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692 commits

Author SHA1 Message Date
Erik
16ed6e7c5c fix(render): keep authored surface translucency on composite textures
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The user reported wielded items subtly hiding particle effects, as if a
translucent texture were missing. Root cause verified in source: the
DAT authors a per-surface Translucency float, and the shared-atlas
extraction honors it by baking (1 - Translucency) into the texture
alpha (MeshExtractor). But a surface with an appearance override -
ObjDesc subpalettes or texture changes, which wielded loot typically
carries - routes through the per-instance composite paths instead
(WbDrawDispatcher.ResolveTexture -> TextureCache
GetOrUploadWithPaletteOverrideBindless /
GetOrUploadWithOrigTextureOverrideBindless -> DecodeFromDats), and the
textured decode there never saw the authored value: only the
Base1Solid branch passed it (SurfaceDecoder.DecodeSolidColor);
DecodeRenderSurface has no translucency input at all.

Consequence: the part still classified translucent, still sorted in
the RetailAlphaQueue, still drew with depth writes off - but with
texture alpha = 1 it overwrote everything already composited behind
it. Particles behind the part vanished; particles in front survived.
The same GfxObj without overrides (atlas path) rendered correctly,
which is why the loss was so selective and subtle.

Fix: SurfaceDecoder.ApplyAuthoredTranslucency mirrors the atlas bake
(in-place alpha scale, caller-owned buffers, Magenta sentinel
guarded), and DecodeFromDats applies it behind an opt-in flag set by
exactly the two world composite paths. The sky path stays unbaked (its
shader applies the authored opacity separately - baking would
double-apply, the AP-89 compounding class) and particle sheets stay
unbaked (emitter-driven alpha, no authored-translucency consumer).
Composite cache keys already include the surface id, so the baked
alpha is cache-coherent.

This closes an unregistered divergence (no register row existed; the
fix restores parity with the shipped atlas mechanism, so none is
added). Investigation evidence: equipped children and world objects
share the same classification chain (ClassifyPackedBatches/GroupKey),
so the gap was override-driven, not attachment-driven - a dropped item
with the same ObjDesc was equally affected.

Core SurfaceDecoder tests 22/22 (3 new); App Release suite 3,968 / 3
skips. Visual gate: a wielded item with authored-translucent parts
must let its particle effects show through.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 21:40:26 +02:00
Erik
0ccbb4e52c fix(interaction): port retail's wielded-item pickup rejection (Slice 4 F1)
Slice 4 made a remote character's wielded weapon selectable, which made the
pickup chain reachable end to end for the first time: SelectionPickUp on
another player's weapon captured identity, passed ValidatePickupTarget (which
checked only the Stuck flag and the small-item mask, and a MeleeWeapon clears
both), installed a real non-autonomous approach through
PlayerInteractionMovementSink, and then sent a pickup request the server
rejects. Retail does none of that.

ItemHolder::AttemptToPlaceInContainer @ 0x00588140 runs
AttemptToPlaceInContainer_IsItemLegal @ 0x005870C0 first, at 0x00588173 --
ahead of container legality, auto-merge, the container walk, and the only
CM_Inventory::Event_PutItemInContainer emitter
(ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680). IsItemLegal's arm at
0x005872B7 rejects `!ACCWeenieObject::IsOwnedByPlayer(item) &&
item->pwd._location != 0` with one local
ECM_UI::SendNotice_DisplayStringInfo(0x1a, ...), and
CPlayerSystem::PlaceInBackpack @ 0x0055D8C0 then withdraws the waiting slot it
had published (SetWaitingState(obj, 0) + SendNotice_EndPendingInPlayer at
0x0055D918). No request, no movement. acdream had never ported that arm; it
was harmless while wielded children were unpickable and stopped being harmless
at f6db964f.

The notice is data_7e2228, "The %s is being wielded by someone else!" -- WITH
the exclamation mark. IsItemLegal's six strings occupy one contiguous literal
block, 0x007e21f0 through 0x007e234c, one per arm in reverse code order, and
the two neighbours already ported here (0x007e227c "The %s cannot be picked
up!" at 0x00587264, 0x007e22b4 "You cannot pick up creatures!" at 0x005871f4)
pin it. The punctuation-free 0x007cd350 variant belongs to the wield/wear
block and is emitted from a different function at 0x00560aef.

pwd._location is the PublicWeenieDesc CurrentWieldedLocation field
(acclient.h:37175), which acdream projects as
ClientObject.CurrentlyEquippedLocation, and ACCWeenieObject::IsOwnedByPlayer
@ 0x0058D160 is IsOwnedByObject(this, player_id) -- already ported as
ClientObjectTable.IsOwnedByObject @ 0x0058CEB0 and reached here through the
existing ItemInteractionController.IsOwnedByPlayer. The arm reads pwd._location
verbatim rather than adding a WielderId belt-and-braces test, because retail's
predicate is the thing being ported.

The player's OWN wielded item is IsOwnedByPlayer, so retail passes it and takes
a different route. ACCWeenieObject::DeterminePositionState @ 0x0058BE70 gives
it PositionState.WIELDED (acclient.h:6802) rather than IN_3D_VIEW, and
UIAttemptPutInContainer records IR_PICK_UP only for IN_3D_VIEW, treating
WIELDED and IN_CONTAINER alike as a plain IR_PUT_IN_CONTAINER transfer. So an
own-wielded item is unwielded in place: the request goes out immediately with
no approach, joining the existing current-ground-object shortcut. The shortcut
carries an ownership conjunct so it can never outrun the 0x005872B7 gate.

TryGetApproach now refuses attached children outright, for the same
IN_3D_VIEW reason. An Attached projection's bookkeeping WorldEntity.Position
carries the PARENT's composed root (EquippedChildRenderController
.ApplyParentWorldPose), not the child frame CPhysicsObj::UpdateChild @
0x00512D50 composes, so an approach built from it walked toward the wielder.
Slice 4 de-parented the marker anchor but left this one parent-derived; no
approach can anchor on a wielder now.

The pick predicates are deliberately untouched. Picking, selecting, examining,
lighting-pulse identity, and the vivid-marker anchor on a remote's wielded
weapon all behave exactly as Slice 4 shipped them -- retail's sr_Select and
sr_Examine branches of RecvNotice_SmartBoxObjectFound @ 0x004E5AD0 never
consult IsItemLegal. The gate is the transaction, not the pick.

f6db964f's message asserted the slice introduced no deviation and owed no
retail-divergence-register row. That was wrong: the unported 0x005872B7 arm
was a deviation it made reachable. This commit ports the arm in full, matches
retail on the own-wielded path, and removes the parent-derived approach
anchor, so the record is corrected here and no register row is owed.

Gates: dotnet build green; AcDream.App.Tests 3,960 passed / 3 skipped;
complete Release solution 9,792 passed / 5 skipped;
tools\run-connected-world-lifecycle-gate.ps1 -SkipBuild RESULT=PASS.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-29 19:09:38 +02:00
Erik
39c1737bda feat(core): adopt retail's SoundType catalog; retire AC2D
SoundId was not a subset of retail's table, the way its comment claimed.
It was an invention: 23 acdream-local names on acdream-local values, and
the values were wrong in the way that matters. FootstepDefault = 0x02 is
retail's Random. SwingSword = 0x10 is retail's Death2. Death = 0x60 is
retail's Explode. Anyone who reached for one of those names to compare
against a wire or dat value would have got a different sound.

Nothing referenced any of them by name -- grep for `SoundId.` across src
and tests returns nothing -- so this was a trap rather than a live defect,
the same shape the enum campaign found in DamageType. All 22 invented names
are deleted and retail's 205 replace them.

Three oracles agree exactly, on every name and every value: retail
acclient.h:4569 enum SoundType, ACE's Sound, and DatReaderWriter's Sound.
The third matters most. AudioHookSink already resolves SoundTable lookups
through DatReaderWriter.Enums.Sound, so that is the enum acdream actually
reads at runtime; our catalog now agrees with the values already flowing
through the dat path, and a conformance test pins the two so they cannot
drift apart.

On the "206 sounds" figure: retail's block holds 207 entries, being 205
sounds followed by NUM_SOUND_TYPES = 0xCD and FORCE_SoundType_32_BIT. The
first is a count and the second a width pin. Counting the former is where
206 came from. Neither is a member here, matching how the campaign treated
NUM_ATTACK_HEIGHTS and Num_HoldKeys -- a count is not a value the wire can
carry.

Behaviour is unchanged and could not be otherwise: the enum had no
consumers. IAudioEngine's three SoundId overloads are no-op stubs and the
live path takes wave ids and DatReaderWriter values.

The user's separate report that sound is "not working that good" is a
triggering, selection and attenuation question rather than a catalog one,
and is filed as its own Bucket B row in the post-Vulkan intake.

Also in this commit, by user decision: AC2D is retired as a reference. Its
clone and directory are gone and it must not be re-cloned. Everything we
took from it still stands and is written down -- the FSplitNESW terrain
split constants, the 0xF61C movement packet layout, the finding that a
client need not compute terrain Z itself -- so CLAUDE.md's reference list,
its hierarchy table, and the architecture doc's protocol row now point at
docs/research/2026-04-12-movement-deep-dive.md rather than erasing the
history. The reference count drops from six to five.

Core tests 3907 passed / 2 skipped.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 07:38:56 +02:00
Erik
f27ad9ee43 feat(core): adopt retail's full WeenieError code table
acdream carried 16 status codes, curated by hand out of the CMotionInterp
and MoveToManager decompilation passes. The other 362 were unnamed, which
made every one of them a cast site waiting to happen. This slice takes the
whole table: 372 values under 378 names.

The oracle set is finally complete. All six vendored reference repos were
empty when the 2026-07-29 enum campaign ran, which is why it deferred this
decision; they are re-cloned now, so ACE's WeenieError could be read
directly instead of leaning on the UtilityBelt catalog alone.

The two agree without a single conflict. ACE has 369 members, no internal
value collisions. The catalog has 372, shares all 369 ACE names, and
disagrees on none of their values. Its three extras -- IsNowOpenFellowship
(0x050B), IsNowClosedFellowship (0x050C), LockedFellowshipCannotRecruit
(0x0518) -- each turn up in ACE's separate WeenieErrorWithString enum with
a `_` marking the interpolated name, so the catalog is just the less-split
view of the same client enum. All three are adopted on agreement between
two oracles, not on one.

Retail cannot arbitrate any of this. acclient.h has no counterpart enum;
its charError (26) is character-creation only. Recorded, not guessed
around.

Six values keep two names. acdream's NotGrounded, CrouchInCombatStance,
SitInCombatStance, SleepInCombatStance, ChatEmoteOutsideNonCombat and
ActionDepthExceeded are each anchored to a retail decompilation site, where
ACE's names for those values are server-side coinages. Rather than pick,
both are declared, acdream's first so ToString() is untouched.

Behaviour is unchanged, and there is no way for it not to be: nothing in
the tree branches on a WeenieError member. MotionInterpreter's switch is on
a motion type and merely returns one of these; WeenieErrorText.For switches
on a raw uint; the chat translation table WeenieErrorMessages is keyed on
uint throughout, so naming a code does not make it render. The one site
that moved is RemoteTeleportHook, where the (WeenieError)0x3Cu cast becomes
the now-named WeenieError.ITeleported at the same value.

Register row AP-15 is narrowed rather than retired. Its code-catalog caveat
is superseded -- an unnamed code is no longer a way for it to bite -- but
the sentences are still ACE's doc comments rather than retail's
string_table.bin, and that part stands.

The enum moved out of MotionInterpreter.cs into its own file at the same
namespace. At 372 members it does not belong inside a physics class file.

Core tests 3903 passed / 2 skipped.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 07:33:27 +02:00
Erik
3efa266a61 feat(core): name AmmoType, CombatUse, and ItemUseable
Three more fields acdream already pulls off the wire and then carries as bare
numbers. AmmoType and MaterialType ride PublicWeenieDesc through CreateObject and
land on ClientObject as ushort/uint; ItemUseable and CombatUse arrive as
PropertyInt 16 and 51. Nothing named them, so every site that reasoned about them
did it in hex.

AmmoType (acclient.h:4221) and CombatUse (acclient.h:6523) are small and
unsurprising. ItemUseable (acclient.h:6478) is neither: it is two 16-bit halves,
low for where the used object must be and high for where its target must be, and
retail names roughly thirty specific combinations rather than expecting callers to
compose them. They are transcribed rather than composed because at least one is
not the union it looks like - SOURCE_CONTAINED_TARGET_OBJSELF_OR_CONTAINED is
0x880008, where composing ObjSelf|Contained|(Contained shifted 16) gives 0x800088.
A test asserts that specific non-equality so the shortcut cannot be reintroduced.

ItemAppraisalTextFormatter's ammunition sentence now reads through AmmoType instead
of matching 0x08/0x40/0x10/0x80/0x20/0x100 literals. The fold it performs - crystal
and chorizite variants collapsing to their base arrow/bolt/atlatl kind - was
already exactly right against retail's bit layout; this only gives it vocabulary.
No behavior change, and the appraisal tests confirm it.

Core tests 3,836 -> 3,894. Full suite 9,759 passed / 5 skipped, no failures.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 01:31:01 +02:00
Erik
8ccaf72ae7 feat(core): adopt the retail members the equipment and physics enums were missing
With the two wrong enums corrected, the remaining wire-adjacent families diff
cleanly against the retail header - same values everywhere they overlap, just
fewer members on our side. This adopts the gaps.

EquipMask gains retail's eleven INVENTORY_LOC composite slot groups (acclient.h:
3193). The 32 primitive slots were already exact and stay pinned by EquipMaskTests;
what was missing were the groups the wire and the UI actually reason in - Armor,
Jewelry, ReadySlot, Weapon, WeaponReadySlot, the wrist/finger/sigil pairs, and
All. These are transcribed as literals, not derived, for the reason the previous
commit documents at length.

That transcription immediately earned itself. A type remark on EquipMask claimed
retail's CLOTHING_LOC composite "also sets bit 31, 0x80000000, which is not a
named INVENTORY_LOC primitive". It does not. CLOTHING_LOC is 0x080001FF: the nine
wear slots plus bit 27, which is the perfectly well-named Cloak slot. No
INVENTORY_LOC member touches bit 31 at all - ALL_LOC stops at bit 30. The remark
is corrected and a test now asserts the actual decomposition.

TransientStateFlags gains WaterContact (0x8) and CheckEthereal (0x100), the two
retail bits acdream's transition never declared. Neither is produced or consumed
yet; they are named so those slots cannot be quietly reused for an acdream-local
flag and then collide.

PhysicsStateFlags gains ReservedUnused1 (0x2) and ReservedUnused2 (0x2000), which
retail declares as UNUSED1_PS/UNNUSED2_PS. Same reasoning: reserved is a fact
worth recording.

AttackHeight gains Undef = 0. The three real heights are 1-based and were already
right; retail reserves 0 and the wire sends it, so it is now named instead of
arriving as an undefined cast. The numeric values are unchanged, so this renames
nothing at runtime.

Also checked and found already correct, so left alone: ObjectInfoState (matches
ObjectInfoEnum exactly, None being DEFAULT_OI), AttackType (every primitive plus
both composites - Unarmed 0x19 and MultiStrike 0x79E0 - land on retail's
literals), RadarBlipShape, RadarBehavior, MovementType, HoldKey, ParticleType, and
PhysicsDescriptionFlag. AttackType is worth calling out because the campaign's
extraction tooling reported it as a conflict; the tool reads one line per member
and had truncated a multi-line composite. The enum was fine.

RetailEnumConformanceTests grows tables for each of the above, each citing its
acclient.h line.

Core tests 3,785 -> 3,836. Full suite 9,701 passed / 5 skipped, no failures.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 01:27:57 +02:00
Erik
f3e95a3ebd fix(core): correct DamageType's rotated bits and ItemType's shifted craft ladder
Two enums disagreed with the retail client, and both disagreements were the
quiet kind - nothing read the wrong members, so nothing was visibly broken. They
were traps armed for the first person to write a comparison against them.

DamageType had its four drain/restore bits rotated. acdream assigned
Nether/Mana/Health/Stamina to 0x80/0x100/0x200/0x400; retail's DAMAGE_TYPE
(acclient.h:3788) assigns Health/Stamina/Mana/Nether. The ACE weenie corpus
attests retail's order independently - 0x100 Stamina, 0x200 Mana, 0x400 Nether -
and so does the vendored client-side enum catalog. Tellingly, both of acdream's
live damage-type name tables, CombatChatTranslator.FormatDamageType (ported from
holtburger) and ItemAppraisalTextFormatter.TryDamageTypeName, already used
retail's order reading the raw wire uint directly. The enum was the only thing in
the tree that was wrong. Retail's BASE_DAMAGE_TYPE (0x10000000) was also missing;
CombatChatTranslator already knew about it.

ItemType had two separate problems. The craft ladder was shifted one bit:
CraftAlchemyIntermediate sat on 0x02000000, which retail leaves unused, and an
invented CraftCookingIntermediate occupied 0x04000000, which is retail's real
alchemy-intermediate bit. The weenie corpus attests 0x04000000 as
Craft_Alchemy_Intermediate 235 times and contains no cooking-intermediate at all -
there is no such item type. Separately, the composite masks were recomputed
locally from the bits above them instead of transcribed, which is exactly how the
ladder drifted in the first place. That made Weapon (retail 0x101, melee|missile)
an exact alias of WeaponOrCaster (0x8101), and left Item at 0x830F where retail's
TYPE_ITEM is 0x2DFBEF - a mask two orders of magnitude broader. The composites are
now transcribed as literals with retail's value, not derived, and the five
retail-only masks acdream never had (portal/lockable magic targets, the
enchantable and redirectable targets, and the two vendor masks) come along.

Note for the reader wondering why the campaign trusted retail over the catalog
here: on CraftFletchingBase the catalog is the one that is wrong (it says
0x02000000; retail and acdream both say 0x01000000). No single oracle was assumed
correct - retail's header decided, with the weenie corpus as the tiebreak.

Behavior: no production code reads any changed member. The only reference in the
tree is a test that wants a nonzero HookItemTypes and does not care which. So no
branch changes and no wire behavior moves - but the values did change, which is
why this is a fix commit and not a data commit. No divergence-register row: these
were unintentional errors, now retired, not deviations we chose.

RetailEnumConformanceTests pins both enums to the acclient.h tables, asserts
acdream declares nothing retail does not, and calls out the two specific traps -
that 0x02000000 stays unclaimed, and that Weapon and WeaponOrCaster are no longer
the same value.

Core tests 3,726 -> 3,785.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 01:21:10 +02:00
Erik
251dd68a92 feat(core): give AC's seven property tables names, verified against two oracles
acdream has carried property IDs as bare uints since the beginning. The wire
parsers read `u32 property` and hand it to a `Dictionary<uint, int>`, and every
call site that cared re-derived the meaning from a comment - `EncumbranceVal`
was spelled `private const uint EncumbranceValProperty = 5u` in two different
files, `UiEffects` lived as "ACE enum value 18" in a doc comment, and
`AetheriaBitfield` as "322 / 0x142". That is 864 pieces of vocabulary the
codebase was expected to remember in prose.

This adds the seven enums - PropertyInt, PropertyInt64, PropertyBool,
PropertyFloat, PropertyString, PropertyDataId, PropertyInstanceId - under
AcDream.Core.Properties.

Every member is transcribed from an oracle; none is invented. Two independent
sources were extracted and diffed against each other: the vendored client-side
enum catalog at references/acclientlib/UtilityBelt.Common/Enums/Enums.cs (which
names these tables IntId/BoolId/FloatId/...), and the 38,985-file ACE weenie
export corpus at references/weenies/, whose every stat entry carries the numeric
key beside the enum member name in its `_comment`. The corpus attests 408 of the
864 members directly. Across all seven tables the two oracles produced zero
value conflicts, and the corpus contained no key the catalog was missing - the
catalog is a strict superset of everything 38,985 weenies actually set.

Three members disagree on spelling, never on value: the catalog says
ObjectType/HookObjectType/MerchandiseObjectTypes where ACE says
ItemType/HookItemType/MerchandiseItemTypes. acdream takes ACE's spelling, which
is what the weenie corpus emits (37,329 attestations for ItemType alone) and
what acdream's own ItemType enum already calls it. The catalog's alias is
recorded on each member.

This commit is vocabulary only - no parser reads these enums yet, so no branch
changes and no wire behavior moves. The bundles stay `Dictionary<uint, ...>`
precisely because an unknown key must still round-trip untouched; the enums
describe the keys we know, they do not constrain the ones we receive.

PropertyEnumConformanceTests pins the result: the full name/value table per
family, the uint underlying type, no two members sharing a value, and a separate
408-case theory asserting each weenie-attested pairing individually. A hand edit
to any enum now fails loudly instead of quietly mis-reading the wire.

Core tests 3,297 -> 3,726.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 01:11:16 +02:00
Erik
1f25a60999 fix(diag): Campaign V slice V7 commit 2 - pin the world clock, because the route never did
THE ROUTE'S TIME PIN NEVER HELD, AND EVERY V7 NUMBER SO FAR WAS TAKEN THROUGH IT.

connected-backend-differential.route.txt opened by pressing
AcdreamCycleTimeOfDay three times, on the stated theory that the cycle walks
live -> 0.00 -> 0.25 -> 0.50 and lands on noon. The mechanism underneath is
WorldTimeService.SetDebugTime, and SyncFromServer clears it -- deliberately,
because that setter is the /time slash command and the command is meant to be a
look-at-dusk-for-a-moment affordance rather than a mode. There is even a test
pinning that behaviour: WorldTimeDebugTests.SyncFromServer_ClearsDebugOverride.
ACE sends TimeSync every few seconds. The clock was therefore un-pinned again
long before the route reached its first stop, on every run this campaign has
taken, including V6m's smoke pair.

The Dereth clock does not only move the sky. It moves the SUN, so it moves the
directional term of every lit surface in the scene.

MEASURED, rather than argued. A probe route captured each stop TWICE, 45 seconds
apart, in the same run on the same backend:

    GL,     Holtburg,      capture 1 vs capture 2:  205,772 px   22.33%
    Vulkan, Holtburg,      capture 1 vs capture 2:  218,732 px   23.73%
    GL,     Facility Hub,  capture 1 vs capture 2:  108,795 px   11.81%
    Vulkan, Facility Hub,  capture 1 vs capture 2:  130,206 px   14.13%

One backend, one stop, nothing moving, and a fifth of the frame changes while
you watch. No cross-backend number means anything against that noise floor, and
the cross-backend numbers taken during that probe run were duly absurd -- 56% at
Holtburg, where the two launches happened to be at different times of Dereth day.

THE FIX IS A PIN THAT OUTRANKS THE SERVER CLOCK AND SURVIVES SYNC.

WorldTimeService.PinnedDayFraction is a nullable day fraction that wins over both
Calendar.DayFraction(NowTicks) and SetDebugTime, and that SyncFromServer does not
touch. ACDREAM_WORLD_TIME -> RuntimeOptions.PinnedWorldDayFraction ->
WorldEnvironmentController, which writes it once: the Runtime environment owner
and its clock are session-scoped, so one write outlives every teleport and every
reveal generation. Values outside [0, 1) are REJECTED rather than clamped -- a
day fraction of 12.5 is a typo, and silently pinning the world at it would be
worse than ignoring it.

Unset is the default and every ordinary run. The calendar DATE still advances,
which is intentional: the date drives day-group selection, and ACDREAM_DAY_GROUP
already pins that. The differential gate forces the pin at 0.5 -- noon, which is
what the three presses were aiming at -- on both launches, and the route's
presses are deleted rather than left in as decoration.

This is instrument determinism on the footing of ACDREAM_DAY_GROUP and V7's
ACDREAM_SKY_PHASE_SECONDS, not a workaround: it is off by default, nothing in the
shipping client reads it, and the alternative was to keep measuring two backends
through a fifth of a frame of sunlight.

WHAT IT MOVED. The same three-stop route, same commit otherwise, before and after:

    holtburg_town           9.05%  ->  2.86%      (83,438 -> 26,330 px)
    facility_hub_interior  12.16%  ->  0.78%      (112,075 -> 7,176 px)
    aerlinthe_island       23.09%  ->  6.82%      (212,824 -> 62,892 px)

The interior stop is the headline. V6m recorded it as a route defect on the
theory that the indoor spring-arm camera settles to different distances in two
runs; that theory is now refuted. The camera was fine. The interior was lit
differently because the sun had moved, and with the sun held still the stop drops
by a factor of 15 to 0.78% -- close enough to the 0.001 threshold that its
remaining population is worth naming rather than guessing at. No route change was
needed and none was made.

WHAT REMAINS, per the difference maps, all of it now attributable by eye:
the animated portal beside the Holtburg stop; distant scenery foliage; wandering
NPCs and a chimney smoke plume, which are animation and emitter phase; the vitals
readouts, whose stamina and mana genuinely regenerate at different rates across
two logins minutes apart; and, at Aerlinthe, a dense low-magnitude speckle in a
scene whose mean luminance is 28/255 -- half of its differing pixels are exactly
delta 3, one step over a tolerance that is absolute rather than relative.

Gates. Release build green. App tests 4,134 passed / 3 skipped (one new: the
day-fraction range check); AcDream.Core.Tests WorldTimeDebugTests 6/6, including
the two new ones that assert the pin survives a sync and outranks the transient
override. GL offline pixel gate against the pre-slice tree: 2.66e-05, 15 pixels
of 563,200, inside the documented 9-31 band -- GL did not move.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 19:34:13 +02:00
Erik
3f3401257c fix(headless): complete connected movement gate 2026-07-27 10:26:44 +02:00
Erik
b6547ff38c feat(headless): hydrate isolated collision worlds 2026-07-27 09:25:58 +02:00
Erik
9569dadb57 feat(headless): share immutable gameplay content 2026-07-27 09:00:48 +02:00
Erik
38e83640d9 feat(headless): complete deterministic bot command parity 2026-07-27 08:23:36 +02:00
Erik
5b3fb17775 fix(vfx): classify hardwareless particle emitters once 2026-07-27 00:03:44 +02:00
Erik
921712f412 fix(interaction): restore retail loot placement and world-drop projection 2026-07-27 00:03:15 +02:00
Erik
4d095be286 fix(physics): traverse prepared indoor portal topology 2026-07-27 00:02:44 +02:00
Erik
902076c0a4 refactor(runtime): own world environment state 2026-07-26 16:45:04 +02:00
Erik
cdee7a4b49 refactor(runtime): close simulation ownership
Move remote-motion construction, CreateObject vector initialization, final simulation-component retirement, and the combined J5 ownership ledger into Runtime. Delete App compatibility views and moved-state reconstruction while preserving the existing graphical projection and retail update order.
2026-07-26 15:53:31 +02:00
Erik
aa3f4a60f8 refactor(runtime): own local movement and outbound cadence
Move the canonical local movement controller, body/motion managers, object clock, movement wire data, and MTS/jump/AP sender into AcDream.Runtime. Replace process skill defaults with typed Runtime character options, make graphical and direct commands borrow one autorun owner, retain the construction-time PartArray seam, and include movement in terminal ownership convergence.

Preserve the accepted pre-inbound movement/jump and post-inbound autonomous-position order while moving the exact packet/cadence fixtures into Runtime tests. Add graphical/direct parity, two-instance isolation, teardown, allocation, architecture, and divergence-path coverage.

Co-authored-by: Codex <noreply@openai.com>
2026-07-26 12:33:53 +02:00
Erik
89e6b207f8 refactor(runtime): close canonical gameplay ownership
Unify the toolbar shortcut manager with Runtime inventory state, route retail-ordered shortcut and spellbook command effects through the canonical owners, and make retained controllers borrow those exact instances. Remove the item-interaction transaction fallback and add graphical/no-window parity plus failure-safe terminal ownership-ledger coverage.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 09:48:51 +02:00
Erik
dcb61efb5a refactor(runtime): expose canonical gameplay state
Move character options and movement skills into the Runtime-owned character graph, expose borrowed inventory, character, and social views, and route retained UI state commands through generation-gated typed Runtime contracts. Preserve the existing synchronous wire path while deleting the App-owned option and skill mirrors and extending normalized parity checkpoints.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 09:12:30 +02:00
Erik
011efbeaa7 refactor(runtime): own inventory transaction state
Move the retail one-request-at-a-time gate, shared use busy references, external-container state, item mana, shortcuts, and desired-component snapshots into one Runtime-owned graph over J3's exact ClientObjectTable. Retained UI and session routing now borrow that owner; reset and shutdown preserve the existing order while failure/reentrancy tests protect the transaction boundary.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 08:20:32 +02:00
Erik
c9d25ade50 refactor(runtime): own communication and social state
Construct chat history, negotiated channels, friends, squelch, and reply targets in one presentation-independent Runtime owner. Make live routing, retained UI, devtools, and current-runtime projections borrow the exact instances, preserve reconnect reset semantics, and publish failure-isolated reentrant-safe chat commits.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 07:50:16 +02:00
Erik
119b7c1151 harden(runtime): close canonical entity object lifetime
Retain exact teardown receipts before terminal callbacks, preserve ordered re-entrant entity/object publication, publish committed facts across projection failures, and make direct disposal converge every canonical owner. Add a complete ownership ledger plus adversarial direct/graphical parity, callback, GUID reuse, reset, and resource-churn gates.

Co-authored-by: Codex <codex@openai.com>
2026-07-26 07:13:42 +02:00
Erik
82f8d4f82e refactor(physics): remove parsed collision graphs
Publish prepared GfxObj, Setup, CellStruct, and EnvCell collision records without retaining their parsed DAT BSP, polygon, vertex, or shape graphs. Strip temporary physics bundles at stable world commit, keep graph traversal only as an explicit test/tooling oracle, and report graph residency from actual retained fields.

Validated by 115 focused collision/streaming tests, a zero-warning Release build, and 8,413 passing Release tests with five pre-existing skips.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 18:21:19 +02:00
Erik
feb80a67d9 perf(runtime): remove measured steady allocations
Eliminate boxed production surface-override enumeration, retain vital modifier projections until the enchantment registry mutates, and measure DAT font widths without allocating a captured delegate. Preserve exact hashes, spell stacking, and glyph advances with warmed zero-allocation tests.

Validated by the focused rendering, UI, and spell suites, a zero-error Release build, and 8,409 passing Release tests with five pre-existing skips.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 17:50:30 +02:00
Erik
068a06518d perf(physics): cut production traversal to flat assets
Make prepared flat BSP data authoritative for gameplay while retaining the parsed graph only as an exact sampled referee. Fail production publication when collision package data is genuinely absent, keep idempotent already-cached publication valid, and move cell membership, floor lookup, camera diagnostics, and live/static shape bounds onto the flat representation.

Validated by 8,402 Release tests, a strict dense-Arwic connected gate with 46,309/46,309 exact referee matches, and graceful shutdown.

Co-authored-by: Codex <codex@openai.com>
2026-07-25 17:00:04 +02:00
Erik
d9446030e6 feat(streaming): shadow-publish flat collision assets
Carry one immutable prepared collision closure with each accepted near-tier generation and install graph plus flat views through the same retained publication receipt. Apply the same strict package-only rule to live entities, add exact sampled graph-authoritative comparison artifacts and lifecycle counters, and prove cancellation, demotion, rehydrate, revisit, teardown, reconnect, and the nine-stop route with 14,064 zero-mismatch samples.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-25 16:38:54 +02:00
Erik
f7ff9f4eea feat(physics): add differential flat BSP traversal
Port every current containment, overlap, walkable, and six-path moving-collision query to immutable integer-indexed assets behind a graph-authoritative referee. Exact synthetic, installed-DAT, complete-resolver, and zero-allocation gates prove bit-identical behavior before connected dual publication.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-25 15:47:58 +02:00
Erik
9cd42417a8 feat(content): bake and read flat collision assets
Append strict collision/topology payloads to the existing prepared package so later physics cutover can drop parsed DAT graphs without adding a second mapping or changing traversal behavior. The full 2,232,170-key catalog is deterministic across worker counts, exact-byte aliased, corruption-isolated, and cancellation-safe.
2026-07-25 15:22:08 +02:00
Erik
d9300c7854 feat(physics): define deterministic flat collision assets
Add immutable indexed physics and containment BSP records, exact-bit polygon and Setup payloads, separated CellStruct/topology ownership, and iterative positive-before-negative flattening. Reject malformed graphs and ranges, and prove source identity over synthetic edge cases and installed retail DAT samples without cutting production traversal over.
2026-07-25 14:52:47 +02:00
Erik
16d182c2f0 perf(physics): reuse reset-complete transition scratch
Mirror retail's ten-deep LIFO transition lifetime, retain all query scratch with complete reset contracts, and remove Tier-0 enum boxing without changing collision decisions. Fresh and retained engines are bit-identical across the expanded oracle, while measured transition profiles now allocate 0 bytes per resolve.
2026-07-25 14:37:02 +02:00
Erik
a2a1e5916d perf(lighting): bound global light selection
Replace over-cap full sorting with a retained exact top-k heap while preserving the accepted tie-order fallback. Differential tests lock randomized and Town Network-scale output, and the measured 463-light path cuts selector CPU by 29 percent without warmed allocations.
2026-07-25 05:40:32 +02:00
Erik
6b56f4bef2 perf(ui): scope cooldown heartbeat to visible items 2026-07-25 05:12:58 +02:00
Erik
98f1ac8934 perf(streaming): cursor publication across frame budgets 2026-07-24 19:10:18 +02:00
Erik
1853a57c12 feat(diagnostics): complete residency pressure ledger
Complete Slice D4 by adding aggregate lifecycle occupancy and traffic facts, validating physical source reports, and including decoded audio under the typed startup budget. Exercise every domain under forced pressure and retain the real cache/fence convergence gates.
2026-07-24 16:40:17 +02:00
Erik
b7b9aaa9dd fix(render): eliminate EnvCell identity collisions 2026-07-24 13:44:56 +02:00
Erik
86fadf8661 refactor(content): share EnvCell geometry identity 2026-07-24 13:32:03 +02:00
Erik
7b456b49d6 perf(diag): per-frame history export + checkpoint LOH/cache counters + soak capped mode (2026-07-24 audit review)
An adversarial performance review found our own instruments cannot
measure the project's own performance gates:

- FrameProfiler aggregated CPU/GPU/alloc/stage samples into ~5-second
  windows and reset the ring buffers after each report, so route-wide
  p50/p95/p99 distributions across a whole soak could not be
  reconstructed after the fact. ACDREAM_FRAME_HISTORY=<path> now opts
  into a separate per-frame history (one record per frame, ~72
  bytes/record, accumulated in memory with zero frame-thread I/O) that
  a shutdown-only Dispose() writes as CSV. The aggregated [frame-prof]
  report format and its existing metrics are unchanged.

- The canonical checkpoint JSON tracked cache residency (entry/byte
  counts) but never LOH size/fragmentation, process-wide allocated
  bytes, or cache hit/miss/eviction traffic — a committed audit JSON
  showed 65% LOH fragmentation that no tracked instrument recorded,
  and "does a revisit portal hit or miss the caches" was unanswerable
  from an artifact alone. WorldLifecycleResourceSnapshot now carries
  loh_size_bytes/loh_fragmentation_bytes (GCMemoryInfo.GenerationInfo
  index 3), process_total_allocated_bytes (GC.GetTotalAllocatedBytes),
  and Interlocked hit/miss/eviction counters for the CPU mesh cache,
  decoded-texture cache, and the four bounded DAT-object caches
  (portal/cell/highRes/language, aggregated).

- run-connected-r6-soak.ps1 unconditionally forced
  ACDREAM_UNCAPPED_RENDER=1 with no capped mode, while its sibling
  lifecycle-gate script correctly gated it behind a switch. Added
  -Uncapped (default capped, matching the sibling script's pattern),
  fixed the stationary dwell (12s -> 26s, past the 25s
  LiveEntityLivenessController deadline the adjacent comment already
  cited), and now write an env-disclosure.json into the automation
  artifact directory before every launch listing every ACDREAM_* var
  the script sets plus -Uncapped, since the prior audit could only see
  ACDREAM_DUMP_MOVE_TRUTH and nothing else was ever recorded anywhere.

Cache counters are wired via the existing composition path
(ObjectMeshManager already owns the CPU mesh cache and the mesh
extractor directly; content.Dats is threaded into
WorldLifecycleResourceSnapshotSource the same way every other
composition consumer receives it). The DAT-object cache lives behind
IDatReaderWriter, a third-party interface from the DatReaderWriter
package that cannot be extended; RuntimeDatCollection (the one
production implementation) exposes the aggregate stats directly and a
pattern match reads them, degrading to zero for any test double —
no new static registry was introduced (GpuMemoryTracker remains the
one precedented process-wide static).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(cherry picked from commit 1da2c33c875b41fa383dd79694ee2765f0e21896)
2026-07-24 12:00:30 +02:00
Erik
1e9031e7b7 fix(audio): bound decoded-wave and AL-buffer caches (2026-07-24 audit review)
Two audit-verified caches grew monotonically for process lifetime, which is
fatal for the 30-bot long-uptime headless-fleet goal:

- DatSoundCache._waves (Core) memoized every decoded PCM WaveData forever
  in a bare ConcurrentDictionary — no LRU, no byte budget.
- OpenAlAudioEngine._bufferByWaveId (App) retained a native OpenAL buffer
  copy of the same PCM per wave id until engine disposal — a second,
  independent unbounded cache.

DatSoundCache now bounds payload residency with a 32 MiB byte-budget LRU
(decoded PCM waves run ~100-500 KB each, so this holds a comfortable
working set). Missing/unsupported-format waves are memoized separately in
an unbounded-but-cheap negative-result set (bounded by the finite Wave dat
id space) so they can never compete with or get evicted alongside payload
entries. Concurrent first-touch decodes of the same wave id are deduped
via a shared Lazy<T> so racing callers don't pay for WaveDecoder.Decode
twice. AcDream.Core cannot reference AcDream.Content (code-structure rule
2), so the LRU is a local reimplementation mirroring
BoundedDatObjectCache/DecodedTextureCache's shape rather than a shared
dependency.

OpenAlAudioEngine._bufferByWaveId now bounds native buffer residency with
a 48 MiB byte-budget LRU (AlBufferBudgetTracker), evicting least-recently-
used buffers once oversized. alDeleteBuffers fails on a buffer still
attached to a source, so eviction queries live AL per-source state
(GetSourceInteger.Buffer) rather than tracking a second, easily-stale
copy — several call sites (Play3DWave, PlayUiWave) set a source's buffer
directly. The buffer EnsureBuffer just created is explicitly protected
from its own eviction pass, since the caller hasn't attached it to a
source yet at that point. Evicted waves simply replay through
DatSoundCache -> EnsureBuffer on next use, identical to a first play.

Verified before implementing: AudioHookSink is the only GetWave caller
(single per-frame render-thread path per AnimationHookRouter's own
threading doc), and PcmBytes is read only at DatSoundCache.Admit (byte
accounting) and EnsureBuffer's first-upload branch — confirmed dead after
AL upload on the steady-state replay path, so bounding either cache
independently is correctness-safe; a cold replay after both evict simply
falls back to a full re-decode + re-upload, identical to a first play.

AlBufferBudgetTracker's eviction/budget decision is extracted as pure
logic (no AL dependency) specifically so it's unit-testable: the existing
OpenAlResourceLifetimeTests fake exposes a null AL, which short-circuits
every native buffer call before it runs, so the engine's actual AL wiring
isn't testable headless.

Tests: 9 new DatSoundCacheTests (Core.Tests) covering eviction order, byte
accounting, negative-result memoization, oversize-single-entry handling,
and concurrent-access smoke tests; 10 new AlBufferBudgetTrackerTests
(App.Tests) covering the pure LRU/budget/protection logic. Full suite:
3214/2 skip (Core.Tests), 3471/3 skip (App.Tests) plus one pre-existing,
unrelated failure (LandblockBuildOriginTests.FarLoad_..., reproduces
identically with these changes stashed out — landblock streaming, not
audio).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
(cherry picked from commit 76c880d35bcf30b50e3f7b4cb8635dc9ab9e3ec7)
2026-07-24 11:49:57 +02:00
Erik
6718ee45a0 fix(ui): preserve retail item titles and spacing
Carry PublicWeenieDesc material type into the live object model so examination titles use the DAT-authored material prefix. Preserve retail AddItemInfo empty appends and embedded armor separator, restoring the deliberate blank rows between appraisal sections.

Co-authored-by: Codex <codex@openai.com>
2026-07-24 05:21:01 +02:00
Erik
d78d09cfbc feat(ui): port retail item appraisal reports
Follow ItemExamineUI's EoR dispatch and wording for item assessment instead of the generic projection. Resolve material and creature names through installed DAT maps, cover specialized item branches and item-XP curves, and narrow AP-110 to the remaining live/localized preview seams.
2026-07-23 19:08:05 +02:00
Erik
d3c5e06fdd fix(ui): match retail item appraisal semantics
Preserve PublicWeenieDesc hook identity from CreateObject through the item model so hook appraisals suppress sentinel capacities exactly. Use appraisal-only Value and Burden presence, retain AddItemInfo paragraph and authored font-color selection, and port retail lock, page, enchantment, and spell-block formatting.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 18:04:19 +02:00
Erik
f1a7912160 fix #234: port retail appraisal floaty and inscriptions 2026-07-23 12:12:57 +02:00
Erik
6b1ae4fb76 feat(items): port retail shared cooldown overlays
Preserve public shared-cooldown metadata, resolve the authoritative cooldown enchantment with retail expiry semantics, and project the exact ten DAT-authored radial steps through the shared retained item-slot architecture.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 10:41:16 +02:00
Erik
f71f947475 fix(items): port retail useability and autowear rejection
Use the exact low USEABLE_NO-bit predicate so reset/zero-valued direct-use items such as Blackmoor's Favor reach the ordinary Use request. Port AutoWear's clothing-priority blocker lookup and exact named system notice through the shared activation owner.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 08:33:31 +02:00
Erik
60387668d0 feat(ui): drive toolbar use state from selection
Port the retail selected-object availability predicate into Core and project it through the shared interaction owner. The imported hand now follows canonical selection/object notices, keeps weapon and targeted-tool activation on the existing wield/use cursor paths, and ghosts empty or explicitly unusable selections per the connected UX requirement.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 08:07:47 +02:00
Erik
4f1c067a21 perf(physics): pool collision cell snapshots
Preserve the fixed per-cell collision walk across nested registry mutations while replacing the repeated List allocation with an explicitly owned pooled snapshot. Capture cardinality once, return storage on every exit, and pin live-list mutation behavior with a focused regression test.

Co-authored-by: Codex <codex@openai.com>
2026-07-23 06:12:34 +02:00
Erik
4eae9b4f5a refactor(input): own gameplay action routing
Move the sole semantic action-priority graph, combat and diagnostic commands, and retained-root item-drop lifetime behind focused typed owners. Preserve retail toggle behavior, explicit auto-wield cancellation, shutdown quiescence, and symmetric callback cleanup.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 12:43:05 +02:00
Erik
d09e246d3a refactor(world): own live environment state
Move the DAT sky, selected day group, world clock, weather, AdminEnvirons bridge, and debug cycles into a one-shot WorldEnvironmentController while preserving GameWindow's public aliases and accepted startup/session/render order. Correct the named retail citations and register the remaining environment audio and fog/radar gaps.

Co-authored-by: Codex <codex@openai.com>
2026-07-22 10:54:33 +02:00