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1838 commits

Author SHA1 Message Date
Erik
b07825cd24 docs(research): #138 handoff — RESOLVED banner + correct the re-hydrate source (not ClientObjectTable)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:09:36 +02:00
Erik
aa4a04d28e docs(issues): #138 fix shipped — re-delivery confirmed; handoff source-table corrected
Records the confirmed root cause (ACE never clears KnownObjects on a
teleport so it won't re-send known objects; retail/holtburger keep the
client object table and re-render from it) and the two-part fix
(re-hydrate from _lastSpawnByGuid; pending-bucket persistent rescue).

Corrects the 2026-06-21 handoff: ClientObjectTable is the inventory data
model with no world position/Setup and cannot rebuild a render entity;
the real retained world-object table is GameWindow._lastSpawnByGuid.
Status: FIX SHIPPED, pending user visual gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:07:42 +02:00
Erik
0a5f91b6fe fix(streaming): #138 — rescue persistent entities from the pending bucket on unload
GpuWorldState.RemoveLandblock rescued persistent entities (the player)
only from the _loaded list, silently dropping one sitting in the
_pendingByLandblock bucket. The player is re-injected via AppendLiveEntity
every frame; right after a teleport its destination landblock has not
streamed in yet, so the player lands in the pending bucket — and if that
landblock is then unloaded during the streaming churn, the persistent
entry was dropped, violating the "persistent therefore survives unload"
contract. Leading candidate for the #138 "own avatar vanishes after a
couple round-trips" symptom (cumulative; needs user visual confirm).

Fix: scan the pending bucket for persistent guids and rescue them too,
so DrainRescued re-parks them at the next valid landblock. Provable
correctness fix with a deterministic test (rescue-from-pending plus a
negative for non-persistent). Core tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:07:28 +02:00
Erik
bf66fb4123 fix(streaming): #138 — re-hydrate server objects from the retained spawn table on reload
Doors/NPCs/portals vanished after a portal OUT of the 0x0007 dungeon back
to Holtburg. Root cause confirmed via ACE + holtburger cross-reference:
the dungeon collapse drops a landblock's render entities for FPS, and ACE
will NOT re-broadcast objects whose guid is still in its per-player
KnownObjects set (never cleared on a normal teleport — ACE relies on the
client retaining its object table and culling stale objects itself). So
nothing restored them on the way back.

Retail-faithful fix: a real client keeps its weenie_object_table and
re-renders the world from it (holtburger keeps the table across a
teleport; only suspends physics bodies). acdream's _lastSpawnByGuid (the
parsed CreateObject records — position + Setup + appearance) IS that
table and survives the collapse (the collapse path never calls
RemoveLiveEntityByServerGuid, the only thing that prunes it). On landblock
(re)load, replay OnLiveEntitySpawnedLocked for retained spawns whose
render entity is absent — independent of any ACE re-send.

- LandblockEntityRehydrator: pure selection (landblock match; skip
  already-present, the player, and mesh-less spawns), unit-tested (7).
- StreamingController: onLandblockLoaded callback after AddLandblock
  (Loaded = dungeon-exit expand) and AddEntitiesToExistingLandblock
  (Promoted = Far->Near).
- GameWindow.RehydrateServerEntitiesForLandblock: present-gate keys on
  GpuWorldState (NOT _entitiesByServerGuid, which holds collapse
  orphans), replay under _datLock; the replay's own
  RemoveLiveEntityByServerGuid de-dup scrubs the orphan state.

Corrects the handoff: ClientObjectTable is inventory-only (no world
position/Setup) and cannot rebuild a render entity; _lastSpawnByGuid is
the world-object table. Register row AP-48 (no retail 25s visibility
cull). dotnet build + 1518 Core tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:06:41 +02:00
Erik
b9445f53fe docs: handoff for #138 (entity re-delivery after teleport) — next session
Full orientation for a fresh session to fix #138: confirmed root (server
objects unloaded on teleport-IN, not restored on return; ACE re-broadcast
unreliable), DO-NOT-RETRY table (cache + render-cull eliminated), the
ClientObjectTable re-hydrate fix direction with file:line pointers, the
launch/probe/account setup, and the gotchas (re-broadcast latency, stale
sessions, don't-kill-clients, entity.Id != ServerGuid).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 07:29:00 +02:00
Erik
c0b2cf2f7b docs(issues): #138 re-scoped — it's entity RE-DELIVERY across a teleport, not render-cull/cache
Deep dive (this session) eliminated the 2026-06-20 hypotheses for #138
(server objects + own avatar not showing after a teleport-out):
- NOT the Tier-1 classification cache: re-created live entities get a fresh
  monotonic Id (_liveEntityIdCounter++), so the cache (keyed on Id) is always
  a miss for them. (Side-finding: the cache has a real demote-vs-unload
  invalidation asymmetry — RemoveLandblock doesn't fire _onLandblockUnloaded
  while RemoveEntitiesFromLandblock does — but it's NOT the #138 cause.)
- The render path is fine when entities are present (login: [dyn] dyn=54
  drawn=33; the dynamics partition + DrawDynamicsLast draw them).
- The actual cause: re-delivery is unreliable. notan/+Je walk-around run after
  teleport-out: live:spawn doors=0, [ent]+ door appends=0, [ent-flat] server=1
  — the server delivered ZERO Holtburg objects on return; they never reach
  acdream. acdream unloads them on teleport-IN (the collapse) and nothing
  restores them; ACE doesn't reliably re-broadcast. "Other clients see +Je"
  confirms it's acdream's local world, not server state.

Fix direction (next session): re-hydrate GpuWorldState from the retained
ClientObjectTable on AddLandblock instead of depending on an ACE re-broadcast
(or treat in-range server objects as persistent across the collapse). Entity-
lifecycle/protocol change, best started fresh.

Diagnostic scaffolding (probes + the unrelated cache-asymmetry fix) reverted;
tree is back at the green #145 state (a15bd3b).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 07:24:01 +02:00
Erik
a15bd3b56d fix(streaming): #145 — teleport re-use via server-authoritative placement
Portals only worked once per session: teleporting OUT of a dungeon
mis-rooted the player into the SOURCE dungeon's coordinate frame, so every
move was sent dungeon-framed and ACE rejected it ("failed transition") —
the player couldn't move, never reached a portal, and the world wouldn't
re-render (only skybox).

Root cause: acdream's streaming-relative frame recenters on teleport, but
resident physics landblocks keep their load-time world-offset. After
recentering onto the outdoor destination, the collapsed source dungeon
(offset 0,0 as the prior center) and the destination (offset 0,0 as the
new center) overlap, and the Z-agnostic outdoor cell-snap returns the
dungeon for both the arrival placement and every per-frame resolve.

Fix (server-authoritative teleport placement):
- Drop the stale source center landblock from physics at the teleport
  recenter (GameWindow.OnLivePositionUpdated) so the resolve falls through
  to the server position (Resolve NO-LANDBLOCK verbatim) until the
  destination streams in.
- Place outdoor teleports immediately (TeleportArrivalRules) — holding is
  futile because streaming does not progress during a PortalSpace hold.
- Clear a dangling CellGraph.CurrCell when its landblock is removed
  (PhysicsEngine.RemoveLandblock) — otherwise the dungeon-streaming gate
  keeps streaming collapsed onto the gone dungeon (only skybox renders).

Keeps DungeonStreamingGate (gate suppression during the hold). Indoor
(dungeon-entry) placement is unchanged (cell-keyed, IsSpawnCellReady).

User-verified: in->out->re-enter works repeatedly, no ACE errors, world
renders. Remaining facets (server objects + own avatar not rendering after
a teleport-out) are entity render/lifecycle — split to #138.

Registers AP-36 + AD-2 updated. New: DungeonStreamingGate (+4 tests),
TeleportArrivalRules (+4 tests). Build + 2727 tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 21:38:00 +02:00
Erik
f6a576af8e docs: file #145 (portals work once/session) + session handoff (next: #145 then #144)
Indoor lighting DONE this session (#142/#143 closed). Per user: do NOT merge to
main; start fresh next session. NEXT-session order set in the handoff:
1. #145 — portals only work once per session (run in/out/re-enter repeatedly).
   Machinery: 0xF751 PlayerTeleport -> PortalSpace -> TeleportArrivalController ->
   streaming collapse/expand. Likely overlaps #138. Instrument a 2nd teleport first.
2. #144 — dungeon interiors still too dim vs retail (cdb side-by-side first).

Handoff: docs/research/2026-06-20-indoor-lighting-done-next-portal-reuse-handoff.md

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 18:31:47 +02:00
Erik
653e7f380f docs(issues): close #142 + #143 (indoor lighting); file #144 (dungeon still too dim)
#142 + #143 resolved this session — interiors + the meeting-hall portal now match
retail (user-confirmed). The #142 diagnosed cause (per-frame sun/ambient regime)
was a red herring; the real bug was the EnvCellRenderer landblock-key lookup
(0d8b827) that starved every interior wall of point lights. #143's portal light
rides the weenie-light path + the dynamic D3D 1/d attenuation (57c2ab7).

#144: dungeons improved (torch cells light up now) but torch-sparse stretches +
overall brightness still trail retail. Needs a side-by-side cdb capture of
retail's dungeon (active lights + ambient) — candidates: per-vertex bake under-lit
on low-poly walls, 0.2 sealed ambient too dark, or retail leans harder on dynamics.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 18:25:22 +02:00
Erik
57c2ab735d fix(lighting): #143 — dynamic lights use retail's D3D 1/d attenuation (portal + viewer spread)
The portal swirl's magenta light (and the viewer fill) read as a tight,
concentrated pool vs retail's soft, room-wide tint. Cause: acdream applied its
STATIC dat-bake falloff (1/d^3 distance-cube + range x1.3) to ALL point lights,
including dynamic ones. Retail draws dynamic lights through the D3D hardware
path (config_hardware_light 0x0059ad30): a point light gets Attenuation1=1 =>
att = 1/d (inverse-linear), plain Lambert, range x1.5 (rangeAdjust 0x00820cc4).

Split the two paths by a per-light IsDynamic flag:
- LightSource.IsDynamic; packed into GlobalLight.coneAngleEtc.y (binding=4).
- LightInfoLoader.Load(isDynamic) => range x1.5 + flag (server-object/portal
  lights via the live spawn path); dat-static lights keep x1.3 (default).
- Viewer fill + weenie/portal lights = dynamic; dat torches = static.
- mesh_modern.vert pointContribution: dynamic branch = 1/d att, plain Lambert,
  hard cutoff, no per-light cap (D3D accumulates then saturates via the existing
  min(pointAcc,1)); static branch = the unchanged wrap/norm bake.

This is the portal half of #143 (the magenta light itself now registers + reaches
the walls via the prior weenie-light + landblock-key fix). Refines AP-35: point
lights now split static-bake (1/d^3) vs dynamic-hardware (1/d) by path.

Verified: portal light now range=9 (6x1.5), magenta spreads softly; shader
compiles clean; static torches unchanged (range 5.2/6.5/7.8). User-confirmed the
portal matches retail and the torch-lit interior did not over-brighten.
Core lighting 44/44, App 476 green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 18:14:57 +02:00
Erik
0d8b827721 fix(lighting): indoor interiors now lit — landblock-key bug + viewer light + weenie fixtures
The whole "indoor interiors read dark/flat vs retail" saga was ONE root-cause
bug: EnvCellRenderer.GetCellLightSet derived the landblock key as
`cellId & 0xFFFF0000` (0xXXYY0000), but landblocks are keyed by the streaming
id 0xXXYYFFFF. The lookup missed for EVERY cell, so SelectForObject never ran
and every EnvCell wall received ZERO point lights — torches, lanterns, the
viewer light, all of it. Confirmed by a [cell-light] probe: inBounds=False
selected=0 across 1M+ cell draws; after the fix inBounds=True selected=3-4.
User-confirmed the interiors now look like retail.

Three faithful additions that were blocked by the key bug (and only show now):
- Viewer light (LightManager.UpdateViewerLight): retail's SmartBox::set_viewer
  (0x00452c40) adds a white fill light at the player every frame via
  add_dynamic_light — the dominant interior fill (no sun indoors). acdream had
  NO dynamic lights at all. Params from the cdb capture: intensity 2.25,
  falloff 10, white, offset (0,0,2). Indoor-only via the AP-43 gate.
- Weenie fixture lights (OnLiveEntitySpawnedLocked): server-spawned lanterns/
  braziers carry Setup.Lights but the dat-static registration never saw
  CreateObject entities. Register on spawn; unregister on despawn
  (UnregisterOwner made unconditional). Register row AP-44.
- IndoorObjectReceivesTorches now excludes the 0xFFFF landblock marker (it is
  not an EnvCell) — fixes WbDrawDispatcherIndoorFlagTests.LandblockId_OutdoorFlag0
  (a #142 verification miss).

Divergence register: AP-44 (weenie light spawn-position, no movement tracking),
AP-47 (acdream's 128-light/camera-independent cap keeps interiors always-lit vs
retail's 40-nearest-to-player budget that pops in on approach — intentional,
user-preferred).

Investigation: docs/research/2026-06-20-indoor-torch-lantern-lighting-investigation.md

Core 1505 / App 476 green. Visual gate: user-confirmed "looks like retail now."

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 15:51:55 +02:00
Erik
ef5049fd58 fix(lighting): #142 — per-instance sun gate for windowed-building interiors
Standing inside (or looking into) a windowed building like the Agent of
Arcanum, interior objects (furniture, NPCs, the player) were lit by the
directional sun because acdream's sun gate was per-FRAME (keyed on the
player being in a sealed cell), not per-DRAW as retail does it.

Retail's PView::DrawCells (0x005a4840) runs two stages per frame:
  outdoor stage   → useSunlightSet(1) (0x005a485a): sun ON
  interior stage  → useSunlightSet(0) (0x005a49f3): sun OFF
DrawMeshInternal (0x0059f398) then calls minimize_object_lighting only
when useSunlight==0, so indoor objects ALWAYS skip the sun regardless of
whether the player's cell is windowed or sealed.

Fix: add a per-instance uint SSBO (binding=6 instanceIndoor[]) whose value
is IndoorObjectReceivesTorches(ParentCellId) — the same predicate AP-43
already uses for the torch gate. In mesh_modern.vert, nest the sun loop
inside an additional `if (instanceIndoor[instanceIndex] == 0u)` check
inside the existing `if (uLightingMode == 0)` block. Indoor objects get
torches (unchanged) but now skip the sun; outdoor objects keep the sun and
still get no torches. The ambient regime (UpdateSunFromSky: 0.2 sealed /
sky otherwise) is untouched — it was already correct.

Mechanically: _currentEntityIndoor set once per entity in
ComputeEntityLightSet; appended to InstanceGroup.IndoorFlags in
AppendCurrentLightSet; grown/packed/uploaded in the same cursor loop as
_clipSlotData and _lightSetData; deleted in Dispose. Mode-1 draws
(EnvCellRenderer) never read binding=6 — the sun loop is inside the
uLightingMode==0 uniform-control-flow branch.

AP-43 divergence register updated: the sun half is now per-draw (no
longer a residual). Residual narrowed to the unaudited ebp_2 test in
CellManager::ChangePosition (no observed impact).

Tests: WbDrawDispatcherIndoorFlagTests pins IndoorObjectReceivesTorches
for the spec §5 representative ids: 0xA9B40172 (Agent of Arcanum EnvCell)
→ 1; 0xA9B40031 (land sub-cell) → 0; 0xA9B4FFFF (landblock) → 0; null
(outdoor shell) → 0; plus the boundary cases 0x0100/0x00FF.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:55:56 +02:00
Erik
cd024377a0 docs(lighting): #142 spec — per-instance sun gate for windowed interiors
Decomp + in-game probe (agent-arcanum-probe.log) show the ambient regime
is already retail-faithful (CellManager::ChangePosition 0x004559B0); only
the sun is wrong — acdream gates it per-FRAME, retail per-STAGE
(useSunlight 0x0054d450). Fix = a per-instance indoor flag (reusing
IndoorObjectReceivesTorches, the AP-43 predicate) gating the sun off for
indoor mode-0 objects. No second ambient, UpdateSunFromSky + EnvCellRenderer
unchanged. User pre-approved.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:49:35 +02:00
Erik
f7f3e0887b docs(lighting): indoor lighting regime handoff — file #142 (windowed-interior regime) + #143 (portal dynamic light)
Clean handoff for the next M1.5 "indoor world feels right" session, picking up
the two indoor-lighting gaps the user spotted at the #140 visual gate.

#142 (PRIMARY): windowed-building interiors + look-ins read "like outdoors".
Root cause grounded: retail's lighting regime is per-DRAW-STAGE (PView::DrawCells
draws ALL EnvCells in the useSunlightSet(0) interior stage — torch-lit, no sun,
regardless of SeenOutside), while acdream's is a per-FRAME global keyed on the
player's cell (playerInsideCell). So acdream's windowed interiors (SeenOutside)
+ look-ins stay in the outdoor regime. This is the AP-43 residual surfaced.
Fix direction: make sun+ambient per-draw like AP-43's torches (design fork laid
out for a brainstorm). Resolves AP-43.

#143 (SECONDARY): portal swirl casts no light. acdream registers only static
Setup.Lights; the portal is a retail DYNAMIC light (add_dynamic_light ->
minimize_envcell_lighting). Fix: register a dynamic LightSource for portals.

Handoff doc carries the verified retail decomp (useSunlightSet/PView::DrawCells
stages), current acdream line refs, the three gaps, the fix fork, validation
plan, and DO-NOT-RETRY. Neither issue is a regression from #140.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:17:59 +02:00
Erik
31d7ffd253 merge: bring main (A7 lighting Fix A–D + UN-7 + #140 Fix D) into the D.5 branch
Integrates main's 19 commits (A7 outdoor/indoor torch lighting Fix A/B/C/D,
GlobalLightPacker, shader updates, UN-7) under the D.5 toolbar/item-model stack
(D.5.1/D.5.2/D.5.4/D.5.3a). Auto-merged cleanly except docs/ISSUES.md.

Conflict resolved: both lineages used #140 for different issues. Kept main's
#140 = "A7 Fix D" (resolved); renumbered the toolbar/selected-object issue to
#141 (note added; this branch's commits/spec still reference #140 — immutable).
The register auto-merged (AP-46 cites file:line, not #140; UN-7 keeps #140=Fix D).

Build + full suite green on the merged tree (2,713 passed / 4 skipped).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 12:01:20 +02:00
Erik
711c2ea688 docs(D.5.3a): #140 — health+name+flash done & visually confirmed
Selected-object meter health half passed the visual gate (2026-06-20): name on
the black band, attackable-only health gate, UpdateHealth-driven bar, green flash,
no magenta. Mana (0x100001A2) + stack entry/slider (0x100001A3/A4) remain deferred.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 09:39:42 +02:00
Erik
07965852e0 chore(cli): UI-debug apparatus — mock-selbar, dump-edges, crop, probe
Standalone AcDream.Cli subcommands built during the D.5.3a visual gate, kept as
reusable UI/sprite/framebuffer debugging apparatus (alongside the existing
export-ui-sprite / dump-sprite-sheet / render-vitals-mockup tools):
- mock-selbar: composite the selected-object health bar (back + fill at fractions)
- dump-edges: print a sprite's first/last column RGB at every row
- crop: crop + nearest-upscale a region of a PNG (zoom into a framebuffer dump)
- probe: print the RGB of a pixel block from a PNG

Dev-only (reached via explicit args[0]); no game-runtime impact.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 09:37:29 +02:00
Erik
8f627cce0e fix(D.5.3a): selected-object meter visual-gate fixes (name, gate, flash, magenta)
Visual gate against retail surfaced several fidelity gaps in the selected-object
strip; all fixed and user-confirmed. Faithful to gmToolbarUI::HandleSelectionChanged
(acclient_2013_pseudo_c.txt:198635) + RecvNotice_UpdateObjectHealth (:196213).

- UiMeter.DrawHBar: guard each slice on `id != 0` BEFORE resolve. resolve(0)
  returns the 1x1 magenta placeholder with a non-zero GL handle, so the single-
  image meter (caps id=0) was drawing 1px magenta caps at the bar's ends. The
  3-slice vitals meter (all ids set) was unaffected. (the magenta-lines bug)
- SelectedObjectController: meter visibility is now UpdateHealth-driven (shown when
  health is known for the selected guid — HasHealth at select or HealthChanged),
  not shown-on-select; brief green selection flash via Tick revert; overlay floated
  above the meter so the flash isn't hidden by the bar; name top-aligned into the
  bar sprite's black band (NameBandHeight) with the bar below.
- GameWindow.IsHealthBarTarget: gate the health bar on the server PWD bits
  BF_ATTACKABLE (0x10) | BF_PLAYER (0x8) — friendly/vendor NPCs and attackable
  Doors (Misc type) are name-only; players/monsters get the bar. Replaces the
  too-loose IsLiveCreatureTarget. Wired SelectedObjectController.Tick in OnUpdate.
- CombatState.HasHealth(guid): distinguishes a known health value from the 1.0
  default, so a re-selected already-assessed target shows its bar immediately.
- TextureCache.GetOrUploadRenderSurface: resolve the surface's DefaultPaletteId
  so paletted (P8/INDEX16) UI sprites decode instead of falling to magenta.
- ToolbarController.HiddenIds: also hide 0x100001A3 (stack-entry box) — retail
  hides it in HandleSelectionChanged; it was rendering as a stray black box.

Divergence register: AP-47 (meter-visible timing) retired (now faithful); AP-46
rewritten to the BF_ATTACKABLE/BF_PLAYER gate approximation. Full suite green
(2,688 passed / 4 skipped). User-confirmed: name on top, NPC name-only, monster
bar on assess, green flash, no magenta.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 09:37:15 +02:00
Erik
c83fd02642 merge: bring main (UN-7, #140 filing, D.2b UI rows) into A7 Fix D round-2 branch
Resolves the divergence-register conflict: kept the accurate per-VERTEX AP-35
(Fix A shipped per-vertex; main's row was the stale pre-Fix-A per-pixel text),
kept main's UI rows AP-37..AP-42, and renumbered this branch's torch-gate row
AP-37 -> AP-43 (AP-37 was taken by main's LayoutDesc row). AP count 41 -> 42.
Retargeted the AP-37 references in WbDrawDispatcher + the CHECKPOINT to AP-43.
Marked ISSUES #140 RESOLVED (b7d655b) with the corrected root cause.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-20 09:29:53 +02:00
Erik
b7d655bce7 fix(lighting): A7 Fix D round 2 — outdoor objects get NO torches (retail useSunlight gate) (#140)
The Holtburg meeting-hall facade washed out warm/bright vs retail. The round-1
checkpoint blamed torch REACH (acdream Falloff 6×1.3=7.8m vs a supposed retail
Falloff 4). That theory is WRONG, and this commit fixes the real cause.

Empirical (HoltburgTorchFalloffProbeTests, headless dat dump via the production
LightInfoLoader): the orange entrance torch (setup 0x020005D8) is raw dat
Falloff 6 and acdream reads it FAITHFULLY — there is no Falloff-4 torch anywhere
in Holtburg. Both clients read the same dat float, so reach was never inflated.

Decomp (read verbatim + corroborated by an independent adversarial workflow):
retail's per-object torch binder minimize_object_lighting (0x0054d480) is gated
in RenderDeviceD3D::DrawMeshInternal (0x0059f398) by `if (Render::useSunlight == 0)`.
The outdoor landscape stage runs useSunlightSet(1) (PView::DrawCells 0x005a485a,
before LScape::draw), so the building EXTERIOR shell — drawn via
DrawBlock→DrawSortCell→DrawBuilding→CPhysicsPart::Draw→DrawMeshInternal — is lit
by SUN + ambient ONLY; torches are SKIPPED. The static bake
(SetStaticLightingVertexColors 0x0059cfe0) is EnvCell-only. So retail NEVER
torch-lights outdoor objects. This exactly explains the isolation test (object
point lights OFF → building matches retail).

Fix: WbDrawDispatcher.ComputeEntityLightSet gates per-object torch selection on
the object being INDOOR (ParentCellId is an EnvCell, (id&0xFFFF)>=0x0100) via the
pure predicate IndoorObjectReceivesTorches. Outdoor objects (building shells with
null ParentCellId, outdoor scenery, outdoor creatures) keep the all-(-1) light
set ⇒ sun + ambient only = retail. The indoor "no sun" half is already handled by
the global sun-kill when the player is inside a cell (UpdateSunFromSky). No
dungeon regression: EnvCell statics get ParentCellId set (keep torches).

Divergence register: AP-37 (residual: acdream keys sun/torch on the object's own
cell + a per-frame player-inside sun-kill, vs retail's per-draw-stage useSunlight;
only matters for through-doorway look-ins). The round-1 CHECKPOINT got a RESOLVED
banner correcting the reach theory.

Tests: WbDrawDispatcherTorchGateTests (7), HoltburgTorchFalloffProbeTests (dat
dump). App 280/1skip, Core 1486/2skip green. Held at the visual gate — not merged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 23:56:49 +02:00
Erik
1e6fbff9bc docs(lighting): A7 Fix D round-2 CHECKPOINT — real cause is object torch REACH (#140)
Same-instant cdb proved acdream ambient (0.447) == retail (0.4465) and time/sun match,
so the building/character over-brightness is NOT the bake/wrap/EnvCell/clamp (D-1..D-4,
all correct but off-target) — those light the wrong surfaces. The Holtburg building
exterior is a mode-0 OBJECT (IsBuildingShell, not an EnvCell). Isolation (object point
lights gated OFF) made it match retail => cause is the torch REACH being too long
(acdream range 7.8 = Falloff 6x1.3 vs retail 5.2 = Falloff 4x1.3), flooding the small
facade. OPEN: confirm same-torch Falloff acdream-vs-retail before tightening the reach.
Diagnostic shader hack reverted (tree clean); D-1..D-4 kept. Branch not merged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-19 23:22:50 +02:00
Erik
6636e50c2a feat(D.5.3a): selected-object meter — Health bar + name on the action bar
Port of gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635).
When the player selects a world object the action bar's bottom strip shows the
object name + (for player/pet/attackable targets) a live Health meter; deselect
clears it. Mana (#140) + stack slider deferred.

- SelectedObjectController (new): clear-then-populate on selection change; sets
  name (UiText child, VitalsController pattern), overlay state (ObjectSelected /
  StackedItemSelected via UiDatElement.ActiveState), shows the health meter and
  sends QueryHealth for health targets. Subscribes via a delegate seam (no
  GameWindow coupling).
- GameWindow: _selectedGuid field -> SelectedGuid property + SelectionChanged
  event (fires on actual change only); 3 write sites converted, reads untouched.
  All selection-write paths (LMB pick, Tab/Q, despawn-clear via Tick()) run on
  the render thread, so the event-driven UI mutation is single-threaded.
- WorldSession.SendQueryHealth (0x01BF) — wraps SocialActions.BuildQueryHealth.
- DatWidgetFactory.BuildMeter: handle the single-image toolbar meter shape
  (back-track on the element's own DirectState, fill on one Type-3 child). The
  sprites go in the TILE slot (DrawMode=Normal tiles to full bar geometry per
  UIElement_Meter::DrawChildren) — a left-cap assignment would gap/clamp a
  sub-140px sprite. Vitals 3-slice path unchanged.
- ToolbarController.HiddenIds: A1 (health) now owned by SelectedObjectController;
  A2 (mana) + A4 (stack) stay hidden (deferred) so their dat back-tracks don't
  render as stray empty bars.

Adversarial Opus review found + fixed: the mana-meter orphan (A2 left unhidden)
and the meter tile-vs-cap render bug (C1). Divergence rows AP-46 (health gate
approximation: IsLiveCreatureTarget vs IsPlayer||pet||attackable) + AP-47
(meter shown on select vs on UpdateHealth reply). Spec §5 corrected.

Build + full test suite green (2,684 passed / 4 skipped). Health meter render
fidelity (full-width fill + fraction mapping) pending the user's visual gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 22:47:24 +02:00
Erik
e8562fc4e2 docs(D.5.3a): spec + plan — selected-object meter (Stream A)
Brainstormed design for the action bar's bottom strip: name + Health meter
on selection (mana deferred #140). Decisions: SelectionChanged via property
setter; send QueryHealth(0x01BF) on select. Grounded in retail
gmToolbarUI::HandleSelectionChanged (acclient_2013_pseudo_c.txt:198635) —
clear-then-populate, overlay state 0x1000000b, health gate
IsPlayer||pet||attackable. Render-bug fix is BuildMeter-only (single-image
back+fill meter; UiMeter already renders it).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 22:19:14 +02:00
Erik
0980bea48d fix(render): A7 Fix D D-3/D-4 — two-path lighting (objects plain-Lambert+sun, EnvCell wrap+no-sun) (#140)
mesh_modern unified all meshes into one calc_point_light path: it applied the
bake's half-Lambert wrap to objects (lighting character backs from a torch behind
them) and added the sun to EnvCell building shells (warm facade wash). Retail
splits these: objects = hardware plain Lambert max(0,N.L) + sun; EnvCell walls =
baked wrap, dynamics only, NO sun (minimize_envcell_lighting). Add a per-draw
uLightingMode (WbDrawDispatcher=0 object, EnvCellRenderer=1 envcell) selecting the
angular term (wrap vs plain Lambert) and gating the sun. Per-light cap + D-1 clamp
unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 21:38:30 +02:00
Erik
d400bc6105 docs: handoff — finish the action bar (selected-object meter + shortcut drag) + start the inventory/paperdoll window
Next D.2b-UI work after D.5.4. 3 streams (spell bar deferred): selected-object
meter, shortcut drag/add/reorder/remove, inventory+paperdoll window. Current-code
anchors + dependency graph + build order + brainstorm questions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 21:29:04 +02:00
Erik
156dc453c9 docs(register): AP-35 drop false equivalence; AP-16 retarget to per-object/cell 8-light cap — A7 Fix D
AP-35: the "numerically equivalent" claim was false. Residual is now two
parts: (a) per-frame GPU evaluate vs retail's bake-once (architecture/perf
difference only; formula matches), and (b) SelectForObject 8-cap means a
surface reached by >8 point lights is dimmer than retail's uncapped bake.
Cross-references AP-16 for the cap ownership.

AP-16: the old "global nearest-8 viewer-distance into UBO" description was
stale — the UBO point-light path is now vestigial (mesh_modern.vert skips
posAndKind.w!=0 entries; point lights come exclusively from the per-object
SSBO binding 5). Retargeted to the current SelectForObject per-object/cell
8-cap mechanism with correct file:line (LightManager.cs:234), both call
sites (ComputeEntityLightSet + GetCellLightSet), and the retail oracle
distinction (hardware cap 0x0054d480 faithful; bake 0x0059cfe0 not).
Preserved the UBO-directional-only note inline rather than losing it.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:54:34 +02:00
Erik
b57a53edc4 docs(register): correct AP-35 (per-vertex+wrap+norm ported, point sum clamped) — A7 Fix D
Fix A (aa94ced) moved point lighting to per-vertex Gouraud and ported the
half-Lambert wrap + norm distance attenuation. Fix D D-1 added the separate
point-light accumulator clamped to [0,1] matching retail's
SetStaticLightingVertexColors bake clamp.

AP-35 previously stated the path was per-pixel (mesh_modern.frag:52) and
that wrap + normalization factor were "neither ported" — both wrong. Rewrite
to reflect current state: per-vertex in mesh_modern.vert (pointContribution),
wrap + norm ported, point sum clamped. Residual is architecture-only (per-
frame GPU evaluate vs retail bake-once), not a visual divergence.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:47:09 +02:00
Erik
c62da825fe fix(render): A7 Fix D D-2 — EnvCell shell binds its own per-cell light set (#140)
The cell shell read whatever light set (SSBO 4/5) WbDrawDispatcher last left
bound, lighting walls with a leaked set. EnvCellRenderer now uploads its own
binding=4 global lights (frame PointSnapshot via GlobalLightPacker) + a binding=5
per-instance set, computed per cell by LightManager.SelectForObject over the
cell's world bounds (mirrors _cellIdToSlot + WbDrawDispatcher.ComputeEntityLightSet).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:35:33 +02:00
Erik
cf62793304 fix(render): A7 Fix D D-1 — clamp the point-light sum on its own (#140)
accumulateLights folded ambient+sun+torches into one accumulator clamped only
in the frag, so a few warm intensity-100 torches blew walls/objects to white.
Mirror retail SetStaticLightingVertexColors: sum point/spot into pointAcc, clamp
to [0,1] (the baked emissive), THEN add ambient+sun, frag final-clamps. Matches
LightBake.ComputeVertexColor (LightBakeConformanceTests). Per-light cap unchanged.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:29:45 +02:00
Erik
39c70f00aa test(lighting): lock the bake contract on golden torches (A7 Fix D oracle)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:26:52 +02:00
Erik
180b4af2a9 refactor(lighting): extract GlobalLightPacker (shared binding=4 layout) — A7 Fix D prep
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:25:11 +02:00
Erik
ad53180190 docs(plan): A7 Fix D implementation plan — 5 tasks (#140)
Task-by-task TDD plan: (1) extract GlobalLightPacker (Core, pure) + test + refactor
WbDrawDispatcher; (2) lock the bake contract via LightBake conformance test on the
captured golden torches; (3) D-1 clamp the point-light sum on its own in
mesh_modern.vert; (4) D-2 EnvCellRenderer binds its own per-cell light set (SSBO 4+5)
via SelectForObject over cell bounds; (5) correct register AP-35 + reconcile Fix B.
Concrete code + exact insertion points; visual verification is the acceptance gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:15:36 +02:00
Erik
c407104ab9 docs(lighting): A7 Fix D investigation RESOLVED + implementation spec (#140)
Resolve the Fix D contradiction with decomp (workflow wf_f660eb88 + adversarial
verify) + 4 live cdb captures. The D3D-FF model was the WRONG oracle: retail has
TWO light systems — STATIC torches BAKE into wall vertices (calc_point_light,
triple-clamped: range gate + per-channel min(scale*color,color) + per-vertex
[0,1] from black), DYNAMIC lights go D3D hardware. The captured intensity=100 is
the purple PORTAL (magenta, dynamic), not a wall torch. Ground truth: 38 static
warm torches (orange (1,0.588,0.314)/cream, intensity=100, falloff 3-5) + 2 dynamic.

acdream over-brightness = two confirmed bugs: D-1 mesh_modern.vert folds
ambient+sun+torches into one UNCLAMPED accumulator (single frag clamp) -> warm
blowout; D-2 EnvCellRenderer never binds SSBO 4/5 so the cell shell reads a leaked
light set. Spec: D-1 in-shader clamp-split (clamp the torch sum on its own before
ambient/sun); D-2 bind the shell's own per-cell light set (mirror WbDrawDispatcher);
LightBake.cs is the C# conformance oracle. Adds the 4 reusable cdb capture scripts.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:08:27 +02:00
Erik
6eb0fbde46 test(D.5.4): lock creature Name/Type resolution via ClientObjectTable.Get (spec §8)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:08:19 +02:00
Erik
85a2371e11 docs(D.5.4): roadmap shipped + divergence register (event model + deferred parent pre-queue)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 17:03:28 +02:00
Erik
a33e897400 perf(D.5.4): toolbar re-binds only on shortcut-guid object changes; clear on remove
Now that the object table holds ALL entities (creatures, NPCs, world objects),
filtering ObjectAdded/Updated/Removed to the 18 shortcut guids prevents the bar
from thrashing on every creature spawn in a busy zone.

Also subscribes to ObjectRemoved so a despawned/traded-away item clears its slot
(matching retail gmToolbarUI::SetDelayedShortcutNum's deferred-bind contract).

Four new unit tests (iconIds spy pattern) verify: non-shortcut ObjectAdded/Removed
do NOT invoke Populate; shortcut ObjectAdded deferred-binds; shortcut ObjectRemoved
clears the slot. 2671 tests, 4 skipped, 0 failures.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:57:04 +02:00
Erik
a9d40addac refactor(D.5.4): retire _liveEntityInfoByGuid; selection resolves from ClientObjectTable
The one weenie table now holds every object's name+type, so the redundant
Name+ItemType dictionary is gone (retail: one weenie_object_table).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:48:13 +02:00
Erik
50cee50df1 refactor(D.5.4): delete EnrichItem (superseded by Ingest merge-upsert)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:42:58 +02:00
Erik
cbbfe4cd49 feat(D.5.4): PlayerDescription = membership manifest; drop WeenieClassId=ContainerType misuse
The old seeding block set WeenieClassId = inv.ContainerType (a 0/1/2
container-kind discriminator, not a weenie class id) and used MoveItem
for the equipped block. Replace both loops with RecordMembership calls:
inventory guids get a bare stub (WeenieClassId stays 0); equipped guids
get the equip slot set directly. Weenie data arrives via CreateObject /
ObjectTableWiring, not PlayerDescription.

New test PlayerDescription_SeedsMembership_NotWeenieClassIdMisuse proves:
(a) inv guid is registered, (b) WeenieClassId==0 not ContainerType, and
(c) equipped guid CurrentlyEquippedLocation is set to MeleeWeapon.
No existing tests pinned the old behavior; all 15 GameEventWiringTests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:38:54 +02:00
Erik
82f5968316 feat(D.5.4): ObjectTableWiring (CreateObject=upsert, Delete=evict, 0x02CE) off GameWindow
CreateObject ingestion moves to Core.Net; GameWindow drops the EnrichItem call +
inline 0x02CE handler. Fixes the Coldeve blank-icon root cause: items with no PD
stub are now created, not dropped.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:34:56 +02:00
Erik
2e3f209707 feat(D.5.4): live container membership index (object_inventory_table)
Reindex on Ingest/MoveItem/Remove; GetContents(containerId) ordered by slot.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:19:09 +02:00
Erik
d9c427cd6c feat(D.5.4): ClientObjectTable.Ingest merge-upsert + RecordMembership
Field-level merge (retail SetWeenieDesc): create-if-absent else patch present
fields, preserve PropertyBundle. Effects unconditional (D.5.2 contract).
RecordMembership = PD manifest. Locks the Coldeve no-prior-stub fix + out-of-order.
Renames _items→_objects throughout; Reindex stub wired (Task 6 fills it).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 16:08:57 +02:00
Erik
b83f17a927 feat(D.5.4): add item fields to ClientObject + WeenieData ingest DTO
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:57:12 +02:00
Erik
b00a373c5a feat(D.5.4): forward full item field set through WorldSession.EntitySpawn
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:53:07 +02:00
Erik
e4dd37a3b8 docs(D.5.4): plan — StackSizeMax int? for downstream type consistency
Code-review follow-up from Task 2: align StackSizeMax with the other quantity
fields (int?, ACE PropertyInt convention) in Tasks 3/4/5; drop the (int) cast.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:51:29 +02:00
Erik
91970c4fe9 feat(D.5.4): capture full item field set in CreateObject parser
WeenieClassId + Value/StackSize/MaxStackSize/Burden/capacities/Container/Wielder/
ValidLocations/CurrentWieldedLocation/Priority/Structure/Workmanship. Nullable =
flag absent (don't clobber on merge). Cursor walk unchanged; +cursor-integrity test.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:50:27 +02:00
Erik
6b562ad077 docs: file #140 (Fix D — outdoor objects too bright near torches) + register UN-7
A7 lighting Fix A/B/C shipped this session; Fix D (object torch over-brightness)
grounded but blocked on the render-path capture. Filed as #140 + divergence
register UN-7 (object point-light model unconfirmed). Detail in the 2026-06-18
handoff doc.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:37:02 +02:00
Erik
b506f53633 refactor(D.5.4): rename ItemRepository->ClientObjectTable, ItemInstance->ClientObject
Broaden naming to the data side of every server object (retail weenie_object_table
shape). Pure rename; no behavior change.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:36:16 +02:00
Erik
4795a6c7f3 merge: A7 lighting Fix C (sun-vector brightness) + handoff into main
Brings Fix C (57c1135, sun-vector magnitude / ~32% over-bright) + the A7 lighting
handoff doc onto main. Auto-merged clean against the D.2b line. Merged tree builds
green; 18/18 sky tests pass. Fix A/B already on main (37911ed).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:35:25 +02:00
Erik
f384d036a3 docs: A7 lighting handoff — Fix A/B/C shipped, Fix D (object torch over-bright) open
Session handoff: live-cdb grounding shipped Fix A (point-light shape), Fix B
(per-object selection), Fix C (sun-vector magnitude / ~32% over-bright). Fix D
(outdoor objects too bright near torches) is fully grounded but BLOCKED on one
capture (the building's render path) — the D3D-FF math says it'd make objects
brighter, so not ported. Full cdb cheat-sheet + the contradiction + the next
capture in the doc.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:35:00 +02:00