration and invalid-delta cases deterministically.

Record the aligned seven-destination connected route with a full turn at every stop. Release build succeeds and all 6,308 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-19 16:38:49 +02:00
Erik
3718e341be fix #225: stabilize render pacing and frame CPU
Replace scheduler-quantized software sleeps with a reusable Windows high-resolution deadline timer, expose pacing in the frame profiler, and make shutdown wake every persistent mesh worker without losing the shared signal.

Preserve retail alpha order while using a stable radix, skip duplicate deferred-alpha SSBO packing, pack light sets, cache static selection descriptors, and retire historical material groups at the whole-frame boundary. The fixed dense-Caul sample improved from roughly 9-12 ms CPU to 5.3-6.2 ms without reducing visual quality.

Release build succeeds with zero warnings and all 6,300 tests pass with five intentional skips. Three independent retail, architecture, and adversarial reviews are clean; the post-review connected route remains pending because local ACE is offline.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-19 06:29:30 +02:00
Erik
749e8ceeb1 fix(rendering): bound portal resource lifetime
Separate logical ownership, render publication, and GPU retirement across live entities, landblocks, particles, textures, mesh arenas, portal/UI teardown, and per-frame scratch storage. Add bounded DAT/texture caches, upload budgets, three-frame fence retirement, exact-incarnation appearance reconciliation, frame pacing, and extensive lifetime conformance coverage.\n\nThe seven-destination connected route now cuts peak working/private memory roughly in half, returns Caul to 125-153 FPS locally, and produces no WER or AMD reset.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 21:35:16 +02:00
Erik
3971997689 fix(streaming): retire stale portal-region entities
Port retail's 25-second leave-visibility lifetime over canonical live records, retaining spatially resident and owned entities while using the conservative ACE visibility envelope for nonresident records. Route expiry through the normal generation-safe F747 teardown so animations, effects, physics, and render owners unwind symmetrically.

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

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

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-18 10:02:15 +02:00
Erik
ec1bb19609 feat(selection): port retail offscreen target indicator 2026-07-18 07:41:12 +02:00
Erik
ea4f52ec51 fix(selection): port SmartBox click lighting pulse
Port the retail high/low material-lighting cadence for successful world clicks, keep it instance-scoped in the modern renderer, and restore authored lighting after 0.8 seconds. Correct the selection oracle and pin timing plus per-frame buffer lifecycle with tests.

Co-authored-by: Codex <codex@openai.com>
2026-07-17 23:00:04 +02:00
Erik
146a963aeb feat(selection): port retail polygon picking and vivid marker
Replace the projected Setup-sphere rectangle and independent physics-wall ray with retail's render-coupled picker: only visible server-object parts participate, each exact drawing sphere broad-phases the camera-eye ray, and first-in-DAT-order visual polygon hits globally outrank sphere fallbacks.

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

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

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 21:32:51 +02:00
Erik
d51a0fc825 fix(items): complete retail corpse looting feedback
Route corpse Use through the shared ItemHolder policy so Stuck corpses open instead of being sent as pickup requests. Restore the framed, horizontally resizable external-container strip and use a compact initial width. Port retail's target-list pending item projection so loot is marked in the chosen inventory slot without changing canonical ownership before the server confirms.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 16:53:49 +02:00
Erik
20ce67b625 feat(items): port retail external-container looting
Add the ClientUISystem ground-object lifecycle, authoritative root and nested ViewContents projections, replacement and close semantics, and the DAT-authored gmExternalContainerUI strip for chests and corpses.

Route double-click loot and full or partial drag transfers through the shared retail item policy without optimistic external ownership. Remove the incorrect NoLongerViewingContents behavior from owned side packs and retire AP-106/#196.

Release build succeeds and all 5,875 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 16:18:10 +02:00
Erik
48a118db91 config(vfx): default to extended particle range
Honor the requested non-dev-UI behavior by making the 2x DAT-authored particle cutoff the application default while keeping Retail as the exact opt-down setting. Update migration tests and the divergence/roadmap documentation accordingly.

Release build succeeds and all 5,857 tests pass with five intentional skips.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 15:32:57 +02:00
Erik
f1ba147ac5 perf(vfx): port retail particle visibility degradation
Resolve DAT-authored particle ranges from the hardware GfxObj, apply retail distance and completed-cell visibility gates, and preserve the exact finite/infinite off-view update semantics. This removes dense-world simulation work without shortening terrain, entity, fog, or streaming distance.

Publish doorway-clipped outdoor cells through a focused frame controller, retain effect cell identity for outdoor statics, reject hidden emitters before particle-slot scans, and offer an explicit opt-in Extended particle range.

Release build succeeds and all 5,857 tests pass with five intentional skips. Retail-conformance, architecture, and adversarial review cycles are clean; connected Aerlinthe visual/performance gate pending.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 15:27:36 +02:00
Erik
d1d603105f fix(ui): complete retail indicator detail panels
Port the authored effect row template, remaining-time and selection details, synchronize the full gmPanelUI child geometry, and route the burden indicator to Character Information panel 3.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 11:36:43 +02:00
Erik
a96767ba6d feat(ui): share indicator detail panels
Port the authored Link Status, Vitae, and Mini Game detail roots and register every indicator page with retail's one-active gmPanelUI owner. Helpful/Harmful and the new pages now replace Inventory, Character, or Magic at one canonical window position while preserving the DAT restore-previous flag.

Correct the retail ping wire to its payload-free request/response, publish measured RTT, and port Vitae recovery XP from the live modifier and player properties. Keep transport packet-loss averaging and mini-game gameplay explicitly tracked under AP-110.

Release build and all 5,814 tests pass with five intentional skips. Connected visual gate pending.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 10:27:41 +02:00
Erik
52c529be86 feat(ui): port retail gameplay indicator bar
Promote all seven LayoutDesc 0x21000071 controls to retained buttons, drive link quality, effects, Vitae, and burden from live state, and route Character Information plus end-session confirmation through the shared UI owners. Keep network timing in WorldSession and pin retail thresholds, flash cadence, authored states, and action routing with focused conformance tests.

Release build and all 5,807 tests pass with five intentional skips. Connected visual gate pending.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-17 10:02:44 +02:00
Erik
e95f55f25b fix(portal): synchronize destination presentation state 2026-07-16 21:17:13 +02:00
Erik
4b1bceefbb fix(world): preserve portal materialization effects
Route accepted Hidden and UnHide transitions through retail's internal typed-script path so their DAT scripts queue while the owner is cell-less and resume at the destination. Consume ACE's successful teleport control statuses silently, matching retail HandleFailureEvent.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-16 08:14:48 +02:00
Erik
bfb4b26dff fix(world): retire motion links at hidden transitions
Port CPhysicsObj::set_hidden's PartArray HandleEnterWorld boundary on both Hidden and UnHide. This strips linked recall/casting animations and aborts their pending completions before cell visibility changes, preventing spell-recall tails after portal travel without arrival resets or action classifiers.\n\nCo-authored-by: OpenAI Codex <codex@openai.com>
2026-07-16 07:39:34 +02:00
Erik
75acae02d6 fix(world): complete recall before teleport hide
Match retail's update ordering so object animation, particles, and scripts advance before inbound teleport state is applied. Separate input-originated movement from post-network autonomous position output, and reconcile presentation without a second physics tick so recall cannot resume after arrival.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-16 06:37:29 +02:00
Erik
dded9e6b17 fix(world): remove non-retail portal exit fade 2026-07-15 23:20:52 +02:00
Erik
842bd89c16 fix(world): match retail portal passage and exit warp 2026-07-15 22:14:21 +02:00
Erik
eab23cbdd1 feat(world): port retail portal-space viewport
Replace the opaque teleport cover with the DAT-authored CreatureMode tunnel, exact retail camera/light/animation timing and easing, and animation-hook audio routing. Compose portal and fade passes below retained UI so gameplay windows and input remain active through F751 travel.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-15 21:59:23 +02:00
Erik
0eab7497c1 fix(spells): load complete retail DAT catalog
Replace the incomplete 3,956-row production CSV with one immutable projection of all 6,266 records in portal.dat. Preserve retail formula targeting, shared Spellbook/MagicRuntime metadata ownership, and fail startup when the required SpellTable is absent.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-15 21:17:13 +02:00
Erik
09612f9981 fix(ui): resolve retail spell slot background
Keep shared shortcut digit overlays separate from the per-ItemList background. Resolve the magic favorite list through its cross-layout inherited cell prototype and use the pinned brown/gold ItemSlot_Empty surface instead of the blue toolbar slot.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-15 19:23:46 +02:00
Erik
e3605672bb fix(ui): restore retail magic shortcut bar
Port the retail horizontal ItemList empty-slot padding and share UIItem shortcut-number graphics with the status toolbar. Preserve all authored face children on compound DAT buttons so the three-piece Cast control reflows and renders as one complete button.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-15 19:11:07 +02:00
Erik
a1175e6aac feat(ui): port retail component book rows
Instantiate gmSpellComponentUI category and component entries from LayoutDesc 0x21000033 instead of synthesizing catalog rows. Preserve localized category titles, authored textures and geometry, live icon/count/desired bindings, selected-object synchronization, and retail's inclusive 0..5000 desired-level contract.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-15 17:38:24 +02:00
Erik
ac2ca8f965 feat(ui): port retail spellbook interactions
Resolve the authored spell shortcut row prototype so the spellbook presents the retail icon, name, separator, selected overlay, and scrollbar geometry. Port exact school and level filters, stable display ordering, selection exposure, and learned-spell drags into the open favorite bar.

Route deletion through the shared retail confirmation dialog and send CM_Magic::Event_RemoveSpell only after an affirmative answer, leaving the inbound server notice authoritative for list state.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 16:26:30 +02:00
Erik
ad30c37a48 fix(ui): restore retail spell tabs and spellbook
Bind the spellbook and component-book tabs as their authored stateful text controls, propagate Closed/Open state into the retained DAT child tree, and keep authored label colors live across state changes.

Match retail UIElement_Text zero-margin construction so the Magic favorite captions I through VIII are no longer clipped. Add a real portal.dat spellbook fixture plus controller, state-propagation, and text-layout regression coverage.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 15:54:11 +02:00
Erik
07be994d97 feat: port retail magic lifecycle and retained spell UI
Complete the retail cast-intent, target, component, enchantment, and busy-state paths; mount the DAT-authored spell bar, spellbook, component book, effects panels, and shared panel lifecycle; and add scoped input plus conformance coverage.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 10:55:22 +02:00
Erik
7b7ffcd278 fix(gameplay): reconcile wield ownership and target facing
Preserve PlayerDescription inventory/equipment ownership across authoritative manifest replacement, make weapon switching and combat/UI consumers read the same canonical object state, and carry the complete outbound player position frame across landblocks.

Route target-facing and mouse-look through the shared MovementManager and MotionInterpreter completion owner. Match retail input aggregation, toggle ordering, turn/sidestep remapping, per-axis hold keys, and synchronous movement publication without render-only heading state.

Initialize the live streaming origin from the first accepted canonical player Position, defer other projections until that origin exists, and retain logical entity identity through hydration.

Advance the project ledger from completed M2 to active M3, synchronize CLAUDE.md/AGENTS.md and durable memory, and record the next cast-lifecycle, spellbook/enchantment, and two-client portal gates.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-15 08:19:23 +02:00
Erik
8d63e5c28a test(vfx): harden live missile and effect lifetimes
Add deterministic 96-owner lifecycle and renderer-resource stress gates plus an exact twelve-cycle recall/portal ownership gate. Prove zero retained records, projectiles, spatial buckets, script queues, particle/light owners, shadows, pending effects, and mesh references after churn, GUID reuse, deletion, and session reset.

Make logical teardown incarnation-specific and reentrancy-safe with lifetime epochs, atomic resource registration, generation-aware effect/teleport cleanup, projection mutation tokens, and failure-isolated visibility fan-out. Finish canonical spatial transactions before reporting observer failures and never discard superseded cleanup failures.

Synchronize architecture, roadmap, milestones, retail research, divergence bookkeeping, and durable memory. All three independent review tracks are clean; Release build and the full 5,454-pass/5-skip suite are green.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 15:47:00 +02:00
Erik
1e98d81448 feat(vfx): port retail hidden and teleport presentation
Preserve canonical live-object ownership across Hidden transitions and remote teleport placement so effects, collision, streaming, and targeting remain synchronized.
2026-07-14 14:59:48 +02:00
Erik
a51ebc66e9 feat(physics): integrate live projectile runtime
Attach the retail projectile driver to canonical LiveEntityRecord ownership, sharing one PhysicsBody and full-cell identity with RemoteMotion regardless of creation order. Apply timestamp-gated state, vector, and position corrections in place, preserve active ordinary-body behavior when Missile clears, and keep renderer, effects, shadows, and spatial buckets synchronized across loaded/pending transitions.

Validate malformed packets before canonical timestamp mutation, validate adopted bodies from their current frame rather than stale CreateObject data, serialize late Setup resolution with streaming DAT reads, and preserve classification across clock anomalies. Retain shadow registrations through temporary leave-world residence while logical teardown remains generation-scoped.

Add 31 App lifecycle/adversarial tests plus Core shadow suspension coverage, and synchronize the retail pseudocode, architecture, milestones, roadmap, and durable physics memory.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 12:51:42 +02:00
Erik
f02b995e4f feat(physics): port retail projectile integration
Add a pure Core projectile driver for retail clock quanta, final-state acceleration, 50-unit velocity clamping, world-space angular integration, full-3D AlignPath, and oriented Setup-local sphere sweeps. Preserve exact success versus set_frame-only failure semantics, independent Contact/OnWalkable state, and full-cell identity across all landblock directions.

Port OBJECTINFO::missile_ignore with explicit weenie/creature metadata, remove the invented transition-step cap, retain PathClipped without arming PerfectClip, and keep authoritative target identity optional. Add malformed-shape/clock, thin-wall, terrain, target-exclusion, frame-spike, failure-state, and boundary conformance coverage.

Retire TS-2 and synchronize the architecture, milestones, roadmap, research oracle, and durable physics memory.

Co-Authored-By: Codex <noreply@openai.com>
2026-07-14 11:43:11 +02:00