Three-tier rollout per the 2026-04-25 retail @help dump showing the
full ACE command surface. Tier 1 + most of Tier 2 in one commit.
TIER 1 - @ as / equivalent
ACE accepts both / and @ as verb prefixes (per its own help text:
"Note: You may substitute a forward slash (/) for the at symbol
(@)."). ChatInputParser now normalises @ to / for the verb-match
phase and re-enters parsing. Critical: for verbs we don't recognise
(@acehelp, @tele, @die, @version, @loc-on-server, @nonsense, ...),
the original @ is kept in the message text so ACE's CommandManager
intercepts the message server-side. If we substituted / there too,
ACE would treat it as plain Talk and broadcast it.
Result: @a hi / @tell Bob hi / @help / @clear / @reply / @retell
all route exactly like their / counterparts. @acehelp / @tele /
@version / @die etc. pass through to the server intact.
TIER 2 - client-only commands
- /retell <msg> (also @retell): resend to the last person you
tell'd. Mirrors retail @retell. ChatVM tracks
LastOutgoingTellTarget on each OnSelfSent(Tell, ...) entry —
SenderGuid==0 distinguishes outgoing echo from inbound whispers,
same way LastIncomingTellSender already worked. ChatInputParser
takes a new optional lastOutgoingTellTarget param.
- /framerate (also @framerate): prints "Framerate: 144.2 FPS"
into chat. Wired via a new ChatVM.FpsProvider Func<float>
callback set by GameWindow at construction (closes over
_lastFps). Falls back to "(provider unavailable)" if no
callback is wired (tests / pre-live).
- /loc (also @loc): prints "Location: (123.4, 567.8, 60.0)" into
chat. Wired via ChatVM.PositionProvider Func<Vector3> closing
over GetDebugPlayerPosition() in GameWindow. ACE has a server-
side @loc too; client wins here (instantaneous + uses the local
interpolated position).
ChatPanel.TryHandleClientCommand grew @ aliases for /help /clear
/framerate /loc and the new EqAny helper for case-insensitive
multi-string matching. Help text rewritten to reference the
/ <-> @ equivalence and point at @acehelp / @acecommands for ACE's
full command list.
TIER 3 - automatic (no code)
Most retail @-commands (@allegiance motd, @afk, @die, @lifestone,
@corpse, @marketplace, @pkarena, @emote/@emotes, @fillcomps,
@permit, @consent, @squelch, @unsquelch, @messagetypes, @age,
@birth, @day, @endurance, @pklite, @version, @filter, @unfilter,
@loadfile, @log, @marketplace, ...) are server-side ACE commands.
Tier 1's passthrough takes care of them automatically — they
arrive via Talk, ACE recognises the @ and intercepts, replies via
SystemChat (which our 0xF7E0 wiring renders as [System] lines).
DEFERRED
- @saveui / @loadui / @lockui: ImGui layout save/load, ~1 hr
standalone task. Filed for follow-up.
- @title <text>: rename chat window. ImGui window-id complications.
- Toggle-style @framerate (FPS overlay on/off): print-once is
simpler and matches retail's most-common usage.
30 new tests:
- ChatInputParserAtPrefixTests: 11 covering @-prefix recognition,
unknown-@ passthrough, /retell and @retell.
- ChatVMRetellAndProvidersTests: 8 covering LastOutgoingTellTarget
tracking, FpsProvider/PositionProvider callbacks, no-provider
fallback.
- ChatPanelInputTests: +3 (/framerate, @loc, @acehelp passthrough).
Solution total: 1063 green (243 Core.Net + 160 UI + 660 Core),
0 warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Six fixes from the 2026-04-25 live verify session.
1. ServerMessage (0xF7E0) wired to ChatLog. ACE's
GameMessageSystemChat - used for the login banner "Welcome to
Asheron's Call ... powered by ACEmulator ... type @acehelp" plus
any future server broadcast - rides opcode 0xF7E0. The parser
shipped in I.5 but the WorldSession.ServerMessageReceived event
was never subscribed by GameWindow, so the welcome line was
silently dropped. Subscribed now; same wave wires the missing
EmoteHeard / SoulEmoteHeard / PlayerKilledReceived events that
I.5 also left orphan.
2. Drop optimistic /say echo + plumb local-player-guid into ChatLog.
ACE's HandleActionTalk broadcasts a HearSpeech back to the sender
too, so we were double-printing every /say (own optimistic +
server echo). New ChatLog.SetLocalPlayerGuid() pushes the chosen
character guid in (mirrors VitalsVM pattern); OnLocalSpeech
detects own-guid match and substitutes Sender="" so the formatter
's IsOwnSpeaker path renders "You say, ..." instead of
"+Acdream says, ...". Single line per /say.
3. IsOwnSpeaker check now applies to ChatKind.Channel too. Empty/
"You" sender -> "[Allegiance] You say, \"text\"" instead of the
"[Allegiance] says, \"text\"" double-space hole that Phase I.6's
OnSelfSent left when echoing legacy ChatChannel sends.
4. Long-form slash aliases: /general /allegiance /patron /vassals
/monarch /covassals /fellowship /fellow /lookingforgroup
/roleplay /rp /tr /gen, plus /s as alias for /say. Retail muscle
memory expected these; the prior parser only recognized /g /a /p
/v /m /cv /lfg /role and friends, so "/patron hello" fell
through as /say with the literal "/patron" prefix.
5. WeenieError templates filled in for the codes the user hit:
- 0x0414 YouAreNotInAllegiance -> "You are not in an allegiance!"
- 0x050F YouDoNotBelongToAFellowship -> "You do not belong to a Fellowship."
Replaces the cryptic "WeenieError 0x0414" / "0x050F" lines.
6. @ command pass-through: ACE handles @help / @acehelp / @tele etc.
server-side by intercepting Talk text with @ prefix; the user's
message isn't broadcast and ACE replies via SystemChat. Drop the
optimistic /say echo so the chat shows only the server's response
(the SystemChat wiring from #1 surfaces it as [System] {help}).
Tests:
- 11 long-form-alias Theory cases on ChatInputParser.
- 3 own-guid-substitution cases on ChatLog (own match, different
guid, pre-login fallback).
- Existing PrefixSubstring test refactored to "/genio" since the
previous "/general" stub is now a real verb.
Solution total: 1021 green (243 Core.Net + 125 UI + 653 Core),
0 warnings, 0 errors. +14 tests.
Acceptance: at login, [System] Welcome to Asheron's Call appears.
Single "You say, \"hi\"" per /say. /allegiance with no allegiance
shows [Allegiance] You say, ... + [System] You are not in an
allegiance!. /patron / /vassals / /monarch route correctly.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three follow-up fixes from the 2026-04-25 live verify session.
1. CRITICAL: BuildTell wire field order. Our outbound layout was
[target_name, message] but ACE's GameActionTell.Handle reads
[message, target_name] (verified against
references/ACE/.../GameActionTell.cs:17-18 verbatim). Result: every
/tell since Phase I.3 has been failing with WeenieError 0x052B
(CharacterNotAvailable) because ACE was looking up the message
text as the recipient name. Swapped the field order in
ChatRequests.BuildTell so message is written first; updated the
pinned BuildTell test to expect the corrected layout. The
WorldSessionChatTests round-trip continues to pass since SendTell
delegates to BuildTell.
2. Retail-style FormatEntry. The user asked for the canonical retail
strings:
/say (own): You say, "text"
/say (incoming): Name says, "text"
/tell (own echo): You tell Caith, "text"
/tell (incoming): Caith tells you, "text"
channel: [Trade] +Acdream says, "text"
/shout (own): You shout, "text"
/shout (incoming):Name shouts, "text"
Discriminators: SenderGuid == 0 distinguishes our own outbound
echoes (set by OnSelfSent) from real incoming whispers (carry the
sender's player guid). Sender == "" or "You" distinguishes our own
/say echoes (OnLocalSpeech substitutes "You" when the wire sender
is empty per holtburger client/messages.rs:476-487).
ChatEntry gains a new ChannelName slot so Channel-kind entries
render with the friendly room name ("Trade") instead of "ch 3".
Falls back to "ch {ChannelId}" when ChannelName isn't populated
(legacy ChatChannel inbound or older callers).
3. Suppress optimistic Channel echo. The user saw duplicates per
/trade /lfg in the live trace:
[ch 0] Trade: hello <-- our optimistic
[ch 3] +Acdream: [Trade] hello <-- ACE's TurbineChat broadcast
ACE's TurbineChatHandler at Network/Handlers/TurbineChatHandler.cs
broadcasts EventSendToRoom to ALL recipients in the room including
the sender, so the canonical echo always arrives via 0xF7DE. Drop
the optimistic OnSelfSent for Turbine kinds in GameWindow's
SendChatCmd handler; trust the server. Legacy ChatChannel paths
(Fellowship / Allegiance / Patron / Monarch / Vassals / CoVassals)
keep the optimistic echo because the legacy 0x0147 broadcast may
not always come back to the sender.
Inbound TurbineChat also stops embedding "[Trade] " into the
message text — passes the friendly name out-of-band via the new
channelName parameter on ChatLog.OnChannelBroadcast.
11 tests updated for the new format strings (8 in ChatVMTests, 1 in
ChatVMCombatTests, 1 BuildTell, plus the format additions cover
incoming/outgoing variants per kind). Solution total: 1007 green
(243 + 114 + 650), 0 warnings.
Tells should now actually deliver. Channel echoes show as
[Trade] +Acdream says, "hello" without the duplicate.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three post-launch fixes from the 2026-04-25 live verify session.
1. WeenieError display bug. Many ACE WeenieError / WeenieErrorWithString
codes are *informational*, not error-level — the user saw cryptic
"WeenieError 0x051B: General" / "WeenieError 0x051D" at login, but
those decode as "You have entered the General channel." and
"Turbine Chat is enabled." per ACE WeenieError(WithString).cs
templates. New static helper Core/Chat/WeenieErrorMessages.cs maps
~30 high-frequency codes to retail-faithful templates with `_`
placeholder substitution. ChatLog.OnWeenieError now routes through
Format(); unknown codes still fall back to "WeenieError 0xNNNN[: param]"
so nothing is silently lost. New codes can be added in 30 seconds
when the user reports one.
2. Tell target eats trailing punctuation. Retail muscle memory is
"/t Name, message" — comma is the separator. Our split-on-whitespace
pulled "Name," (with comma) as the target, server returned 0x052B
"That person is not available now." because no such character.
ChatInputParser.TryParseTargeted now strips a trailing ,;:.!? from
the target token so "/t Caith, hi" and "/t Caith hi" both work.
Added 7 Theory cases covering each separator + the long-form alias.
3. TurbineChat routing diagnostics. The user's ACE login showed the
"TurbineChatIsEnabled" + "YouHaveEnteredThe_Channel" notifications
for General/Trade/LFG, confirming TurbineChat IS active server-side.
But outbound /g /trade /lfg might still fall back to legacy
ChatChannel (which the server then rejects). Added diagnostic
Console.WriteLines so the next launch shows:
- "chat: SetTurbineChatChannels parsed enabled=true general=0x... ..."
(when ACE sends the 0x0295 channel-id table)
- "chat: outbound TurbineChat General room=0x... cookie=0x... len=N"
(when SendChatCmd routes a Turbine kind through 0xF7DE)
- "chat: outbound legacy ChatChannel Fellowship id=0x... len=N"
(when SendChatCmd uses the legacy 0x0147 path)
- "chat: SendChatCmd kind=General dropped (turbine.Enabled=false no legacy id)"
(when neither path can dispatch — usually means ACE didn't send
0x0295 yet and the kind is Turbine-only)
Sets up Bug 3 (proper outbound TurbineChat for /g /trade /lfg) for
a follow-up commit once the next live trace shows the actual flow.
18 new tests:
- WeenieErrorMessagesTests: 11 covering known templates + fallback.
- ChatInputParserTests: +7 Theory cases for trailing-punctuation strip.
Solution total: 1007 green (114 UI + 650 Core + 243 Core.Net), 0 warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Full port of holtburger's TurbineChat sidecar wire path:
- TurbineChat.cs: 0xF7DE codec with three payload variants
(EventSendToRoom S->C, RequestSendToRoomById C->S, Response).
10-field outer header (size_first/blob_type/dispatch_type/
target_type/target_id/transport_type/transport_id/cookie/
size_second + payload).
- UTF-16LE turbine string codec with 1-or-2 byte variable-length
prefix (high bit on first byte signals 2-byte form). Mirrors
holtburger's read_turbine_string / write_turbine_string at
references/holtburger/.../messages/chat/turbine.rs:502-544.
- SetTurbineChatChannels.cs: 0x0295 GameEvent sub-opcode parser
(10 x u32 channel ids). Wired through GameEventDispatcher in
WorldSession ctor; routes to GameEventWiring + TurbineChatState.
- ChatChannelInfo.cs (Core): unified record union with Legacy
(channel id + name) and Turbine (room id + chat type +
dispatch type + name) variants, plus IsSelfEchoChannel
predicate (Tells = false, channels = true so optimistic echo
is suppressed where the server will echo).
- TurbineChatState.cs (Core): Enabled flag + 10 cached room ids
+ NextContextId() cookie counter starting at 1.
- WorldSession adds TurbineChatReceived + TurbineChannelsReceived
events; SendTurbineChatTo outbound builds RequestSendToRoomById
+ sends through SendGameAction. ProcessDatagram dispatches
0xF7DE at the top level.
- GameWindow constructs TurbineChatState, subscribes inbound
EventSendToRoom -> ChatLog.OnChannelBroadcast; extends I.3's
SendChatCmd handler to route Turbine kinds (General/Trade/Lfg/
Roleplay/Society/Olthoi) through TurbineChat first, fall back
to legacy ChatChannel send when state.Enabled == false.
Round-trip golden fixtures from holtburger source verified for
all three payload variants + UTF-16LE strings (short + long
prefix + non-ASCII Cafe + empty) + SetTurbineChatChannels.
26 new tests:
- TurbineChatTests, SetTurbineChatChannelsTests in Core.Net.Tests
- ChatChannelInfoTests, TurbineChatStateTests in Core.Tests
Solution total: 960 green (243 Core.Net + 625 Core + 92 UI).
ACE doesn't run a TurbineChat server, so codec is "ready when
needed" for retail-server-emulating setups. Legacy ChatChannel
fallback continues to work for current ACE-against-acdream play.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replaces NullCommandBus.Instance in PanelContext with a real
LiveCommandBus when a live session is active. Panels publish
SendChatCmd; the host routes it to the right wire opcode + emits
a ChatLog.OnSelfSent local echo (optimistic; retail-equivalent
for Talk).
Pieces:
- ChatChannelKind enum (UI.Abstractions) - mirrors holtburger's
ChatChannelKind (references/holtburger/.../client/types.rs:35-49).
- SendChatCmd record (UI.Abstractions) - (Channel, TargetName?, Text).
- LiveCommandBus (UI.Abstractions) - single-handler-per-type;
Register<T> throws on double-register; Publish<T> logs missing
handler but does not throw.
- ChannelResolver (UI.Abstractions) - port of holtburger's
resolve_legacy_channel (client/commands.rs:50-62) mapping
ChatChannelKind to legacy ChatChannel ids verbatim from
holtburger-protocol/.../chat/types.rs:8-24 (Fellow=0x0800,
AllegianceBroadcast=0x02000000, Vassals=0x1000, Patron=0x2000,
Monarch=0x4000, CoVassals=0x01000000).
- WorldSession.SendTalk / SendTell / SendChannel - 3-line wrappers
around existing ChatRequests.Build* + SendGameAction. Internal
GameActionCapture seam + InternalsVisibleTo for tests.
- GameWindow registers SendChatCmd handler: Say -> SendTalk +
ChatLog echo, Tell -> SendTell + echo, channel kinds ->
ChannelResolver.Resolve -> SendChannel + echo.
12 new tests across SendChatCmd + LiveCommandBus + ChannelResolver
+ WorldSessionChat. NullCommandBus.Instance retained for back-compat
when no live session.
Solution total: 893 green (51 + 229 + 613).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Ports CEnchantmentRegistry::EnchantAttribute (PDB 0x00594570, see
docs/research/named-retail/acclient_2013_pseudo_c.txt line 416110).
The retail formula:
real_max = (vital.(ranks+start) + attribute_contribution) * mult_buff + add_buff
clamp >= 5 if base >= 5 else >= 1
is now applied in LocalPlayerState.GetMaxApprox.
EnchantmentMath.GetMod(activeEnchantments, table, statKey)
- Family-stacking dedup via SpellTable.Family (only one buff per
family-bucket wins, by highest spell-id as a generation proxy).
- Family=0 means "no bucket" — each layer is its own bucket.
- Returns (Multiplier, Additive) ready to apply.
- StatKey constants: MaxHealth=1, MaxStamina=3, MaxMana=5
(verified against named-retail/acclient.h line 37287-37301).
Spellbook.GetVitalMod(statKey) delegates to EnchantmentMath using
its constructor-injected SpellTable.
LocalPlayerState.GetMaxApprox now applies the full formula with
the min-vital floor (matches CreatureVital::GetMaxValue at PDB
0x0058F2DD). When Spellbook is null (back-compat), falls back to
Identity (no buff modification) — existing tests stay green.
GameWindow constructor wires SpellBook -> LocalPlayer so the chain
is complete in the live session.
Architecture in place; data still flat.
Until ISSUES.md #12 lands the wire-format extension that captures
StatMod (type/key/val) on ActiveEnchantmentRecord, the per-enchantment
modifier value isn't aggregated yet — GetMod returns Identity. Once
#12 wires the data, the existing aggregator + formula light up
automatically. Live +Acdream Stam/Mana will keep reading ~95% until
#12 lands.
6 new EnchantmentMathTests cover: empty list returns Identity,
no-table-entries returns Identity, stat-key constants match ACE,
Identity is (1, 0), family-stacking dedup, family=0 (no-bucket).
Total tests: 828 -> 834.
Closes#6 architecturally. Files #12 to track the wire-data follow-up.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
New SpellMetadata + SpellTable. Loads docs/research/data/spells.csv at
GameWindow construction (3,956 spells x 11 useful fields including
Family for buff stacking which issue #6 needs). The CSV is copied to
bin/<config>/net10.0/data/spells.csv via the csproj <None Include>
entry; SpellTable.LoadFromCsv resolves relative to AppContext.BaseDirectory.
Hand-rolled CSV parser handles RFC 4180 quoted fields with embedded
commas (the Description column) + escaped double-quotes ("" -> ").
No external CsvHelper dep. Falls back to SpellTable.Empty + console
warning if the file is missing (tooling contexts).
Spellbook now accepts an optional SpellTable in its constructor +
exposes TryGetMetadata(spellId, out SpellMetadata). When the table is
absent (legacy `new Spellbook()` calls), TryGetMetadata returns false
gracefully so existing tests keep passing.
GameWindow:
- SpellTable field initialized via LoadSpellTable() helper that
handles the missing-file case + emits the spells: loaded N entries
log line.
- SpellBook field constructor-initialized with the loaded SpellTable
so TryGetMetadata works for the live session.
10 new tests (SpellTableTests):
- Empty table behavior
- Header-only loads to empty
- Single row populates all metadata
- Quoted Description with embedded commas
- Blank lines skipped
- Bad-spell-id rows silently skipped (third-party data is messy)
- Unknown spell-id lookup returns false
- ParseRow primitive: simple comma split, quoted-field with comma,
escaped double-quote.
Total tests: 818 -> 828.
Closes#11. Phase G (issue #6 — fold enchantment buffs into vital max
via EnchantmentMath using SpellTable.Family for stacking) unblocked.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Visual-verified — Vitals window now shows three bars (HP/Stam/Mana)
with live values. Closes ISSUES.md #5; ~95% reading on Stam/Mana
traced to active buff multipliers, filed as #6.
Why the rewrite
The first attempt (commit d42bf57) routed PlayerDescription (0x0013)
through AppraiseInfoParser, trusting a misleading xmldoc claim.
Live diagnostics proved the format is wrong — ACE source
(GameEventPlayerDescription.WriteEventBody) hand-writes a body
distinct from IdentifyObjectResponse's AppraiseInfo: property
hashtables gated on DescriptionPropertyFlag, vector-flag-gated
attribute / skill / spell blocks, then a long options + inventory
trailer. Vitals only arrive via the attribute block at login.
Holtburger's events.rs:220-625 has the canonical client-side
unpacker; this commit ports the early-section walker through spells.
What landed
PlayerDescriptionParser.cs (new — 350 LOC):
Walks propertyFlags + weenieType, then property hashtables
(Int32/Int64/Bool/Double/String/Did/Iid) + Position table —
each gated on a property flag bit, header is `u16 count, u16
buckets`. Then vectorFlags + has_health + the attribute block
(primary attrs 1..6 = 12 B each, vitals 7..9 = 16 B with
`current`), then optional Skill + Spell tables. Stops cleanly
before the options/shortcuts/hotbars/inventory trailer (filed
as #7 — heuristic alignment search needed for gameplay_options).
PrivateUpdateVital.cs (new — 95 LOC):
Wire parsers for the GameMessage opcodes 0x02E7 (full snapshot)
and 0x02E9 (current-only delta), per holtburger UpdateVital +
UpdateVitalCurrent. WorldSession dispatches each to a session-
level event the GameWindow forwards into LocalPlayerState.
LocalPlayerState (full redesign):
VitalKind (Health/Stamina/Mana) + AttributeKind (six primary).
VitalSnapshot stores ranks/start/xp/current; AttributeSnapshot
stores ranks/start/xp with `Current = ranks+start` per
holtburger. GetMaxApprox computes the retail formula
vital.(ranks+start) + attribute_contribution
where the contribution is hardcoded from retail's
SecondaryAttributeTable: Endurance/2 for Health, Endurance for
Stamina, Self for Mana. Enchantment buffs not yet folded in
(filed as #6). VitalIdToKind now accepts both ID systems
(1..6 wire, 7..9 PD attribute block); AttributeIdToKind covers
primary attrs 1..6.
GameEventWiring:
PlayerDescription handler. Walks parsed.Attributes, routes
primary attrs (id 1..6) to OnAttributeUpdate and vitals
(id 7..9) to OnVitalUpdate. Player's full learned spellbook
also lands here. ACDREAM_DUMP_VITALS=1 traces every PD attribute
+ every PrivateUpdateVital(Current) opcode for diagnostics.
WorldSession:
Dispatch chain re-ordered — the diagnostic else-if for
ACDREAM_DUMP_OPCODES=1 was originally placed before
GameEventEnvelope.Opcode, which silently intercepted 0xF7B0 and
broke UpdateHealth dispatch when the env var was set. Moved to
the very end of the chain so it only fires for genuinely
unhandled opcodes. (Diagnostic-only regression; production
launches without the env var were unaffected.)
Test deltas
Added:
- PlayerDescriptionParserTests (6 — empty header, full attribute
block, partial flags, post-property-table walk, spell table)
- PrivateUpdateVitalTests (7 — fixture round-trip, vital ID
coverage, opcode rejection, truncation)
- LocalPlayerStateTests rewritten (20 — VitalIdToKind +
AttributeIdToKind theories, Endurance/Self formula coverage,
delta semantics, change events)
- GameEventWiringTests for PlayerDescription dispatch (2 —
end-to-end populate + spellbook feed)
Updated:
- VitalsVMTests rephrased onto the new OnVitalUpdate API.
Total: 765 → 817 tests passing.
Diagnostics
ACDREAM_DUMP_VITALS=1 — log every PD attribute extracted,
every 0x02E7/0x02E9 dispatch.
ACDREAM_DUMP_OPCODES=1 — log first occurrence of any unhandled
GameMessage opcode (now correctly placed at end of chain).
Visual verify
$env:ACDREAM_DEVTOOLS = "1"
dotnet run --project src\AcDream.App\AcDream.App.csproj -c Debug
Vitals window shows three bars; HP at 100%, Stam/Mana at ~95%
(the gap is buff enchantments — filed as #6 with the holtburger
multiplier+additive aggregator pattern as the reference for the
fix).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes ISSUES.md #5. The Vitals devtools window now draws three bars
(HP / Stamina / Mana) once the server sends the first PlayerDescription
(0x0013), instead of HP only. Built test-first per CLAUDE.md TDD rule —
16 new tests went red before the implementation went in.
New AcDream.Core.Player.LocalPlayerState (cache):
- {CurrentStamina, MaxStamina, CurrentMana, MaxMana} as uint? — null
until first received.
- StaminaPercent / ManaPercent: 0..1 fraction or null when either
field is missing or max is zero. Clamps to 1.0 if current > max
(server can briefly report this during buff transitions).
- OnPlayerDescription preserves any previously known good value when
an incoming field is null — partial profiles don't wipe state.
- Changed event for future subscribers.
GameEventWiring.WireAll:
- New optional 6th parameter: LocalPlayerState? localPlayer = null.
Existing 5-arg call sites still work; without the parameter the new
PlayerDescription handler still parses + feeds the spellbook but
skips the cache update.
- PlayerDescription (0x0013) shares AppraiseInfo wire format with
IdentifyObjectResponse (0x00C9) per AppraiseInfoParser docstring,
so the new handler reuses the existing parser and pulls
CreatureProfile.{Stamina, StaminaMax, Mana, ManaMax}.
- Player's full learned spellbook also lands here (previously only
item-scoped Identify responses fed the spellbook).
VitalsVM:
- Constructor adds optional LocalPlayerState? parameter (default null
keeps every existing caller compiling).
- StaminaPercent / ManaPercent now read through to LocalPlayerState
every access — no VM-side caching, so a server-side delta to the
cache surfaces next frame without any explicit refresh.
GameWindow:
- Public readonly LocalPlayer field alongside Combat / Chat / Items /
SpellBook so plugins + future panels can bind directly.
- WireAll call updated to pass LocalPlayer.
- VitalsVM construction passes LocalPlayer so the existing
VitalsPanel automatically picks up the two new bars.
Test counts:
- AcDream.Core.Tests: 550 → 561 (+11 LocalPlayerStateTests)
- AcDream.UI.Abstractions.Tests: 23 → 26 (+3 VitalsVM through-cache)
- AcDream.Core.Net.Tests: 192 → 194 (+2 PlayerDescription wiring)
- Total: 765 → 781
Build: 0 warnings, 0 errors.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds a second real panel behind ACDREAM_DEVTOOLS=1. Shows the tail
of ChatLog (last 20 entries by default) formatted per ChatKind:
"Caith: hello" — LocalSpeech
"Regal says distantly: hi" — RangedSpeech
"[ch 7] Caith: g'day" — Channel
"[Tell] Regal: psst" — Tell
"[System] Your spell fizzled!" — System
"[Popup] A door stands..." — Popup
Why now: proves the D.2a IPanelRenderer contract survives beyond a
single progress-bar panel. ChatPanel exercises Text() + Separator()
on a variable-length list where VitalsPanel was a fixed three-widget
layout. No renderer primitives needed to grow — the contract held,
which is the whole point of the abstraction layer.
Files:
- src/AcDream.UI.Abstractions/Panels/Chat/ChatVM.cs (new)
Snapshots ChatLog tail every frame. Cheap at default 500-entry
cap. Per-kind formatting lives here (not in the panel) so the
D.2b retail-look swap inherits plain-text fallbacks.
- src/AcDream.UI.Abstractions/Panels/Chat/ChatPanel.cs (new)
IPanel implementation. Separator + N Text lines. "(no messages
yet)" fallback when the log is empty.
- src/AcDream.App/Rendering/GameWindow.cs
Registers the ChatPanel alongside VitalsPanel in the devtools
init block. Uses the existing GameWindow.Chat field already
fed by H.1's wire layer + GameEventWiring.WireAll.
- tests/AcDream.UI.Abstractions.Tests/ChatVMTests.cs (new)
12 tests covering tail selection, display-limit bounds, every
ChatKind's formatting, null-log + zero-limit guards, no stale
caching across appends.
Also fixes one stale "Hexa.NET.ImGui" mention in VitalsPanel's xmldoc
(pivoted to ImGui.NET in 55aaca7; doc needed a trailing update).
Build: 0 warnings, 0 errors. Tests: 23 UI.Abstractions (up from 11,
all Core + Core.Net still green), 0 failures.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes Phase D.2a. Launch with ACDREAM_DEVTOOLS=1 now shows a live
ImGui "Vitals" window whose HP bar reads CombatState.GetHealthPercent
for the local player. Without the env var the branches are dead code,
no ImGui context is created, and behaviour is identical to before.
GameWindow hunks:
- fields: _imguiBootstrap / _panelHost / _vitalsVm + DevToolsEnabled
- init (OnLoad): construct bootstrap + host, register VitalsPanel
- GUID push: _vitalsVm?.SetLocalPlayerGuid(chosen.Id) at live-connect
- frame begin: _imguiBootstrap.BeginFrame(dt) after GL clear
- frame end: _panelHost.RenderAll(ctx) + _imguiBootstrap.Render() after debug overlay
- input gating: skip WASD when ImGui.GetIO().WantCaptureKeyboard
Backend pivot: Hexa.NET.ImGui → ImGui.NET + Silk.NET.OpenGL.Extensions.ImGui.
First-light integration with the Hexa backend crashed 0xC0000005 inside
Hexa.NET.ImGui.Backends.OpenGL3.ImGuiImplOpenGL3.InitNative. Root cause:
Hexa's native OpenGL3 backend resolves GL function pointers via GLFW or
SDL internally; with Silk.NET (which uses neither) the pointers are null
and the native code crashes on first use. The mitigation path was
already planned — the design doc's Risk section called a pivot to
ImGui.NET a "one-morning operation" — and that's exactly what happened.
- Packages: Hexa.NET.ImGui 2.2.9 + Hexa.NET.ImGui.Backends 1.0.18
→ ImGui.NET 1.91.6.1 + Silk.NET.OpenGL.Extensions.ImGui 2.23.0
- ImGuiBootstrapper: was static Initialize(gl)+Shutdown() wrapping
Hexa's OpenGL3 init; now an IDisposable wrapping Silk.NET's
ImGuiController instance which handles GL backend init + input
subscription in one go.
- SilkInputBridge.cs deleted (~190 LOC): ImGuiController subscribes
IKeyboard / IMouse events itself, we don't need a bespoke bridge.
- ImGuiPanelRenderer: ImGuiNET.ImGui.* calls instead of
Hexa.NET.ImGui.ImGui.*. Widget surface unchanged.
Boundary discipline is preserved — no panel imports ImGuiNET; only
ImGuiPanelRenderer does. The D.2b custom toolkit will implement the
same IPanelRenderer contract without touching panel code.
Out of scope (tracked for follow-up):
- Stam/Mana currently return float? null (VitalsVM). Absolute values
need LocalPlayerState + PlayerDescription (0x0013) parsing to be
stored rather than discarded — filed as a post-D.2a issue.
- Mouse-capture gating (WorldMouseFallThrough-style click-through
tests) — not needed until we add clickable inventory items.
Roadmap + memory + architecture doc + UI framework plan updated in the
same commit per CLAUDE.md roadmap-discipline rules. 753 tests pass
(550 Core + 192 Core.Net + 11 new UI.Abstractions), 0 build warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Allows hostnames like `play.coldeve.ac` in ACDREAM_TEST_HOST. Previously
the env var fed `IPAddress.Parse` directly and threw "An invalid IP
address was specified" on anything that wasn't a literal dotted IP.
Now: `IPAddress.TryParse` first (fast path, unchanged for 127.0.0.1 /
literal IPs); on failure, fall back to `Dns.GetHostAddresses` and prefer
the first IPv4 address (ACE + retail both use IPv4 UDP exclusively).
Tested against `play.coldeve.ac:9000` — resolves to 51.79.80.150,
handshake succeeds, login to character Barris works end-to-end.
Ports retail's AdminEnvirons (opcode 0xEA60) — the client-visible
weather-event channel distinct from the PlayScript path. Wire format
(chunk_006A0000.c: `[u32 opcode][u32 environChangeType]`).
EnvironChangeType range:
0x00..0x06 — fog presets (Clear/Red/Blue/White/Green/Black/Black2)
0x65..0x75 — one-shot ambient sounds (Roar, Bell, Chant, etc)
0x76..0x7B — Thunder1..6 sounds (paired with a lightning PlayScript)
Dispatch:
- WorldSession decodes the packet, fires EnvironChanged event.
- GameWindow.OnEnvironChanged:
* Fog values (0x00..0x06) → WeatherSystem.Override. The enum
values line up byte-for-byte with our EnvironOverride enum
(deliberately mirrored from retail), so a direct cast works.
* Sound values (0x65..0x7B) → console log with retail name for
now. Actual OpenAL playback needs a EnvironChangeType →
WaveData lookup (indexed via SoundTable dat), which is a
separate follow-up. The event still fires so any future
audio subscriber can plug in.
Combined with Phase 6a-6c PhysicsScript/PlayScript wiring, the
complete retail lightning pipeline is now:
server sends PlayScript(0xF754, lightningGuid, scriptId=0x33xxxxxx)
→ runs the flash script via PhysicsScriptRunner
→ CreateParticleHook spawns the flash particles
server sends AdminEnvirons(0xEA60, Thunder3Sound=0x78)
→ OnEnvironChanged logs; audio binding TBD
Whether the user's ACE sends these packets depends on the server
(ACE 2.x vanilla does NOT — Agent #5 verified no lightning opcodes in
the default emit path). With the client port complete, any ACE mod
or extension that emits the right packets will Just Work in acdream.
Build + 742 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase 6b — WorldSession now dispatches the PlayScript opcode (0xF754)
that retail uses for all server-triggered client-side visual effects.
Wire format per Agent #5 decompile (chunk_006A0000.c:12320-12336):
[u32 opcode=0xF754][u32 targetGuid][u32 scriptId]
New event `PlayScriptReceived(uint guid, uint scriptId)` fires on
every matching fragment. Unknown payloads (body < 12 bytes) are
silently ignored.
Phase 6c — GameWindow instantiates a PhysicsScriptRunner at startup,
subscribes to PlayScriptReceived, and ticks the runner every frame
BEFORE the ParticleSystem tick so a CreateParticleHook fired this
frame gets its emitter integrated in the same frame.
Anchor policy: use the camera's world position for the script anchor.
For Dereth-wide storm effects (lightning flashes) the camera is the
right reference frame — the flash is "around the player." Per-entity
effects (spell casts, emotes) dedupe by (scriptId, entityId) so
multiple simultaneous plays on different guids work; a follow-up will
look up the guid's last-known world pos from _worldState for accurate
per-entity anchoring.
The full pipeline now for a lightning flash:
1. ACE (or other retail-emulating server) sends
GameMessage(0xF754, lightningGuid, scriptId=0x33xxxxxx).
2. WorldSession parses: PlayScriptReceived event fires.
3. GameWindow.OnPlayScriptReceived routes to _scriptRunner.Play.
4. Runner loads the PhysicsScript from the dat, schedules every
(StartTime, AnimationHook) entry.
5. Per-frame Tick fires each hook at its scheduled time via
ParticleHookSink — CreateParticleHook spawns a particle emitter
(the flash), SoundHook plays thunder audio (Phase 5d), etc.
Set ACDREAM_DUMP_PLAYSCRIPT=1 to see each inbound PlayScript and each
hook fire as `[pes]` log lines — useful for identifying which script
IDs your ACE server actually sends.
Build + 742 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Ran a live memory probe against retail acclient.exe (new tool:
tools/RetailTimeProbe/) to read the TimeOfDay struct at
DAT_008ee9c8 and compare against our computed values. The decompile
agent's identification of TimeOfDay+0x10 as "SecondsPerDay (int
copy)" turned out to be WRONG — the live value is **360**, which is
GameTime.DaysPerYear.
The retail FUN_00501990 LCG seed is:
seed = Year × (*+0x10) + DayOfYear
= Year × DaysPerYear + DayOfYear
= flat "total days since epoch" day-index
Our previous Phase 3c port passed 7620 (DayLength in ticks) as the
multiplier, producing seed=883,967 against retail's seed=41,807 —
completely different LCG outputs, completely different DayGroup
picks. That's why the user's retail kept showing stormy/rainy while
acdream showed sunny/clear (or vice versa) even after Phases 3c.1
and 3f aligned Year and DayOfYear.
Also confirmed by the probe:
- EpochBase / ZeroTimeOfYear = 3600 ✓ Phase 3f already correct
- BaseYear / ZeroYear = 10 ✓ DerethDateTime.ZeroYear
- Year=116, DayOfYear=47 ✓ our AbsoluteYear / DayOfYear
- SecondsPerDay float (+0x0C) = 7620 ✓ DayTicks
- SecondsPerYear = 2,743,200 ✓ YearTicks
One "finding that's not a fix": retail's +0x48 DayFraction is a
sub-period fraction (fraction through current day/night window)
NOT a full-day fraction. CurDayEnd - CurDayStart = 2857.5 = 0.375
of a day = 6 Dereth hours = night duration. Not relevant for our
keyframe bracket interpolation, which correctly uses a full-day
0..1 scale matching the SkyTime.Begin values. Documented in the
probe research doc so future work doesn't trip on it.
Changes:
- tools/RetailTimeProbe/ — new P/Invoke tool. Forced x86 target to
match retail's bitness so hardcoded DAT_xxxxxxxx addresses are
pointer-width-correct. Handles ASLR relocation via
Process.MainModule.BaseAddress.
- src/AcDream.App/Rendering/GameWindow.cs: RefreshSkyForCurrentDay
passes 360 (DaysInAMonth × MonthsInAYear) not 7620.
- src/AcDream.Core/World/SkyDescLoader.cs: ActiveDayGroup(ticks)
and DefaultDayGroup same.
- docs/research/2026-04-23-retail-memory-probe.md — full probe
results + decompile-agent correction.
- AcDream.slnx — add tools/ folder.
Build + 733 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Final piece of the retail-sync puzzle. Live Dereth dat has
GameTime.ZeroTimeOfYear = 3600 (verified 2026-04-23 diagnostic dump).
Our DerethDateTime hardcoded +7/16 × DayTicks = 3333.75, copied from
ACE's DerethDateTime.cs comment "tick 0 = Morntide-and-Half". The dat
is authoritative; ACE's comment is wrong by 266.25 ticks (~33 Dereth
minutes).
User-observed regression (2026-04-23):
acdream: middle-of-night (Darktide), clear, DayGroup "Sunny"
retail: near-pre-dawn (Foredawn), thunderstorm, stormy DayGroup
(both connected to the same ACE at PortalYearTicks=291134079)
Same server tick → different calendar extraction → the offset skewed
dayFraction AND pushed DayOfYear across a boundary at certain ticks,
feeding a different LCG seed into the DayGroup picker (FUN_00501990).
A single 266.25-tick offset error explains both the time mismatch and
the weather mismatch.
Code changes:
- DerethDateTime.OriginOffsetTicks — runtime-settable static, default
= DayFractionOriginOffsetTicks (3333.75, the legacy fallback).
Applied in DayFraction, Year, DayOfYear, ToCalendar.
- DerethDateTime.SetOriginOffsetFromDat(double) — called at Region
load.
- SkyDescLoader.DumpRegionSkyDesc dumps GameTime fields (and all 16
TimesOfDay entries) when ACDREAM_DUMP_SKY=1.
- GameWindow.LoadRegion adopts the dat's ZeroTimeOfYear after
LoadFromRegion, logs the before/after values.
Also dumps every Dereth TimeOfDay hour-boundary (0..15) so any future
calendar weirdness has authoritative ground truth in the log.
Build + 733 tests green (no test depended on the hardcoded offset).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User reported rain in acdream while retail showed a clear sunny sky
after Phase 3d landed. Root cause: two independent weather systems
running in parallel.
1. Retail DayGroup picker (FUN_00501990 port, Phase 3c/3c.1) —
selected DayGroup[6] "Sunny" correctly.
2. WeatherSystem.Tick (legacy stub from pre-decompile era) —
kept rolling its own hardcoded PDF every day (60% Clear, 20%
Overcast, 12% Rain, 5% Snow, 3% Storm), independent of the
DayGroup picker. Its output drove the rain/snow particle
emitters via UpdateWeatherParticles. If its hash happened to
land on Rain for today's dayIndex, rain rendered even on a
Sunny DayGroup day.
Retail has ONE source of truth for weather: the DayGroup roll. There
is no separate weather state machine — rain/snow/storm are implied by
the DayGroup name and its per-keyframe SkyObjectReplace settings.
Fix (Phase 3e):
- WeatherSystem.SetKindFromDayGroupName(string?) — loose substring
match on the retail DayGroup name: "storm" → Storm, "snow" → Snow,
"rain" → Rain, "cloud"/"overcast"/"dark"/"fog" → Overcast, else
Clear. Case-insensitive. Covers the names observed in the live
Dereth dat dump (Sunny, Clear, Cloudy, Rainy + inferred variants).
- WeatherSystem._externallyDriven flag disables the internal
RollKind auto-roll once SetKindFromDayGroupName has been called at
least once. Tests that drive Tick() directly keep the legacy
hash-roll behavior (offline fallback). ForceWeather still works
for debug overrides.
- GameWindow.RefreshSkyForCurrentDay calls
Weather.SetKindFromDayGroupName(grp.Name) right after it installs
the new SkyStateProvider. Logs the resulting WeatherKind on the
same line as the DayGroup pick for correlation.
- New WeatherSystemTests.SetKindFromDayGroupName_MapsRetailNames
(theory, 14 cases) + SetKindFromDayGroupName_DisablesInternalRoll.
Expected effect: Sunny/Clear DayGroups → no rain emitter. Rainy/Stormy
DayGroups → rain emitter active. The user's specific scenario
(DayGroup[6] "Sunny") now correctly maps to WeatherKind.Clear and no
particles spawn.
Build + 733 tests green (+16 new).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User reported the in-game sky time in acdream consistently trails
retail's, even after Phases 3a-3c.1 aligned the DayGroup selection.
Diagnosed it as a rate mismatch between our client-side extrapolation
and the ACE server's tick advancement.
ACE advances PortalYearTicks at 1.0 ticks per real-second:
Timers.cs: PortalYearTicks += worldTickTimer.Elapsed.TotalSeconds
Our WorldTime was using SkyDesc.TickSize (0.8 in the live Dereth dat)
as the extrapolation rate:
NowTicks = lastSync + elapsed * TickSize // with TickSize=0.8
Between the server's ~20s TimeSync gap, we fell 4 ticks behind. Every
sync yanked us back, but in the window between syncs the sky interp
was rendering at a stale (earlier) dayFraction — visible as "acdream
is behind retail" when the user had retail running alongside.
Root cause: we misread r12 §1.2's definition of SkyDesc.TickSize.
Agent C's decompile (`docs/research/2026-04-23-sky-decompile-hunt-C.md`
§5 and the 2026-04-23 sky-retail-verbatim synthesis §5) showed
SkyDesc.TickSize is consulted at `FUN_005062e0:6241` as:
_DAT_00842798 = SkyDesc.TickSize + _DAT_008379a8 // next deadline
i.e. the per-frame sky-subsystem update PERIOD. It's a throttle, not a
clock-rate multiplier. SkyDesc.LightTickSize=15 plays the same role for
lighting interpolation (re-run every 15 real-seconds).
Fix: remove the SkyDesc.TickSize → WorldTime.TickSize assignment. Keep
WorldTime.TickSize at its default 1.0, matching the server's rate.
SkyDesc.TickSize stays on the LoadedSkyDesc for a future Phase 4 port
of the actual retail throttle logic.
Build + 717 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Live verification (2026-04-23, Phase 3c launch): acdream picked
DayGroup[17] "Rainy" for PY106 day46 while retail at the same server
tick showed clear blue sky with white clouds (Sunny-ish). Root cause:
our port passed the RELATIVE year (106, i.e. years since tick-0) into
the LCG seed, while retail's TimeOfDay+0x64 is ABSOLUTE Year =
floor(...) + ZeroYear (baseYear=10 for Dereth GameTime). The offset
seeds the LCG with `seed = 106×7620+46` vs retail's `seed =
116×7620+46` — `10 × SecondsPerDay = 76200` apart, guaranteed to
land on a different DayGroup index.
Fix:
- DerethDateTime.ZeroYear constant (= 10) + AbsoluteYear(ticks) helper.
- GameWindow.RefreshSkyForCurrentDay feeds AbsoluteYear into the picker.
- LoadedSkyDesc.ActiveDayGroup(ticks) same.
- Calendar display and generic Year(ticks) stay relative; only the
LCG-seed path uses the offset. Matches retail FUN_005a7510:5300 which
explicitly adds baseYear to the relative year before stashing in
TimeOfDay+0x64.
Build + 717 tests green. Next visual check should show matching
weather with retail client side-by-side.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Decompile agent located the retail DayGroup selection function at
FUN_00501990 (chunk_00500000.c:1276). It is a straight-line 32-bit
signed LCG — NOT a ChanceOfOccur-weighted CDF. Replaces the SplitMix64
approximation from Phase 3a.
Algorithm (verbatim from the decompile):
seed = year * secondsPerDay + dayOfYear // TimeOfDay+0x64/+0x10/+0x68
hash = seed * 0x6A42FDB2 + 0x8ABE1652 // signed 32-bit LCG
index = floor(dayGroupCount * (uint)hash / 2^32)
if (index >= dayGroupCount) index = 0 // float-rounding safety
Uniform over all DayGroups. Dereth's 20 groups all carry ChanceOfOccur=5.0
so uniform matches the statistical intent; the weighted walk Phase 3a
attempted is NOT what retail does. The SecondsPerDay multiplier is
load-bearing — without it, adjacent years would share adjacent LCG
seeds and divergence from retail would recur annually.
Result (this session's local ACE):
server: PY106 ColdMeet 17 MorntideAndHalf, ticks=291130073
→ year=106, dayOfYear=(106×0 + 17 across ColdMeet) via DerethDateTime
→ retail picker returns a deterministic uniform index from LCG.
Acdream and retail now agree on the pick for any (Year, DayOfYear)
since both drive from the same server PortalYearTicks.
Changes:
- src/AcDream.Core/World/DerethDateTime.cs: add Year(ticks) and
DayOfYear(ticks) helpers (match retail TimeOfDay+0x64 / +0x68).
- src/AcDream.Core/World/SkyDescLoader.cs:
- SelectDayGroupIndex signature: (year, secondsPerDay, dayOfYear)
instead of the flat dayIndex used by the SplitMix64 approximation.
- Body: retail LCG line-by-line port with decompile citations.
- ACDREAM_DAY_GROUP env var still overrides (for A/B verification).
- src/AcDream.App/Rendering/GameWindow.cs: RefreshSkyForCurrentDay now
feeds Year / DayOfYear / SecondsPerDay=7620 to the picker instead
of a flat dayIndex. Composite `year*360+dayOfYear` still tracked
internally as the day-change key for provider-rebuild idempotence.
- docs/research/2026-04-23-daygroup-selection.md committed with the
full decompile trail (new agent-produced research).
Build + 717 tests green. User visual verification (retail side-by-side)
next.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Diagnosed the "retail shows early night, acdream shows early day" time
mismatch: server time sync was working correctly (ticks=291079558 →
dayFraction=0.8546 → EvensongAndHalf, hour 14 of 16). The mismatch was
the hardcoded DayGroup index.
Dereth's SkyDesc carries 20 DayGroups (Sunny / Clear / Cloudy / Storm /
etc), each weighted at ChanceOfOccur=5.0. Retail rolls one per server
day by `ChanceOfOccur` as a PDF (r12 §11). We were always rendering
DayGroup 0 = "Sunny" regardless of day, so at EvensongAndHalf we showed
SkyTime[7]@0.84 — sun still 20° above the western horizon, warm golden
— i.e. pre-sunset rather than the dimmer pre-night appearance retail
shows after rolling a cloudier group.
Fix (Phase 3a):
- LoadedSkyDesc.SelectDayGroupIndex(dayIndex) — deterministic roller:
SplitMix64 hash of dayIndex → normalize to [0, sumChances) → walk the
cumulative distribution. Same dayIndex on every client = same weather
on every client, zero network sync needed.
- LoadedSkyDesc.ActiveDayGroup(ticks) / BuildProviderForDay(ticks) —
convenience wrappers that compute dayIndex from raw server ticks.
- ACDREAM_DAY_GROUP=<N> env var override. Set to 10 "Clear", 12 "Cloudy",
etc. for A/B visual verification against retail.
- SyncFromServer gains a [sky-dump] log: `ticks=X dayFraction=Y
calendar=PY{year} {month} {day} {hour}` so the time-sync state is
auditable from a single grep.
- GameWindow: tracks _loadedSkyDayIndex + _activeDayGroup. Calls
RefreshSkyForCurrentDay on every server sync — swaps WorldTime's
provider + caches the group only when the day index crosses a
boundary (idempotent within a single day). SkyRenderer.Render now
consumes _activeDayGroup instead of the legacy DefaultDayGroup.
Observed (this session, local ACE):
server sent ticks=291079558 → PY106 ColdMeet 10 EvensongAndHalf
SplitMix64(day 38197) will deterministically pick one of 20 groups.
Build + 717 tests green. Ready for user visual verification with
retail side-by-side.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The uncommitted uTint=AmbientColor-for-alpha-submeshes experiment (from
the 2026-04-22 inference) dimmed the sky dome's baked gradient — a
user-verified visual regression. Reverting to the eeae83a baseline
(uTint=Vector4.One for every submesh) while we execute the proper
retail-verbatim port.
Research: three parallel decompile-hunt agents landed verifying
retail's ground-truth sky pipeline for the first time (prior audits
searched for stripped symbol names; the trail opened via the Region
dat-type-index 0x1c registration at chunk_00410000.c:12952). Key
retail functions now mapped in chunk_00500000.c:1097-7535:
- FUN_00501530: keyframe bracket-picker (with 1.0f wrap denominator)
- FUN_00501600: sun+ambient interpolator (sunVec = DirBright ×
(sin yaw·cos pit, cos yaw·cos pit, sin pit))
- FUN_00501860: fog interpolator
- FUN_00502820: SkyDesc::Unpack (2 doubles + DayGroup list)
- FUN_00502a10: build per-frame sky-object table
- FUN_00505f30: apply light state + per-cell AdjustPlanes relight
- FUN_005062e0: per-frame sky tick (throttled by LightTickSize)
- FUN_00508010: sky-object render loop (enqueues through the NORMAL
mesh pipeline via FUN_00514b90 — not a bespoke path)
Surprise findings:
- D3DRS_AMBIENT is set to 0 once at init and NEVER changes per-frame
(chunk_005A0000.c). The r12-inferred "clouds = texture × D3DRS_
AMBIENT" formula is falsified. Retail instead routes keyframe
AmbColor through per-vertex lighting on non-Luminous sky meshes
via _DAT_008682bc/c0/c4.
- Retail does NOT anchor the sky to the camera or use a separate
sky projection. Sky meshes live in world space and follow the
camera via scene-graph parent.
- FUN_00532440 (AdjustPlanes) re-lights every terrain cell on every
keyframe tick — the "terrain follows the sky" effect we don't yet
reproduce.
Phase 1 code change (this commit):
- src/AcDream.App/Rendering/Sky/SkyRenderer.cs: revert uTint to white
for all submeshes (the per-submesh blend split stays — sun gets
additive, clouds get alpha). Keep the `keyframe` parameter in the
signature for Phase 2 readiness. Comments now cite the retail
functions and reference docs instead of the (disproven) r12 formula.
- src/AcDream.Core/World/SkyDescLoader.cs: ACDREAM_DUMP_SKY=1 logs
the entire Region SkyDesc on load — DayGroups, SkyObjects, every
SkyTimeOfDay keyframe, and every SkyObjectReplace with RAW pre-/100
Transparent/Luminosity/MaxBright values so we can settle the unit
question empirically.
- src/AcDream.App/Rendering/Sky/SkyRenderer.cs: ACDREAM_DUMP_SKY=1
additionally logs each sky GfxObj's Surfaces and their SurfaceType
flags on first load, so we can identify which meshes carry the
Luminous bit (dome? sun? moon? stars?) vs which are lit.
- src/AcDream.App/Rendering/GameWindow.cs: passes the interpolated
keyframe to the sky renderer (kept — needed for Phase 2).
Research docs (pushed as part of this commit):
- docs/research/2026-04-23-sky-retail-verbatim.md: full synthesis
with retail function map, struct layouts, globals, pseudocode, and
a 4-phase port plan.
- docs/research/2026-04-23-sky-decompile-hunt-{A,B,C}.md: raw hunt
outputs.
- docs/research/2026-04-23-sky-references-crossref.md: WorldBuilder/
ACE/ACViewer/holtburger/Chorizite coverage.
- docs/research/2026-04-23-sky-dat-schema.md: full dat schema + unit
analysis.
- docs/research/2026-04-22-sky-lighting-decompile.md: prior agent's
(superseded) inference — kept for provenance.
Phase 2 will port Surface.Luminous-flag-aware per-vertex lighting for
sky submeshes once the dump resolves the open questions (Luminous-flag
distribution per Dereth sky mesh; _DAT_007a1870 scale constant value).
Build + 717 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Retail's Region dat stores SkyObjectReplace.Luminosity / Transparent /
MaxBright as percentages in the 0..100 range. Our shader expects
fractions in 0..1. We were passing raw values (luminosity up to 100)
straight into the sky fragment shader's rgb-multiplier:
rgb = sampled.rgb * uTint.rgb * uLuminosity;
At the "Sunny" DayGroup's noon keyframes (verified via live diag),
Luminosity = 100 → shader multiplied the cloud texture RGB by 100 →
min(rgb, vec3(1.2)) clamped all channels to 1.2 → pure white sky.
Also gave the dawn/dusk purple sky effect on top of the pale texture.
Fix: SkyDescLoader.ConvertTimeOfDay divides Luminosity, Transparent
and MaxBright by 100 when loading each SkyObjectReplace. The Rotate
field stays as degrees (values like 270° are genuine headings, not
percentages).
Transparent was accidentally surviving via a 0..1 clamp downstream,
but we fix it for consistency and so brightness-attenuating values
in the 0..99 range (partial fade during dawn/dusk) work correctly
instead of rounding to full-transparent.
WorldBuilder's SkyboxRenderManager does NOT apply these fields at
all — that's why they never hit this bug. Our port applies them for
per-keyframe day-night fades, so we needed the unit conversion.
Also picked up in this commit (incidental, already running):
- Sky render: per-submesh blend mode from TranslucencyKind.Additive
for sun/moon-style self-bright objects (Additive bit 0x10000).
Luminous flag 0x40 intentionally NOT mapped to additive — that
flag is on the sky dome + cloud sheets and making them additive
produced the previous "fully white" iteration of this bug.
- ToD default seed: DayTicks/16 (Midsong = hour 9 = true noon)
instead of DayTicks*0.5 which landed on Gloaming-and-Half (sunset)
due to DerethDateTime's +7/16 day-fraction offset. Pre-TimeSync
view now correctly starts at noon.
- Lightning flash: brighter white-blue (vec3(1.5,1.5,1.8)) instead
of dim grey; ceiling relaxed during flash so the strobe actually
blows out. Cadence (strike intervals, decay) unchanged.
- Saved docs/research/2026-04-21-sky-deep-audit.md with the
decompile+ACE+ACME+WorldBuilder research done to corner this bug.
Open follow-up (not fixed here): sky clouds are white at noon /
don't get the dusk/night purple tint. Our sky shader is fully unlit
— doesn't apply sun/ambient directional light like the terrain
shader does. AmbientColor in the keyframe data carries the right
tint (purple at midnight, magenta at dusk) but we pass
uTint = Vector4.One instead of the keyframe value. Next commit will
wire directional-sun + ambient into sky.frag so cloud meshes pick
up the time-of-day color.
All 717 tests green. User-confirmed: sky colors are now "much
better" after this change (previously fully white).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two coupled physics fixes that together resolve "+Acdream walks on top of
water instead of submerged" and "brief Falling animation when running up
steep hills".
## 1. Water depth = physics adjustment, not rendering
Retail has NO separate water surface mesh. Characters visually submerge
in water because ValidateWalkable adds `waterDepth` to its signed-distance
check (ACE ObjectInfo.cs:124), letting the character's feet sit below the
terrain plane by that amount before the push-up fires. Rendered character
below rendered terrain = looks submerged.
Our ValidateWalkable didn't carry a waterDepth, so feet were always
snapped exactly to the plane. Water cells looked like walking on water.
Added:
- TerrainSurface now carries per-vertex water flags (bits 2-6 of
TerrainInfo → SurfChar lookup) and per-cell classification.
- TerrainSurface.SampleWaterDepth(localX, localY) returns 0.0 (dry),
0.45 (partial-water near water corner), 0.9 (entirely water). Deviates
from retail's 0.1 fallback for "dry corner of partial-water cell" —
that 0.1 destabilizes the "feet exactly on plane" contact-touch check
in ValidateWalkable (dist > EPSILON, SetContactPlane skipped,
ValidateTransition clears OnWalkable, gravity applies, character
micro-falls each frame).
- PhysicsEngine.SampleWaterDepth is the world-space wrapper.
- FindEnvCollisions samples the per-point depth and forwards it.
- ValidateWalkable adds +waterDepth to the signed-distance check (this
is the ACE-line-124 port).
GameWindow.ApplyLoadedTerrain extracts the low byte of each TerrainInfo
ushort and passes it to the TerrainSurface ctor so classification works.
## 2. AdjustOffset safety-push threshold on sloped planes
The LocalSphere is positioned at `(0, 0, radius)` — center along world
+Z from the character root. On a tilted plane the sphere center's
perpendicular distance to that plane is `radius * Normal.Z`, NOT
`radius`. The original threshold `dist < radius - EPS` therefore fires
spuriously on every slope and the follow-up push-up lifts feet by
`radius * (sec θ - 1)` — 7 cm at 30°, 20 cm at 45°, 48 cm at 60°.
The steep-slope lift is large enough to break ValidateWalkable's
contact-touch check, ValidateTransition then clears OnWalkable,
calc_acceleration applies gravity, and the character flickers into the
Falling animation for ~0.3s while running uphill. User-observed on steep
hills after today's water-depth work made the artifact visible (before
that, general hover masked it).
Fix: the threshold is `radius * Normal.Z` (the natural resting distance
of a Z-axis sphere on the plane). The push fires only when feet are
actually penetrating below natural resting, not on any sloped plane.
ACE's Transition.cs AdjustOffset has the original threshold but the bug
is invisible server-side.
All 717 tests green. Water submersion + steep-slope running both
user-visually verified.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two linked issues both rooted in skipping parts of the retail physics chain.
## 1. Remote staircase on slopes — Euler never integrated between UPs
TickAnimations called rm.Body.update_object(now) for remote integration, but
PhysicsBody.update_object gates on MinQuantum = 1/30s (retail FUN_00515020
early-return). At our 60fps render tick (~16 ms), deltaTime < MinQuantum on
almost every frame → early return AND LastUpdateTime never advances → position
effectively never integrates. Remote Position changed only on UP hard-snap,
producing visible teleport strides uphill (the "staircase" the user reported).
Fix: call UpdatePhysicsInternal(dt) directly for the remote tick — the same
pattern PlayerMovementController.cs:358 uses for the local player. Wire
ResolveWithTransition in afterwards so the remote's Euler-advanced position
gets swept through the same retail collision chain (find_env_collisions +
find_obj_collisions + step_down + 6-path BSP dispatcher) that the local
player already goes through.
New field RemoteMotion.CellId tracks the remote's cell across frames; set
from UpdatePosition.p.LandblockId and updated from transition output.
## 2. Local player floating on downhill slopes — ContactPlane not persisted
Running a character down a slope faster than ~0.5 m/s vertical: per-frame
Euler moves feet horizontally (no Z component since velocity is world-XY).
After Euler, feet are above the new-XY terrain. ValidateWalkable takes the
"above surface" branch without setting a contact plane, DoStepDown probes
~4 cm down (the retail StepDownHeight default), fails to find the surface
8-10 cm below, and the character stays at the old Z. Over a sustained
descent this accumulates into a visible hover.
Retail's PhysicsObj carries ContactPlane + ContactPlaneCellID as persistent
fields (ACE PhysicsObj.cs:2598-2604 get_object_info → InitContactPlane).
Each transition call seeds CollisionInfo.ContactPlane from the previous
frame's plane. That seed is what lets AdjustOffset project horizontal
velocity onto the slope surface — so the Euler offset acquires a Z
component matching the slope and the sphere tracks terrain without needing
step-down to do the catch-up every frame.
Fix: add PhysicsBody.ContactPlane* fields mirroring PhysicsObj's. Extend
ResolveWithTransition with an optional `body` parameter; when provided, seed
the transition's CollisionInfo from body.ContactPlane at the start, copy
back (preferring current, falling back to LastKnown) at the end. Both local
(PlayerMovementController) and remote (TickAnimations) pass their body.
Verified live: DIAG samples showed pre/post/resolved Z all exactly equal
before the MinQuantum bypass (Euler frozen). After bypass, deltas dropped
to floating-point noise on slopes for remotes. Local hover on downhill
resolved in separate visual pass.
All 717 tests green. No API breaks (ResolveWithTransition's body param is
optional, backwards-compatible).
Cross-refs:
- decompile: FUN_00515020 update_object, FUN_005111D0 UpdatePhysicsInternal,
FUN_005148A0 transition init
- ACE: PhysicsObj.cs:2586-2621 get_object_info, Transition.cs:613-620 InitContactPlane
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Our LandblockMesh, terrain.vert corner tables, and TerrainSurface.SampleZ
used the OPPOSITE diagonal for each CellSplitDirection enum value from
what ACE (and the decompiled retail client at FUN_00532a50) picks for the
same sign bit. Same formula, same sign-bit mapping, inverted geometry.
Symptom: remote players rendered at server-broadcast Z hovered or clipped
by up to ~1m on sloped cells. Flat cells masked the bug because all four
corner heights were equal so any triangle pair returned the same Z. Live
diagnostic confirmed +0.79m hover on cell (7,5) at lb(AA,B4) — a ~20°
slope — while flat neighbors agreed to floating-point noise.
Three coordinated edits so CPU mesh + GPU corner lookup + CPU sampler all
agree on the retail geometry:
- LandblockMesh: SWtoNE branch now emits {BL,BR,TR}+{BL,TR,TL} (y=x cut),
SEtoNW emits {BL,BR,TL}+{BR,TR,TL} (x+y=1 cut).
- terrain.vert: corner-index tables updated to match.
- TerrainSurface.SampleZ: swapped the two branches' interpolation.
After the fix, 19 live DIAG samples across flat + two slope transitions
all land within 0.01m of server Z. Staircase pattern during remote motion
on slopes is a separate bug (no per-frame collision resolution) and will
be addressed via the transition/FindValidPosition port.
Cross-verified against: ACE LandblockStruct.ConstructPolygons lines 221-
244, decompiled retail FUN_00532a50 (chunk_00530000.c:2235), ClientReference
IsSWtoNECut (tests/AcDream.Core.Tests/Terrain/ClientReference.cs).
Updated test SplitDirection_TerrainSurface_AgreesWith_TerrainBlending
with corrected expectations (Z values swap between the two branches).
All 717 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Ports the retail client's client-side remote-entity motion pipeline
verbatim per the decompile research. Every remote now runs its own
PhysicsBody + MotionInterpreter + AnimationSequencer stack — retail has
no special "interpolator" for remotes, it runs the full motion state
machine on every entity. Now we do too.
## What changed
### Parser fixes (CreateObject, UpdateMotion)
Wire flag bits for InterpretedMotionState (per ACE MovementStateFlag enum):
CurrentStyle=0x01, ForwardCommand=0x02, ForwardSpeed=0x04,
SideStepCommand=0x08, SideStepSpeed=0x10, TurnCommand=0x20, TurnSpeed=0x40
Previously we only extracted CurrentStyle + ForwardCommand + ForwardSpeed
and SKIPPED the side/turn fields entirely. Result: we had zero rotation-
or strafe-intent data from the server — impossible to render turn or
sidestep animations. Now ServerMotionState carries all 7 fields and the
parser reads the bytes in ACE's write order (style, fwd, side, turn, then
fwdSpd, sideSpd, turnSpd).
### RemoteMotion (new per-remote struct in GameWindow)
Each remote gets its own PhysicsBody + MotionInterpreter + observed
angular velocity. Replaces the earlier shortcut RemoteInterpolator
(deleted — retail has no such thing).
On UpdateMotion:
- ForwardCommand flag absent → stop signal (reset to Ready) per
retail FUN_0051F260 bulk-copy semantics (absent = Invalid = default).
- Forward + sidestep + turn each route through DoInterpretedMotion,
exactly as retail FUN_00528F70 does.
- Animation cycle selection: forward wins if active, else sidestep,
else turn, else Ready. Matches the user's observation that retail
plays turn animation when only turning.
- Turn command seeds ObservedOmega = π/2 × turnSpeed (from Humanoid
MotionData.Omega.Z ≈ π/2 per decompile).
- Turn absent → ObservedOmega = 0 (stops rotation immediately).
On UpdatePosition:
- Hard-snap Body.Position + Body.Orientation per retail FUN_00514b90
set_frame (direct assignment, no slerp — retail does not soft-snap).
- HasVelocity + |v| < 0.2 → StopCompletely + SetCycle(Ready).
- ForwardSpeed=0 on wire is a VALID stop signal (ACE sends this when
alt releases W); previously we defaulted to 1.0, causing the "slow
walk that never stops" symptom.
Per-tick:
- apply_current_movement → Body.Velocity via get_state_velocity
(retail FUN_00528960: RunAnimSpeed × ForwardSpeed in body-local,
rotated by orientation).
- Manual omega integration: Orientation *= quat(ObservedOmega × dt).
Bypasses PhysicsBody.update_object's MinQuantum=1/30s gate that
was eating every-other-tick rotation updates at our 60fps render
rate — the cause of the persistent "rotation snaps every UP" bug.
- update_object still called for position integration and the motion
subsystem it drives.
### AnimationSequencer synthesis extension
Added omega synthesis for TurnRight/TurnLeft cycles (same pattern as
the earlier velocity synthesis): when the Humanoid dat leaves HasOmega
clear, SetCycle synthesizes CurrentOmega = ±π/2 × speedMod on Z so
dead-reckoning and stop detection can read a non-zero omega for turn
cycles.
### Stop-detection heuristic removed
No more 300ms/2000ms/5000ms idle timers. Retail's stop signal is
explicit (UpdateMotion with ForwardCommand flag absent → Ready); we
handle it directly. Client-side timers were a source of flicker during
normal running.
## Confirmed working
- Walking (matches retail speed + leg cadence)
- Running (matches retail speed + leg cadence)
- Strafing (body moves sideways + strafe animation plays)
- Turning while stationary (body rotates smoothly + turn animation plays)
- Turning while running (body rotates + leg anim continues)
- Stopping (instant stop, no slow-walk tail)
All 717 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two related bugs in the motion/animation pipeline:
1. Player's local animation was getting reset to speedMod=1.0 every ~100ms.
ACE's BroadcastMovement echoes the player's own motion back via
UpdateMotion. When ACE's ForwardSpeed == 1.0, the ForwardSpeed flag is
omitted (InterpretedMotionState.BuildMovementFlags), so our wire parser
returns null and we default to speedMod=1.0 — clobbering the
locally-authoritative 2.375 × runRate that UpdatePlayerAnimation just
set. Legs would crank up to full cadence for one frame then get slammed
back to walking rate.
Fix: for the player's own guid, skip the wire-echo SetCycle entirely.
UpdatePlayerAnimation is the authoritative driver for the local
player's animation; the server echo is only useful for observers of
other characters. User-confirmed: legs now hold their full cadence.
2. Remote entities teleported between UpdatePositions because the
sequencer's CurrentVelocity was always zero (Humanoid dat ships every
locomotion MotionData with Flags=0x00, so EnqueueMotionData leaves
CurrentVelocity at Vector3.Zero). Dead-reckoning's Priority 1
(sequencer velocity) never triggered, falling through to EMA which
has bootstrap lag + gets polluted by teleport-class server snaps.
Fix: synthesize CurrentVelocity in SetCycle from the retail locomotion
constants (WalkAnimSpeed=3.12, RunAnimSpeed=4.0, SidestepAnimSpeed=1.25)
× speedMod, matching the decompiled get_state_velocity (FUN_00528960)
which uses these same constants directly instead of MotionData.Velocity.
The dat's HasVelocity field is reserved for non-locomotion motions
(kick-off velocities, flying creatures, etc).
Diag confirmed synthesis fires and DR picks it up with src=seq and
correct magnitude. More visual polish may still be needed for the
"lagging remote" symptom — see follow-up.
Also adds `PlayerMovementController.BodyVelocity` utility getter for HUD/
debug use, and `ACDREAM_ANIM_SPEED_SCALE` env var as a tunable knob for
visual pacing overrides.
All 717 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The decompiled get_state_velocity (FUN_00528960) literally computes
`RunAnimSpeed * ForwardSpeed` — a 4.0 × runRate world velocity. That
matches retail only when the character's MotionTable happens to bake
MotionData.Velocity.Y = 4.0 on RunForward (true for Humanoid, not
necessarily for other creatures or swapped weapon-style cycles).
When MotionData.Velocity ≠ RunAnimSpeed, the body's world velocity
drifts away from the animation's baked-in root-motion velocity, and
you see the classic "legs cycle too slowly for how fast the body is
sliding" visual bug. User reports ~30% discrepancy ("running animation
is too slow"), consistent with Humanoid RunForward's actual dat
Velocity being ~3.0 rather than the 4.0 constant.
The fix per r03 §1.3: physics body velocity = MotionData.Velocity ×
speedMod. That's exactly what AnimationSequencer.CurrentVelocity
already exposes. Route it into MotionInterpreter via an opt-in
Func<Vector3> accessor. When wired, get_state_velocity uses the
sequencer's cycle velocity as the primary forward-axis drive; when
unwired (tests, physics bodies without a sequencer), falls back to
the decompiled constant path — byte-compatible with retail on the
shapes where it actually matters.
The RunAnimSpeed × rate max-speed clamp at the bottom of
FUN_00528960 stays intact — Option B only replaces the *drive*, not
the clamp. 20 m/s phantom MotionData can't teleport the player.
Wiring: GameWindow attaches `playerAE.Sequencer.CurrentVelocity` to
`_playerController` on Tab-player-mode entry. The sequencer is always
built before the player enters chase mode, so timing is safe.
Sidestep continues to use SidestepAnimSpeed — the sequencer only
tracks the current forward cycle, so strafe is a separate axis.
6 new MotionInterpreterTests verify: accessor overrides constant path,
zero Y falls back to constant (link transitions), clamp still applies,
Ready state doesn't leak accessor value, sidestep axis is untouched.
All 717 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Bug 1: remote chars never animate, just teleport.
Root cause: when OnLiveMotionUpdated transitions a remote entity from
Ready to a locomotion cycle (cmd=0x0007 RunForward), the
_remoteLastMove timestamp is still pegged to the last position update
from BEFORE the motion change (often >300ms old). On the very next
TickAnimations, stop-detection signal 1 immediately fires
(now - last.Time > 300ms), and the sequencer is flipped straight back
to Ready. Result: the run cycle flashes for one frame and is gone.
Fix: when we enter a locomotion cycle from a non-locomotion one, stamp
_remoteLastMove[guid].Time = now and drState.LastServerPosTime = now
so the stop-timer starts a fresh 300ms window from the transition.
Bug 2 + 3: Our own player's walk/run toggle not broadcast when only
Shift toggles mid-move.
Root cause: PlayerMovementController's motion-state-change detection
compared only (ForwardCommand, SidestepCommand, TurnCommand). When
the user walks (W) then adds Shift mid-stride, ForwardCommand stays
WalkForward but outForwardSpeed jumps 1.0 -> runRate and localAnimCmd
swaps Walk -> Run. 'changed' stayed false, no MoveToState broadcast,
server still thought we were walking. Retail observers saw walking.
Fix: extend the diff to include outForwardSpeed, input.Run (hold-key),
and localAnimCmd. Any of them flipping forces a new MoveToState.
Bug 4: Wrong MotionCommand class byte reconstruction.
Root cause: OnLiveMotionUpdated's heuristic OR'd the sequencer's
current-motion class byte with the wire-received low 16 bits, producing
values like 0x41000007 for RunForward (actual retail value is
0x44000007). Cycle key lookup uses only low 24 bits so the animation
mostly-worked, but the wrong class byte broke stance-aware code paths
and any downstream consumer that keys off the class.
Fix: route ForwardCommand through MotionCommandResolver.ReconstructFullCommand
(same path already used for Commands[] items) — retail-exact class
byte recovery via a reflection-built enum lookup table.
Build + 711 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Ships full retail-faithful sky-object rendering, 5-kind weather with
deterministic per-day roll + storm lightning, dynamic-lighting shader
UBO with retail hard-cutoff semantics, per-entity torch LightSource
registration via Setup.Lights, ParticleRenderer for rain/snow, and
TimeSync handshake wiring. F7 / F10 debug keys for time/weather
cycling.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Small polish commit:
- Clamp ClearColor inputs to [0, 1] because retail keyframes store
sun/fog colors pre-multiplied by their brightness scalars, which can
exceed 1.0; some drivers treat ClearColor > 1 as a saturate-bright
hint and produce visible color shifts at the edges.
- 4 new tests cover WorldTimeService.SetDebugTime / ClearDebugTime /
SyncFromServer-clears-override / SetProvider hot-swap.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
WorldSession now surfaces the server's PortalYearTicks via a new
ServerTimeUpdated event, fired from two sources per r12 §12:
1. Initial ConnectRequest handshake (ConnectRequestServerTime field
of the optional block — seeds the clock on login).
2. Every subsequent packet carrying the TimeSync header flag
(0x01000000) — keeps the client clock within one TimeSync period
of authoritative server time.
GameWindow subscribes the event into WorldTimeService.SyncFromServer,
so the day/night cycle + keyframe interpolation runs from real server
time in live mode. Offline mode (ACDREAM_LIVE=0) still uses the
seeded-to-noon fallback from OnLoad.
DebugOverlay now exposes sky + weather + lighting state:
time 0.50 Midsong (day fraction + hour name)
wx Clear parts 0 (weather kind + live particle count)
lit 1/4 (active / registered lights)
F7 cycles a debug time override through
(none → midnight → dawn → noon → dusk → none)
F10 cycles weather through
(Clear → Overcast → Rain → Snow → Storm).
These keybinds satisfy the visual-verification tier so a user can
flip through every state from the running client without touching
the code.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
When the server re-sends CreateObject for the same guid (visibility
refresh, appearance update, landblock crossing) we already drop the
old WorldEntity + animated entry + physics registration. Now also
clear the dead-reckon + last-move dicts keyed by the server guid so
the next UpdatePosition doesn't see leftover SnapResidual or
LastServerPos from the previous incarnation — which would make the
first position update look like a soft-snap transition.
Small fix, no new tests. 659 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Register dat-defined LightInfos as runtime LightSources when entities
stream in. Every Setup (0x02xxxxxx) with a non-empty Lights dictionary
gets its per-part lights pulled via LightInfoLoader, which converts
the local Frame + ColorARGB + Intensity + Falloff + ConeAngle fields
into world-space LightSource records owned by the entity id.
Wire the LightingHookSink into the animation-hook router so retail's
SetLightHook animations (ignite-torch, extinguish-lamp) flip the
matching LightSource.IsLit latches. One hook may own multiple lights
(lamp-posts with two LightInfo entries) — the sink maintains an
owner-indexed map so all get toggled together.
Unregister on landblock unload: the streaming controller's
removeTerrain callback grabs the loaded landblock's entity list (new
GpuWorldState.TryGetLandblock helper) and drops every owner from the
sink before the entities disappear — otherwise walking across
landblocks accumulates stale LightSources.
9 new tests (LightingHookSink routing + LightInfoLoader conversion).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Before: when the dead-reckoner's prediction and the server's
UpdatePosition disagreed, the hard reassignment caused a visible 1-frame
teleport. Even a small 0.3m prediction error (common when velocity ≠
server's ground truth by a bit) looked like a stutter-step.
Now: on each UpdatePosition, we compute the error
preSnapPos - newServerPos
and stash it as SnapResidual. Each tick the residual decays at
SnapResidualDecayRate (~8/sec, so ~300ms to fade from 1m to 0.05m). The
rendered Entity.Position = authoritative_DeadReckonedPos + residual.
Authoritative position and rendered position are now separated:
- DeadReckonedPos: server truth + velocity*dt integration (used by
clamp logic, collision, shadow registration — anything that needs
accuracy).
- Entity.Position: DeadReckonedPos + SnapResidual (what the camera
sees — smooth blend through prediction errors).
Large errors (> SnapHardSnapThreshold = 5m) are treated as
teleports/rubber-bands and hard-snap with no residual, so a portal
transition doesn't produce a 300ms slow-drift.
No new tests — the visual smoothing is a GPU-side behavior. The
integration tests already cover the authoritative DeadReckonedPos
correctness (via CurrentVelocity scaling + retain-through-link).
659 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Remote entities in a Turn cycle had no rotational dead-reckoning: their
Rotation quaternion only updated on UpdatePosition arrival, making
in-place turns look jumpy when the server sent updates at 5-10Hz. The
sequencer exposes Omega (radians/sec per axis) via the same SetVelocity/
SetOmega pair retail uses, so all we need to do is integrate it.
Implementation in TickAnimations:
float angle = |omega| * dt;
Quaternion delta = CreateFromAxisAngle(normalize(omega), angle);
entity.Rotation = normalize(entity.Rotation * delta);
Gated on the low-byte motion being TurnRight (0x0D) or TurnLeft (0x0E)
so we don't apply spin to non-turning cycles that happen to carry a
nonzero omega (e.g. creature sway emotes). Matches ACE
Sequence.apply_physics L221-L229:
frame.Rotate(Omega * quantum)
which treats the argument as a local-axis scaled rotation.
No new tests — Omega is the rotational dual of Velocity, already covered
by the velocity-integration tests. 659 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Add ParticleRenderer that draws every live particle from the shared
ParticleSystem as a billboarded quad. Unit quad VBO + per-instance
(pos, size, color) VBO with glVertexAttribDivisor for one draw call
per emitter. Billboards using the camera's basis vectors so quads
always face the viewer.
Fragment shader does a procedural radial falloff (no texture pipeline
needed — raindrops / snowflakes read as soft dots). AttachLocal
emitters get re-centred on the camera each frame so the rain volume
follows the player per r12 §7.
Two-pass render splits additive from alpha-blend emitters so blend
state flips once per kind rather than per-emitter.
Wired into GameWindow.OnRender after static-mesh draw with depth
write off (particles occluded by walls but don't self-occlude).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wire the existing LightManager + WorldTimeService state into visible
rendering. Every draw call (terrain, static mesh, instanced mesh, sky)
now shares one SceneLighting UBO at binding=1 carrying:
- 8 Light slots (Directional / Point / Spot, retail hard-cutoff)
- Ambient RGB + active light count
- Fog start/end/mode + color + lightning flash scalar
- Camera world position + day fraction
The CPU side (SceneLightingUbo in Core.Lighting) is a POD struct that
gets BufferSubData'd once per frame from GameWindow.OnRender. Shaders
read the block via `layout(std140, binding = 1) uniform SceneLighting`
— no per-program uniform uploads.
Shader changes:
- mesh.frag + mesh_instanced.frag accumulate 8 dynamic lights per
fragment using the retail no-attenuation hard-cutoff model
(r13 §10.2 / §13.1). Sun reads slot 0; spots use hard cos-cone test.
Additive lightning flash + linear fog layered on top. Saturate
clamps per-channel to 1.0.
- terrain.vert bakes AdjustPlanes sun+ambient per vertex using the
retail MIN_FACTOR = 0.08 ambient floor (r13 §7). terrain.frag adds
fog + flash on top of the baked vertex color.
- mesh.vert + mesh_instanced.vert emit vWorldPos so the fragment
stage can do per-pixel lighting against world-space positions.
- New sky.vert / sky.frag pair — unlit, scroll-UV, camera-centered,
with its own 0.1..1e6 far plane. Ports WorldBuilder's skybox.
SkyRenderer (new file in App/Rendering/Sky/) ports WorldBuilder's
SkyboxRenderManager verbatim for the C# idiom: zeroed view translation,
dedicated projection, depth mask off, iterate each visible SkyObject
in the day group, apply arc transform (Z rot for heading + Y rot for
arc sweep), feed TexVelocityX/Y as a scrolling UV offset, apply
per-keyframe SkyObjectReplace overrides (mesh swap + transparency +
luminosity) for overcast / dusk cloud variants.
GameWindow integration:
- OnLoad parses Region (0x13000000) into LoadedSkyDesc and hot-swaps
WorldTime's provider to the dat-accurate keyframes. Seeds to noon
for offline rendering. Creates the SceneLightingUboBinding and the
SkyRenderer.
- OnRender: set clear color from atmosphere fog, tick WeatherSystem,
spawn/stop rain/snow camera-local emitters on kind change, feed
sun to LightManager (zero intensity indoors — r13 §13.7), tick
LightManager against viewer pos, build + upload the UBO, draw
sky before terrain, draw terrain + static + instanced using the
shared UBO.
5 new UBO packing tests (struct sizes, slot population, 8-light cap,
directional slot 0).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two tightly-related refinements that complete the speed-scaling and
observer-stop story:
1. Local player animation speed now reflects ForwardSpeed.
UpdatePlayerAnimation previously called SetCycle(style, motion) with
the default speedMod=1.0, so the local character's anim played at
fixed rate regardless of RunRate. Now:
- Pass result.ForwardSpeed through to SetCycle, so a 1.5× RunRate
player's run loop plays at 1.5× framerate (same timing as the
server-broadcast value remote observers see).
- Fast-path tracks both _playerCurrentAnimCommand AND
_playerCurrentAnimSpeed; a speed-only change still goes through
SetCycle, which then hits the rescale-in-place fast-path via
MultiplyCyclicFramerate.
Retail matches: the footsteps plant at the right world positions
because animation rate × physics rate stay aligned.
2. Remote stop-detection is more responsive.
Previously the 400ms stale-position heuristic was the sole stop
signal. Added a second signal: EMA observed velocity below 0.2 m/s
means the entity is stationary regardless of how recent the last
UpdatePosition was (common case: server IS sending position updates
but all at the same coordinates). Both signals gate on sequencer
CurrentVelocity also being low, so we don't flip-flop when the
motion data itself carries non-zero velocity but the entity happens
to be paused mid-stride. Stop-idle timer also tightened from 400ms
→ 300ms to match typical NPC heartbeat cadence.
Tests unchanged — both changes are small behavior tweaks around the
already-tested speed-scaling path. 654 tests green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
UpdateMotion's InterpretedMotionState payload includes not just
ForwardCommand but a whole Commands[] list of MotionItem entries — each
carrying an Action (attack, portal, skill use), Modifier (jump,
stop-turn), or ChatEmote (Wave, BowDeep, Laugh) that should overlay the
current cycle. The old parser stopped reading after ForwardSpeed, so
emotes/attacks/deaths never reached the sequencer and NPCs just sat in
their idle cycle.
Three parts:
1. New MotionItem wire record in ServerMotionState — carries Command
(u16), PackedSequence (u16 with IsAutonomous bit + 15-bit stamp),
and Speed (f32). Mirrors ACE Network/Motion/MotionItem.cs.
2. Both UpdateMotion.TryParse and CreateObject.TryParseMovementData
now read the full InterpretedMotionState: all 7 flag fields
(CurrentStyle, ForwardCommand, SidestepCommand, TurnCommand,
ForwardSpeed, SidestepSpeed, TurnSpeed) plus the numCommands ×
MotionItem tail. The packed u32 encodes flags in low 7 bits and
command count in bits 7+ (see ACE InterpretedMotionState.cs:131).
3. New MotionCommandResolver — reconstructs the 32-bit MotionCommand
class byte from a 16-bit wire value via a reflection-built lookup
of DatReaderWriter.Enums.MotionCommand. Server serializes as u16
(ACE InterpretedMotionState.cs:139) and we need the class to route:
- 0x10xxxxxx Action / 0x20xxxxxx Modifier / 0x12,0x13 ChatEmote →
PlayAction (resolves from Modifiers or Links dict, overlays on
current cycle)
- 0x40xxxxxx SubState → SetCycle (cycle change)
4. OnLiveMotionUpdated in GameWindow dispatches each command:
- SubState class (0x40xxx) → SetCycle (treated same as
ForwardCommand)
- Action/Modifier/ChatEmote → PlayAction — the link animation
plays once then drops back to the current cycle naturally
(matches retail's action-queue pattern in CMotionInterp
DoInterpretedMotion, decompile FUN_00528F70).
Result: NPCs now animate attacks, waves, bows, death throes, and other
one-shots that ACE broadcasts via the Commands list rather than the
primary ForwardCommand field. Combined with the dead-reckoning + speed-
scaling from the prior commits, remote characters look visually correct
during the full motion spectrum (idle → walk → run → attack → death).
Tests: 2 new UpdateMotion wire-format tests (ForwardSpeed parse, full
Wave command list parse) + 19 new MotionCommandResolver reconstruction
tests covering SubState, Action, and ChatEmote classes. 654 tests green
(was 633).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Before: remote characters stutter-hop between UpdatePosition broadcasts
(typical 100-200ms interval), looking lagging-forward during continuous
motion. The retail client hides this gap by integrating velocity forward
each tick — apply_current_movement in chunk_00520000.c L7132-L7189,
mirrored by holtburger's project_pose_by_velocity in spatial/physics.rs.
Strategy:
1. RemoteDeadReckonState per remote entity tracks the last authoritative
server position + rotation, an EMA-smoothed observed velocity from
position deltas, and any server-supplied HasVelocity vector.
2. OnLivePositionUpdated: on each UpdatePosition arrival, snap the entity
to the server position, then update the dead-reckon state. The
observed-velocity is a 50/50 EMA against the running average so a
single jitter sample doesn't blow out the velocity.
3. TickAnimations: each tick, for every remote entity in a locomotion
cycle, integrate Entity.Position += worldVelocity * dt. World velocity
is pulled in priority order:
- Sequencer's MotionData.Velocity rotated by Entity.Rotation (the
primary source; matches MotionData's "world-space on the object"
convention per r03 §1.3)
- Server-supplied HasVelocity from UpdatePosition (already world-space)
- EMA-observed position-delta velocity (fallback for NPC motion
tables with HasVelocity=0)
4. Cap: if the predicted position drifts more than velocity ×
DeadReckonMaxPredictSeconds (1.0s) from the last server position,
clamp back toward the server. This prevents runaway when sequencer
velocity and server reality disagree (e.g. server rubber-banding).
Result: remote chars now move smoothly between position updates,
matching the retail client's visual feel. When UpdatePosition arrives
the entity snaps to the authoritative position and the dead-reckon
origin resets, so there's no accumulating drift.
Tests: CurrentVelocity_ScalesWithSpeedMod — new unit test verifying
that the sequencer's CurrentVelocity accurately reflects speedMod changes
across both SetCycle's rebuild path and its rescale path. Combined with
the existing MultiplyCyclicFramerate tests, this validates the
downstream-visible velocity surface the dead-reckoner reads. 633 tests
green (was 632).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
When the server broadcasts a mid-run UpdateMotion with a different
ForwardSpeed (e.g. the player's RunRate changes due to stamina / skill
update), acdream must NOT restart the cycle — that would reset the
footstep cursor and look like a visible twitch. Retail handles this via
Sequence.multiply_cyclic_animation_framerate (ACE
references/ACE/Source/ACE.Server/Physics/Animation/Sequence.cs L277-L287),
which walks the cyclic tail of the queue and scales each node's
framerate by newSpeed / oldSpeed. MotionTable.change_cycle_speed
(MotionTable.cs L372-L379) is the caller from the same-motion path in
GetObjectSequence (L132-L139).
This commit:
1. Adds AnimNode.MultiplyFramerate(factor) — scales a single node's
framerate. Retail also swapped StartFrame↔EndFrame for negative
factors; acdream keeps StartFrame ≤ EndFrame as an invariant and
encodes direction via Framerate sign (see existing comment in
LoadAnimNode), so we only scale. Valid because callers only ever
pass positive factors from UpdateMotion ForwardSpeed.
2. Adds AnimationSequencer.MultiplyCyclicFramerate(factor) — walks
_firstCyclic through the tail and calls node.MultiplyFramerate(factor).
Also scales each node's Velocity and Omega by the same factor so
CurrentVelocity / CurrentOmega stay aligned with playback — matches
ACE's subtract_motion + combine_motion pair in change_cycle_speed.
3. Adds AnimationSequencer.CurrentSpeedMod public property — starts at
1.0, updated by SetCycle on both restart and mid-cycle rescale.
4. Adds a speed-change fast-path to SetCycle: when the (style, motion)
pair matches the current cycle and signs agree,
MultiplyCyclicFramerate(newSpeed/oldSpeed) is called instead of
rebuilding the queue — the cursor stays where it is and the animation
continues at the new rate.
5. Wires InterpretedMotionState.ForwardSpeed from UpdateMotion through
to SetCycle in OnLiveMotionUpdated. ACE omits the ForwardSpeed flag
when speed == 1.0 (InterpretedMotionState.cs:101-103), so we default
missing/zero values to 1.0.
Tests: 4 new sequencer tests covering MultiplyCyclicFramerate,
cursor preservation across speed changes, the same-motion-different-speed
fast-path, and the same-motion-same-speed no-op guard. 632 tests green
(was 628).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Root cause found from ACE source:
- Player_Tick.cs:368 — "the client will never send a 'client released
forward' MoveToState in this scenario unfortunately"
- Server therefore can't broadcast a MotionCommand.Ready UpdateMotion
when a remote player stops moving.
- Retail observer infers stopped state from position deltas going to
zero, not from an explicit motion message.
Also found + fixed the UpdateMotion parser's 2-byte offset bug: ACE's
Align() pads based on absolute stream length (length=15 → 1 pad byte),
not relative-to-block. Previous parser assumed 3 pad bytes after the
MovementData header, which mis-aligned every subsequent field by 2.
After fix, stance/command/speed decode correctly for both server-
controlled NPCs (full stance 0x003D + cmd transitions) and remote
players (stance=0 meaning "no change" + per-axis commands).
OnLiveMotionUpdated rewrite: use SetCycle directly for sequencer
entities instead of routing through GetIdleCycle (which ignored
command when stance was 0). Preserve current style/motion when the
server omits a field ("no change" semantics). Reconstruct full
MotionCommand high byte from current motion or SubState mask.
Remote stop-detection: new _remoteLastMove dict tracks per-entity last
meaningful position + time. OnLivePositionUpdated updates only on
moves > 0.05m so the timestamp captures last actual movement.
TickAnimations checks every entity in a locomotion cycle; if their
last-move time is >400ms stale, swap sequencer to Ready. Excludes
player's own entity (driven by local input, not server observation).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two visible wins that prove today's wire-layer work is actually doing
something:
1. Chat panel (bottom-left): live tail of the last 10 ChatLog entries.
Color-coded by kind — Tell cyan, Channel green, System yellow, Popup
red, local/ranged white. Bound to WorldSession via the existing
GameEventWiring path (H.1) so server ChannelBroadcast / Tell /
TransientString / Popup + HearSpeech all render live. Includes a
synthetic \"connecting / connected\" system message so the panel
isn't blank before anyone talks.
2. Event panel (bottom-right): last 8 combat events from CombatState
(E.4). Damage taken (red), damage dealt (yellow), evaded-incoming
(green), missed-outgoing (grey). Each entry fades out over 5s.
DebugOverlay.BindCombat wires the listeners.
3. Silk.NET.OpenAL.Soft.Native 1.23.1 added. Before this, OpenAL
managed bindings loaded but the native runtime was absent so
IsAvailable returned false and audio was silently disabled. Now
soft_oal.dll ships to runtimes/win-x64/native/ and the engine
reports \"OpenAL engine ready (16 voices, 3D positional)\" on
launch. Footsteps + other motion-hook sounds now audible.
GameWindow: after constructing DebugOverlay, assign .Chat + .Combat
and call BindCombat to hook the event stream.
Build green, 628 tests still pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Exposes Core state classes as public fields on GameWindow so plugins +
UI panels can bind directly, then calls GameEventWiring.WireAll inside
live-session setup to connect the parsed GameEvent stream to them.
HearSpeech (standalone GameMessage, not 0xF7B0-wrapped) is routed via
a separate lambda since it has its own dispatch branch.
After this commit, every server-sent event that the Phase F.1 / E.4 /
E.5 / H.1 parsers handle actually mutates client state live:
- Chat: ChannelBroadcast, Tell, TransientMessage, Popup, HearSpeech
- Combat: UpdateHealth, Victim/Defender/Attacker/Evasion notifications,
AttackDone
- Spellbook: MagicUpdateSpell, MagicRemoveSpell, enchantment
add/remove/dispel/purge
- Items: WieldObject, InventoryPutObjInContainer
WorldTime + Lighting added as public-field Core services so the
renderer and plugin API can read "current day fraction" / "active
lights" directly.
Build green, 602 tests still pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>