761 commits
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b4edee970f |
feat(ui): Campaign OP slice OP8 — Configure Keyboard
Ports retail's Configure Keyboard screen (gmKeyboardUI, LayoutDesc 0x21000009) — its own separate full-screen window, not a fifth Options- panel tab. Retires OP3's INERT contract for the Gameplay tab's Configure Keyboard button (0x10000204). DAT reader (src/AcDream.Core/Input/RetailActionMap.cs): reads the ActionMap singleton (DID 0x26000000, empirically the only one — not 0x27000000 as GetDBOType's Turbine-internal tag would suggest) and both MasterInputMap defaults (0x14000000 "gmDefaultMap"/0x14000002 "DefaultMap"), union-merged per (InputMapId, ActionId) — proven order- independent since the two maps' one shared context (0x5) has disjoint action-id sets. Empirically resolved three lane-D unknowns against the live DAT: the six ActionClass values (1=Movement, 2=Camera, 3=UI, 4=Combat, 5=Emote, 7=CharacterSettings — 6 is genuinely absent), that the six unnamed InputMaps are 100% non-bindable (render nothing, not an unlabeled group), and that the enum-to-DID pairing for the two master maps is inconsequential to the merge result. Identity table (src/AcDream.UI.Abstractions/Input/RetailActionIdentityTable.cs): maps DAT (InputMapId, ActionId) pairs to acdream's InputAction where a live consumer exists (~140 of 306 user-bindable rows — Movement/Camera/ Combat map almost completely; UI/Quickslot/Chat partially; only 5 of 87 Emotes and none of 48 CharacterSettings hotkeys, since acdream has no general emote player or hotkey-to-option-toggle dispatcher yet). Every entry cross-verified by label match AND a DAT-default-vs- KeyBindings.RetailDefaults() byte comparison (RetailActionIdentityRoundTripTests), which caught a real off-by-one in the Quickslot 13-18 block before it shipped and found three genuine pre-existing RetailDefaults() gaps (walk-mode's Shift-echoed chord, ten CameraAlternateControls arrow-key alternates, and the Quickslot Ctrl+N use-vs-select ambiguity) — none introduced by this slice, all documented rather than silently patched. KeyboardConfigController: six ActionClass list boxes built from the DAT, merged with live KeyBindings for mapped rows (rebind applies immediately through the same InputDispatcher every other input path uses) and a new sibling RetailUnmappedKeyBindings store for rows with no InputAction yet. Left-click a key button opens real InputDispatcher modal capture; right-click erases that slot. N-way conflict detection scans every other row plus the live KeyBindings table for acdream-only actions (Ctrl+M mute, debug F-keys) as the non-user-bindable refusal analogue, using retail's own byte-verified "Could not overwrite " string (table 0x23000004). OK/Cancel/Defaults/Revert reuse the OptionPage/IOptionRow verb model via a new ActionKeyMapOptionRow. Persistence is keybinds.json only (D4 — no .keymap file interchange). Five register rows: AP-202 (.keymap interchange narrowing), AP-203 (store-only rows with no live consumer), AP-204 (silent auto-reassign instead of retail's confirm dialog; OK/Cancel ported as left-click not right-click-release). Small supporting additions: UiButton.OnRightClick (additive, no existing behavior changed), InputDispatcher.Bindings getter (the screen's single live-truth read seam), RetailScanCodeMap (DIK scan code <-> Silk.NET Key, keyboard + the one mouse-device row). 19 new tests (6 ActionMap reader conformance incl. live-DAT row-count/ label pins, 1 DAT-vs-RetailDefaults round-trip, 12 controller behavior tests against the committed keyboard_config_21000009.json fixture) — full solution suite 13,147 passed / 4 skipped / 0 failed (baseline 13,128/4/0, zero regressions). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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ac0304dcf0 |
fix(ui,runtime): OP4 re-review residuals R1-R4 (coordinator pass) — OP4 CLOSED
R1: the timestamp prefix moves from ChatLog.Append (which stamped the
stored BODY, rendering 'Alice says, "13:05:09 hi"') to ChatVM's display
composition — FormatTimestampPrefix(entry.Received) prepends the COMPOSED
line, matching retail's separate-leading-string model (fprintf("%ls%ls",
ts, text) @0x00563e5b; AddTextToScroll receives composed lines). The
prefix renders entry.Received in LOCAL time (retail strftime), invariant
literal colons. The ten defect-pinning test cases across
ChatLogTests/RuntimeCommunicationStateTests are rewritten to pin the
corrected contract (stored bodies stay clean; the composed line carries
the stamp outside the quotes — ChatVMTests).
R2: open option-bearing panels converge on every PlayerDescription seed:
OptionPage.ReloadFromLive (per-row live re-read + gating re-eval, NO
AfterApply flush — the seed just cleared the dirty module),
OptionsPanelController.OnServerOptionsSeeded (active page),
CombatUiController.OnServerOptionsSeeded (SyncControls), wired through
RuntimeSettingsController.ServerOptionsSeeded from the same factory hook
LockUI already uses. Retail cannot reach this state (its panels close
across login); the adaptation exists because retained panels survive the
session boundary — documented at the seam.
R3: tests drive the refresh widget push (model AND checkbox converge) and
ReloadFromLive's no-flush contract. R4: AP-196 addendum names the
headless AutoRepeatAttack false->true effective-default flip and the
characterOptions escape hatch.
Full Release suite: 13,083 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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e71e5a9614 |
feat(ui): Campaign OP slice OP5 — the Chat tab
Binds LayoutDesc 0x2100005C through OP2's template-list mechanism and OP3's per-page OptionPage model: the General Options header + two DualHash-linked opacity sliders (Option_DefaultOpacity_Property 0x10000080 / Option_ActiveOpacity_Property 0x10000081, live-apply on drag through RetailWindowOpacityController, defaults read from the installed DAT's DBProperties collection at DID 0x78000001 via ChatOptionsDatDefaults), and the five per-window text-filter blocks (main window 12 rows minus Gameplay, four floaties 13 rows each — the byte-verified authored order cross-checked against the raw gmChatOptionsUI::InitOptions/AddCheckboxBitfield64Option pseudo-C, not just the research doc's own table) writing AcDream.Core.Chat. ChatWindowState directly, the same state CH6's chat windows already read. AP-195 retired: ported both halves left open at the OP2 re-review — the ALL-set LED media swap (new UiButton.FaceFileOverride, driven by the block-level P0x10000082/P0x10000083 sprites now threaded through ElementInfo/DatWidgetFactory) and the CreateChildren self-sizing tail (UiCheckboxBitfield64.Height grows with its stacked row content; the enclosing ListBox reflows around the block's FINAL height via the new UiTemplateListBox.AddPrebuiltRow, reusing the ListBox's own stacking rather than a third stacking path). AP-187 broadened to cover the main window's own filter (previously only the four floaties) and the new live-editing write path. The main chat window's filter (retail window id 8, ChatWindowState id 0) gains its own settings.json persistence (ChatSettings. ChatWindowMainFilter) alongside the pre-existing floaty 1-4 fields; opacity persistence is now wired on every live slider change, not only through the old dev-scaffold Settings panel. Fixture regeneration (ACDREAM_REGENERATE_UI_FIXTURES=1) picked up the new ElementInfo.LedCheckedSprite/LedUncheckedSprite fields across all 19 committed layout fixtures — purely additive, confirmed against the live installed DAT (0x10000520's own 0x82/0x83 properties resolve to 0x06004D17/0x06004D19 exactly as AP-195 documented). Conformance: FilterRows/FilterBlocks pinned against the byte-verified authored order and ChatWindowState's own default constants; the AP-195 LED swap and self-sizing behavior; the DAT opacity-default extraction against the live installed DAT; live filter/opacity writes reaching ChatWindowState/RetailWindowOpacityController; OnShown re-seed and Reset/Defaults ghosting per the OP4 binding-pattern discipline. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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bc43fb1d1d |
fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps
Both OP4 reviews converged on one headline bug (Character-tab rows never re-read live server truth after their pre-login constructor-word seed) plus overlapping MUST-FIXes. All ten converged/consolidated findings land here: MUST-FIX: - BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab switch in, initial activation — instead of trusting the pre-login constructor word it was built with. Reset/tab-switch can now only restore values that were actually live at the last show. LockUI's host.Root.UiLocked one-shot mount seed now also converges on every PlayerDescription via the existing OnCharacterOptionsChanged hook. - Apply/Reset are wired to OptionPage.OnOptionChanged in production (Ghosted when nothing changed, Normal when dirty, run once at bind so both start disabled per retail's PostInit); Defaults stays ungated. - The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View) now read/write the same RuntimeCharacterOptionsState seam the Character tab uses instead of a disconnected client-local GameplaySettings copy — closes the "two writable copies" divergence. The three now-orphaned GameplaySettings fields and RuntimeSettingsController's mirror properties/SetCombatGameplay are deleted outright; the headless host's hardcoded AutoRepeatAttack/AutoTarget now read the live option bit. - RuntimeSettingsController.SetUiLocked's convergence guard now compares against the last value actually applied to the runtime target instead of the persisted GameplaySettings.LockUI snapshot, which could already match a server-derived request without ever having been pushed. SHOULD-FIX: - DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is the one seam all of them funnel through), not just AddText's own callers — heard speech, emotes, Turbine channels, and combat text were previously missed. The prefix format escapes its colons and forces InvariantCulture instead of the culture-dependent TimeSeparator placeholder. - sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain shaders, so Disable Distance Fog stops the sky dome's horizon band from blending toward fog color too. - Corrected the "byte-verified" overclaim on the timestamp format string doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column class-name typo; the RunAsDefaultMovement doc comments now cite retail's actual acclient.h enumerator name. - Added: DispatcherMovementInputSource's option x modifier truth table (incl. || AutoRunActive with the option off), the per-page Apply/Reset enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click test, and hash-pins for the six header string keys. - Gate script step 8 corrected for the logout-flush false-failure (closing the panel before relogging is load-bearing); a new step documents the enable-gate sequence and the Combat-panel/Character-tab cross-check. Register: AP-196 (the Group-C default-source change + GameplaySettings retirement) and AP-197 (the ignored per-character timestamp format override) filed in this commit. Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0; net +36 tests from new coverage and legitimate assertion updates from the GameplaySettings retirement). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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22b86b9ff4 |
feat(ui): Campaign OP slice OP4 — the Character tab
Binds LayoutDesc 0x21000028 (gmCharacterSettingsUI) through OP2's template-list mechanism and OP3's OptionPage model: 6 authored group headers + 50 toggle rows (49 from the 2013 build + D3's "Listen to PK death messages", AP-193) in research doc §2's authored order, each row resolved by PlayerOption id through CharacterOptionTable, seeded from live RuntimeCharacterOptionsState, defaulted from CharacterOptionTable. ClientDefault (byte-verified against UIOption_Checkbox::SetPlayerOption @0x00486e80's own GetDefaultOptionValue call — AP-194 updated to confirm the directive was followed), labels/tooltips resolved by name from string table 0x23000003 (never hard-coded English), and registered with OptionsPanelController.CharacterPage. Apply/Reset/Defaults (0x100001FC/FD/FE) are now wired per-page via a scoped subtree search (UiElement.FindDescendant, promoted from UiTabPanel) since Character/ Chat/Config each author their own physical instance under the SAME element ids. Consumers: Group A (29 ids) wire+store only via the existing SetSingleCharacterOptionRuntimeCmd/TrySetOption seam. Group B: Display Timestamps prefixes new transcript lines (RuntimeCommunicationState. DisplayTimestampsSource); Disable Distance Fog forces FogMode.Off (WeatherSystem.DisableDistanceFogSource, retiring half of TS-73); Run as Default Movement inverts the walk-mode modifier's default (RuntimeLocalPlayerMovementState.RunAsDefaultMovementSource). Group C re-points AutoTarget/AutoRepeatAttack/ViewCombatTarget (CharacterOptionCombatSettingsSource), VividTargetingIndicator/ CoordinatesOnRadar/LockUI/AcceptLootPermits from the client-local GameplaySettings record to the canonical server bit — closing two previously-unfiled divergences where AutoRepeatAttack and AcceptCorpseLootingPermissions never reached the wire despite being retail auto-save ids. TS-73 narrowed to its two still-open cases; TS-75..TS-80 file the genuine gaps (no day/night force, no weather- particle/profanity-filter/salvage/housing/pickup-preference subsystem, fellowship-create's unaudited client-sourced field) rather than inventing stand-ins. Conformance: CharacterOptionsPageControllerTests pins all 50 rows against CharacterOptionTable in both directions (an invented or dropped row fails the build), the authored group/order row-by-row, and the build/seed/Apply/Reset/Defaults/wire-publish behavior end-to-end against the committed fixture. 52 new tests; full solution suite 13,008 passed / 4 skipped / 0 failed (was 12,956/4/0). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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1aa7709988 |
fix(chat): CH6a/b rework — grip media, retail window-id model, floaty fixture
Applies docs/research/2026-08-10-ch6ab-review-findings.md in full:
- BLOCKER 1: UiResizeGrip now carries its ElementInfo/resolve pair and
draws its own authored DirectState media (a synthetic parameterless
grip still draws nothing, preserving existing resize-drag tests).
DatWidgetFactory.BuildResizeGrip threads resolve through. All seven
live grips on the main chat window now resolve a non-zero sprite,
restoring the visible borders/corners CH6a silently dropped.
- SHOULD-FIX 2: ChatWindowState gains BroadcastTargetWindow, a sentinel
distinct from every real window id (0-4), fixing the bug where the
main window's explicit-addressing branch coincided with the broadcast
check (both were literal 0). SetFilter's main-window no-op is dropped
— the main window's filter is now genuinely settable. ChatWindowController
.Bind takes a ChatWindowState (the same canonical instance the floating
windows already share) and GetTranscriptLines builds a real accept
predicate instead of accept:null. Verified safe: ClientLocal (0x1A)
never reaches ChatLog (AddText routes it to the SpewBox and returns),
so nothing observable regresses.
- SHOULD-FIX 3: UiButton.SuppressSelfToggle stops the four chat-window
indicator buttons (DAT property 0x0B=true, no retail click handler)
from flipping their own Selected mirror on a stray click.
- SHOULD-FIX 4: generated and committed chat_floaty_2100005b.json from
the real installed dats; added the permanent RetailLayoutFixtureGenerator
entry. All three flagged FloatingChatWindowController assumptions
(input field, title bar, close button) are confirmed correct against
real data — no controller code changes needed. New finding: unlike the
main window, ALL EIGHT floaty border/corner elements are live Type-9
grips (the floaty's own title bar is its move handle), so a floaty
window resizes from every edge and corner.
- SHOULD-FIX 5: register row AP-189 documents the shared-500-entry/
200-line-tail vs retail's per-window 10,000-line scrollback depth gap.
- NITs 1-5: documented the filter-persistence-only-on-/saveautoui
asymmetry and the reconnect-preserves-filters intent; corrected the
research doc's modifier-mask mislabel and the "ONLY function" false
superlative; moved WrapText off ChatWindowController onto
ChatTranscriptRenderer, closing the circular dependency.
Full Release suite: 12,420 passed / 4 skipped / 0 failed (baseline
12,392/4/0 at
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22020ef2c4 |
feat(chat): Campaign CH slice CH6b — floating chat windows 1-4
Mounts retail's four floating chat windows as always-resident, born-hidden children per gmGamePlayUI::SetupChildren @0x004E9EC0, all sharing LayoutDesc 0x2100005B (window ids 0x10000505/0x1000050E/0x1000050F/0x10000510). New FloatingChatWindowController (AcDream.App/UI/Layout) binds each window's own widget tree — built fresh per instance from one shared imported ElementInfo — reusing ChatWindowController's word-wrap + retail color-carry algorithm via the extracted ChatTranscriptRenderer instead of duplicating it. A floaty window has no talk-focus menu (research doc §2.2), so its entry field always sends on Say; the mismatch against retail's possible shared-channel behavior is UNVERIFIED and filed as #369/AP-188. Runtime owns the per-window filter/open state: ChatWindowState (new, AcDream.Core.Chat) seeds retail's exact PostInit defaults per window (window 1 0x0000101C Speech/Tell/DirectSend/Emote, window 2 0x00040C00 Social/SocialSend/Allegiance, window 3 0x00080000 Fellowship, window 4 0x78000000 Turbine General/Trade/LFG/Roleplay) and implements the full ShouldDisplay(windowId, targetWindowId, logTextType) display predicate from ChatInterface::RecvNotice_DisplayFinalStringInfo @0x004F4640. It lives on RuntimeCommunicationState.ChatWindows so every host borrows the same instance. The main window's filter (0xFBFFFFFF, "no user filter") never actually gates anything because its own explicit-address branch already covers every broadcast line — that's why UpdateFromPlayerModule early-returns for window 0 in retail, ported here by construction rather than a special case. Keybind wiring: InputAction.ToggleFloatingChatWindow1..4 and their KeyBindings.RetailDefaults() chords already existed since Phase K.1c (unwired until now). The MetaKeys table confirms retail's default is Alt+1 through Alt+4 (index 3 = bit 0x00000004, cross-checked against the same file's Alt+A/D strafe and Alt+Enter/Tab/F4 rows). Routes through GameplayInputCommandController -> RetainedGameplayWindowCommands -> RetailUiRuntime.ToggleFloatingChatWindow -> the generic UiHost.ToggleWindow, whose visibility-change event is the single chokepoint that syncs ChatWindowState.SetOpen and mirrors the main window's 1-4 indicator button regardless of what changed a window's visibility (keybind, close button, or a restored layout). A direct decomp read of gmMainChatUI::ListenToElementMessage @0x004CDA80 — the only function in the whole binary that branches on a click message — settles what the research doc had left as a hedge: it handles exactly 0x1000046f (max/min) and the talk-focus menu's selection message, with NO case for 0x10000522-0x10000525. The four indicator buttons are PURE one-directional mirrors in retail; clicking them does nothing. ChatWindowController.SetIndicatorOpen ports this with no OnClick at all. Corrected research doc §1.4 accordingly. Persistence is local-only (register row AP-187; the retail 0x1000008C GameplayOptions wire remains deferred to CH6f): window geometry and open/visible state ride the existing generic RetailWindowLayoutPersistence path for free once each window registers under its own WindowNames entry; the four filter masks get a dedicated ChatSettings round-trip (ChatWindow1Filter..ChatWindow4Filter, defaulting to the retail PostInit constants) loaded at mount and saved alongside SaveLayout(). Tests: ChatWindowStateTests (defaults, TypeIsActive, the full display-rule matrix, toggle/reset, revision counter), FloatingChatWindowControllerTests (bind smoke tests against a synthetic 0x2100005B tree, per-window filter routing, filter-change cache invalidation, fixed-Say submit), new ChatWindowController.SetIndicatorOpen tests (Highlight/Normal state, cross-window isolation, range validation), GameplayInputCommandController routing for the four toggle actions, and a SettingsStore filter round-trip. Full Release suite: 12,392 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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e07fba5731 |
fix(chat): CH3 review fixes — phantom UN-9, allegiance-broadcast echo, /a legacy fallback
Applies the Opus review of Campaign CH slice CH3 (
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e0e7888308 |
fix(chat): CH2 rework — SpewBox tick-driven visibility + binary-derived error table
Reworks Campaign CH slice CH2 per the REJECT-review findings doc (docs/research/2026-08-09-ch2-review-findings.md). BLOCKER 1 — SpewBoxController never rendered a line and leaked its pending queue. LinesProvider only ran through UiText.OnDraw, which gates on Visible — and the box started invisible, so the provider (the sole caller of SpewBoxState.Tick) never ran. Gave the controller an explicit per-frame Tick(now) driven by UiRoot's global-message-3 broadcast (a zero-size GlobalTimeSink child, the same pattern VendorUiController.DragOverGlobalTimeSink already uses), matching retail's gmSpewBoxUI::Update. LinesProvider now only returns the cache. Tests rewritten to drive root.Tick(...) instead of calling the provider directly, plus new coverage for visibility-without-a-draw, queue-drain-without-a-draw, and bounded-queue-across-many-ticks. BLOCKER 2 — re-derived the HandleFailureEvent routing table from the PDB-paired binary instead of the pseudo-C's ~33-char string previews. tools/pdb-extract/sweep_weenie_strings.py sweeps every push imm32 in VA 0x571990-0x575480, dereferences into .rdata/.data, and decodes the full UTF-16LE literal. Added the 5 ids dispatched via else-if (missed by case-label enumeration), resolved 0x4F8 (previously excluded), fixed 18 wrong strings (16 the review flagged + 2 more — 0x4E9 and 0x518 — an automated diff between every swept literal and the landed table found). Every changed row cross-checked against ACE's WeenieError/WeenieErrorWithString enum doc comments; both oracles agreed on every row, including a case where the review's own proposed text for the new 0x4E8 row was itself wrong (it was 0x4E9's text) — corrected via the else-if block's own instruction address plus the ACE cross-check. Pinned table count: 344 (338 + 5 + 0x4F8). SHOULD-FIX 1 — RuntimeCommunicationState.ResetSpewBox was dead code; folded into the ChatIdentity generation-reset stage (same lifetime boundary), with a reset assertion added to the existing populated-reset test. SHOULD-FIX 2 — AddText trimmed only the trailing end and invented an empty-string early return; retail's AddTextToScroll trims both ends (trim(&str, 1, 1, ws)) and has no empty guard. Both retired. SHOULD-FIX 3 — ShowWeenieError bypassed the AddText chokepoint via ChatLog.OnWeenieError (hardcoded LogTextType 0x00); routed through Communication.AddText(Resolve(code, param)) instead, and ChatLog.OnWeenieError is deleted — GameEventWiring's legacy no-router fallback now resolves + calls OnSystemMessage directly. SHOULD-FIX 4 — retail's HandleFailureEvent switch has no default case; an unmapped id now resolves to a null Text (silence toward the player) instead of the invented "WeenieError 0xNNNN" hex fallback, with a diagnostics-only console log line for the id. NITs — AP-TBD placeholders corrected to their real register rows (AP-178, not the unrelated AP-177 lifetime row); filed AP-180 for the windowId dual-destination gap and corrected three stale "lands with CH2" comments; extended SpewBoxLayoutDumpDiagnostic from dats.Portal to dats.Local and found the SpewBox element for real — LayoutDesc 0x21000011, element 0x10000048, size 450x72, MaxConcurrentItems (ListBox property 0x10000028) = 4, not retail's code default of 1. AP-178 narrowed accordingly; SpewBoxState.MaxConcurrentItems and SpewBoxController's extent/anchor/OneLine are now authored rather than placeholder (absolute screen position and colour remain open); fixed the "19 ids... lists 18" miscount by retiring the stale paragraph in the class doc rewrite; aligned the UseDone handler's silent-status check with the other two WeenieError handlers. Full Release suite: 11,914 passed / 4 skipped / 0 failed (build 0 errors). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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77c8296e3f |
feat(chat): Campaign CH slice CH2 — retail SpewBox interface text
Retail routes on-screen refusals ("You can't jump while in the air",
"You are too encumbered to carry that!") through a SEPARATE transient
screen surface (gmSpewBoxUI, ClientSystem::AddTextToScroll @0x00563C50)
that never touches the chat scroll — type 0x1A is exactly the bit every
ChatInterface window's default filter excludes
(ChatInterface::ChatInterface @0x004F4550). acdream had no such split:
every WeenieError rendered in chat at a single stand-in LogTextType
0x00 (CH1-era approximation, register AP-176), and locally-detected
jump refusals were silently discarded.
This slice ports the full mechanism per
docs/research/2026-08-09-chat-retail-interface-text.md:
CORE (AcDream.Core/Chat):
- WeenieErrorMessages.Resolve now returns (text, RetailLogTextType) from
a 338-row transcription of ClientCommunicationSystem::HandleFailureEvent
@0x00571990 (Appendix A's 339 cases minus one, 0x4F8, deliberately
excluded — its case body is a tangled decompiler artifact, not
resolvable with confidence). Spot-checked ~20 rows directly against
the raw decomp (case 0x2b/0x36/0x3a/0x4e/0x4ec/0x4f3/0x4f4 and the
jump family), beyond the ~10 the brief asked for, because the first
pass surfaced two transcription classes the research doc's markdown
silently ate: (1) 7 ids marked "shared string global" resolved by
reading the case bodies directly (0x24/0x48/0x49 reuse the jump-
refusal globals; 0x4DE/0x4DF/0x55A/0x55E are pure param passthrough);
(2) 19 "arg3 + literal" CONCATENATION ids whose leading space (and
therefore their %s marker) the markdown table's cell-trimming ate —
fixed by re-reading each case body, several requiring a SECOND
non-truncated data_XXXXXXXX dump elsewhere in the same oracle file to
recover text the ~33-char inline preview cut off. One retail typo is
preserved verbatim: 0x4F4's second placeholder is literal "$s", not
"%s" — only the first substitutes.
- ClientTextRefusals: the 11 process-lifetime string globals, all
byte-recovered from the PDB-paired C:\Users\erikn\Downloads\acclient.exe
(MATCH verified via check_exe_pdb.py) via raw UTF-16LE prefix search —
5 were truncated in the research doc's own transcription and all 5
turned out to end "...combat mode"/"...this position", not the
shorter "...combat" a truncated read would suggest.
- SpewBoxState: the gmSpewBoxUI pending/visible queue port (insert-at-0,
dedupe-against-index-0-only, MaxConcurrentItems overflow, per-entry
expiry, one-frame enqueue/drain decoupling). Placed in Core (not
Runtime as the brief's default) because AcDream.UI.Abstractions
references Core but not Runtime, and SpewBoxVM needs to wrap it
directly — the same constraint ChatVM already satisfies against
ChatLog.
- Folded the 4-entry WeenieErrorText.cs into the full table; deleted it.
RUNTIME (AcDream.Runtime):
- RuntimeCommunicationState.AddText(text, type, windowId): the
AddTextToScroll chokepoint. type == ClientLocal -> SpewBox only, never
chat; everything else -> the existing transcript, tagged with type.
- GameEventWiring gains an `onInterfaceText` delegate hole (Core.Net
cannot reference Runtime, so this follows the file's own established
pattern for every other Runtime-owned sink). Rewires 0x028A/0x028B/
UseDone through the full table + router; fixes 0x02EB
CommunicationTransientString's routing type from a CH1-era 0x00
guess to retail's hardcoded ClientLocal (Handle_Communication__
TransientString @0x0057D460).
- LiveSessionEventRouter's 0xF7E0 ServerMessage handler now routes
through AddText with the wire chatType verbatim instead of always
writing ChatLog directly.
- PlayerMovementController gains OnInterfaceText, applied by
RuntimeLocalPlayerMovementState to every controller it installs.
Reports ChargeJump/jump refusals exactly as ClientCombatSystem::
CommenceJump @0x0056AF90 / DoJump @0x0056B110 do — confirmed via
their compiled dispatch that ONLY 0x24/0x48/0x49 produce text;
0x47 (GeneralMovementFailure, fully-constrained/no-stamina) and any
other code are retail-SILENT (DoJump's jump table has exactly 4 real
targets), which contradicts this task's brief ("0x47 -> the
constrained/stamina row per §4.2") — the brief's reading of §4.2
described what jump_is_allowed COMPUTES, not what CommenceJump/DoJump
DISPLAY for it. Implemented the decomp-verified silent behavior.
APP (AcDream.App / AcDream.UI.Abstractions):
- The 5 composition sites that already used RetailLogTextType.ClientLocal
now call Communication.AddText instead of Chat.OnSystemMessage
directly, so they reach the SpewBox instead of the transcript.
- SpewBoxVM (UI.Abstractions) + SpewBoxController (App), modeled
directly on PortalWaitNoticeController. Position/font/colour/
MaxConcurrentItems are placeholders: SpewBoxLayoutDumpDiagnostic
exhaustively swept the installed client_portal.dat's entire LayoutDesc
id range (0x21000000-0x21000075, 101/118 ids populated, sanity-checked
against 3 known ids) and found ZERO elements of class 0x10000016 —
gmSpewBoxUI is mounted from C++ code, not any authored LayoutDesc, so
the dump cannot recover these values.
REGISTER: AP-176 retired (its WeenieError half is now the full table
port); its OnCombatLine half was never in this slice's scope and is
split out to AP-179 so that divergence keeps a row. AP-177 (invented
line lifetime) and AP-178 (invented position/font/colour/max-items)
filed for the presentation placeholders above. AP-175 (PopUpString ->
chat instead of modal) is untouched, not duplicated.
Suite: 11,890 passed / 4 skipped / 0 failed (was 11,835/4/0; +55 net
new tests, 0 regressions).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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34d8a3c0e7 |
fix(chat): CH1 review fixes — sbb-idiom channel catch-all, command-output typing
Applies the Opus review findings on CH1 (
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172c6f9aa3 |
feat(chat): Campaign CH slice CH1 — retail LogTextType color table
Retail colors chat lines by the 34-value wire LogTextType (ACE's ChatMessageType), NOT by acdream's synthetic 9-value ChatKind. The old ChatWindowController.RetailChatColor(ChatKind) collapsed distinct retail colors onto one bucket per ChatKind — e.g. every Channel line rendered colorLightBlue (Magic's slot) when retail's actual palette spans five different colors across the Turbine rooms and legacy allegiance family. Ports ChatInterface::BuildChatColorLookupTable @0x004F31C0 verbatim (RetailChatColorTable, all 34 RGBA floats read from the PDB-paired binary's .data section) and threads a new ChatEntry.LogTextType field through every ingestion site to the correct retail wire value: HearSpeech/Tell pass the wire chatType through verbatim; Emote/SoulEmote hard-code 0x0C; the Tell self-echo hard-codes 0x04; legacy ChatChannel broadcasts derive their type from the channel bit via the new LegacyChannelChatType helper (ported from the decompiled Handle_Communication__ChannelBroadcast dispatch, hear vs. own-send); TurbineChat rooms map through TurbineChatDisplayNames.LogTextType; CombatChatTranslator's hit/miss/evade lines map to ACE's CombatSelf/ CombatEnemy per Player_Combat.cs; kill/death lines use retail's decompiled 0x00 Default (not a combat color). ChatWindowController's transcript now folds LogTextType through RetailChatColorTable with retail's exact "out-of-range keeps the previous line's color" carry rule; ChatPanel's combat highlighting sources the same table. Corrects HearSpeech.cs's doc-comment ChatType legend (4 of 6 entries were wrong). Adds register row AP-175 for the pre-existing (unchanged) Popup-renders-in-chat divergence and updates AP-39's stale per-ChatKind description. Narrows ISSUES #139 — its chat-colors half is done. Retail renders no chat timestamp prefix path exists in acdream today, so the "timestamp is always colorGrey 0x0C" rule has nothing to attach to; noted here per the research doc rather than left silent. Research: docs/research/2026-08-09-chat-retail-color-table.md Full Release suite: 11,833 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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2cf94dbcd2 |
feat(audio): Ctrl+M instant mute + inn-chatter investigation closed as server content
Two items from listening-gate round 2. Mute: AcdreamToggleAudioMute (default Ctrl+M; bare M is selection) flips OpenAlAudioEngine.Muted, implemented as the AL LISTENER gain - unused since A2 moved all mixing to the CPU, so it is a free master switch that silences already-playing voices instantly and restores them exactly, without touching the retail mixing math, the -50 dB allocation cutoff, or any persisted volume setting. Rebindable like every other action; console line confirms each flip. Inn chatter: the user hears talk-and-laughter ambience in retail inns and not in acdream. Three installed-dat scans (pinned as conformance tests in EnvCellSoundEmitterInventoryTests) prove the mechanism is NOT client data: no interior static in the town landblock carries an ambient-slot sound table, no Setup among all 5,935 in the portal dat references one, and yet 23 sound tables carrying ONLY Ambient1..8 slots exist - pure soundscape banks with nothing client-side pointing at them. They are wire-bound: the server attaches one to an emitter object via CreateObject's sound-table field and fires the slots over 0xF750 - ACE implements exactly this (EmoteType.Sound heartbeat emotes -> GameMessageSound broadcast). Our 0xF750 receiver (slice A3) is live and now instrumented (ACDREAM_PROBE_SOUND_WIRE=1, via the new AudioDiagnostics owner per Code Structure Rule 5, with per-event drop reasons in AudioHookSink.PlayServerSound). A probed session against the local ACE received ZERO 0xF750 events across a town walkabout: the silence is server world-content (no emitters configured/firing), not a client drop. The first scan's assertion originally encoded the emitter-object hypothesis; the data refuted it, and the test now pins the negative so the conclusion cannot silently rot. Full Release suite green (the one failure during development was the hypothesis-pinning assertion, corrected to pin the finding). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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7c4dd1ade7 |
feat(audio): Campaign A slice A5 — retail's region ambient soundscape
acdream had no ambient system: StartAmbient minted a handle and played nothing. Retail's is a weighted-accumulation + timer-queue engine, not looping voices. On every objcell change (24 m) CellManager::ChangePosition rebuilds per-sound weights over the 3x3 landblock ring x 64 land cells each, decoding each cell's terrain word through the region file's terrain -> scene -> AmbientSTBDesc chain; playback is a min-heap of absolute deadlines drained from the frame tick, where each pop fires a one-shot and re-arms. A continuous bed (base_chance == 0) is non-positional, crossfaded by its share of the TOTAL weight, and re-fired every min_rate seconds — that rate is the author's intended loop period, and re-firing is how retail fakes a sustained bed with no looping voice, re-rolling the variant and the crossfade each time. An intermittent one keeps its authored volume, plays at a random accumulated compass bearing at min + (max-min)*t^2, and is dice-gated. Indoors is silent by design: CEnvCell's contributor is a folded ret and EnvCell carries no sound data. The Opus review caught four bugs before this landed, one fatal: - Cell offsets were built in ABSOLUTE world coordinates and differenced against the listener's STREAMED-frame position, so every one of 576 offsets came out ~32 km, every contribution was culled, and the whole feature was silent with nothing logged. Offsets are now landblock-local the way Position::get_offset builds them, and the streamed-frame position is carried separately for playback, where it belongs. - The cell's weight was added to the shared denominator once per DESCRIPTOR instead of once per CELL, dividing every bed's crossfade by the table's entry count — enough to push a typical authored volume under the 0.03 audibility floor. - The drain used where retail's UseTime is strictly below, so a descriptor authored with a zero rate re-armed at the same instant and spun the frame forever. - Arming only enqueued; retail's UpdatePlayQueue PLAYS and then re-arms, so a newly audible ambient was silent for a full period after the crossing that made it audible. Also: beds now go through retail's single 16-voice priority pool rather than acdream's UI pool (retail has one pool; parking beds in the UI pool let an A4 portal cue chop one mid-wave and discarded the authored priority), and CalcDir's in-block test is XY-only, since CalcWeight includes Z on purpose and CalcDir excludes it on purpose. Two behaviours are knowingly incomplete and registered rather than guessed at slice end: TS-66 (sky-lit interiors should keep the outdoor set) and TS-67 (contribution weight is computed in-plane). Retires TS-29. The frame-loop hook is a typed IAmbientFramePhase, not a callback — the first attempt used an Action<float> and the architecture guard ExtractedUpdateOwners_DoNotRetainAnonymousCallbacks correctly rejected it. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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6eaa490bb3 |
feat(audio): Campaign A slice A4 — the interface sound bus
Retail's UI sound bank was absent, so three families of cue were silent: the portal enter/exit stingers, the AdminEnvirons dungeon atmosphere (chanting, drums, whispers, thunder — what players remember as dungeon 'music'), and every other interface slot. The bank's DID is not a literal anywhere in retail: GetUISoundTable @0x00563FB0 asks GetByEnum for enum slot 7, and DBCache::GetDIDFromEnum @0x00413940 resolves it through two EnumIDMap hops off the portal dat header's master map. UiSoundTableResolver walks that chain the way RetailCursorResolver already walks it for cursors. Against the shipped dats it resolves to 0x2000004B, and that table holds exactly the 32 UI_* slots (UI_EnterPortal 0x6A .. UI_Thunder6 0x8A) — content that confirms the walk independently of the decode. UiSoundTableResolutionTests pins the walk, the DID, and the content, and skips when dats are absent. Two corrections to the research along the way. The lane-5 note recorded GetByEnum's arguments transposed: the 0x22 it called a fileType is the CACHE type (CLOCache(cache, CSoundTable::Allocator, 0x22)) and the real second-hop key is 0x10000003; walking it the other way finds nothing. And its claim that the interface volume pref applies is wrong — GetAttenuation with ambient=0 multiplies by the EFFECT knob, so retail's interface_sound_volume stays the dead knob lane 1 byte-decoded it to be. EnvironSoundCueMap is an explicit 21-case table read straight out of Handle_Admin__Environs @0x0055DE20, not arithmetic: codes 0x65..0x72 sit 0x11 below their SoundType, but 0x73/0x74 have no case, so 0x75 lands on UI_Squeal (0x84) where an offset gives 0x86, and the switch ends at 0x7B with no 0x7C case. Verified case-by-case against the decomp rather than from the lane note, whose tail table was ambiguous. Cues are attached where retail plays them: the teleport-animation boundary for the portal pair, and the AdminEnvirons handler for the stingers. PlaySoundFromCenter's pan-0 / distance-0 shape is what PlayUiWave already implements after A2. Retires TS-54. Narrows AP-115 to its notice-presentation residual. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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e42b99482e |
feat(audio): Campaign A slice A2 — retail's 2D pan+gain mixer replaces AL 3D
Retail is not a 3D audio engine. Every gameplay buffer is created with m_3D = 0 and the DirectSound 3D listener the client sets up is dead code; spatialization is two CPU scalars per voice, frozen at emission. This slice ports that math and demotes OpenAL to a voice bank. RetailSoundMixer (new, Core) carries the byte-decoded curve from SoundManager::GetAttenuation @0x00550020: g = dist < 5 ? vol : 25*vol/d2, clamped to 1 BEFORE the single master multiply, db = ceil(20*log10 g), with a hard -50 dB floor at which retail does not start the voice at all (audible radius ~94.2 m at unity). Pan is PlaySoundInternal @0x00550170's (int)(-15*sin(delta-bearing)) in whole decibels, truncating toward zero, forced to dead centre when (int)distance < 5, with no front/back and no elevation cue. Every AL source is now source-relative with rolloff 0 and the global distance model is None: AL's InverseDistanceClamped was first-power (2/d), quieter than retail up close and far louder at range with no cutoff whatsoever. That was the largest audible divergence in the subsystem (AP-28, retired here). RetailVoicePool (new, Core) ports the allocator at 0x0054FEC0: ring scan for a free or finished slot, then evict the first slot whose DAT priority is strictly lower, else drop. Eviction compared GAIN before, so a loud unimportant sound could silence a quiet important one. It lives in Core because the engine's play path talks to native AL handles and could not be tested; the pool now has 12 conformance tests. The listener keeps using the camera position, which the decode shows is retail-faithful (SmartBox::set_viewer @0x00452D36 hands the same collided camera Position to SoundManager) — only the heading extraction changes, since retail reads one compass bearing and never a forward/up basis. An earlier draft of the plan called this a defect; corrected in the plan so it is not fixed backwards. Opus review found and this commit fixes: a linear pan-to-azimuth mapping that saturated to full separation at 30 degrees (OpenAL Soft's own speaker angle) where retail gives 15 dB — now inverts the constant-power pan law, so full deflection reaches 0.776 of the arc and both channels stay live; the stale FUN_00550ad0 / gain-eviction class header, which contradicted the register row this commit writes; missing discriminating tests for clamp order and pan truncation; dead PlayingGain state whose comment invented a retail symbol; and a third in-tree copy of Position::heading, now delegating to MoveToMath.PositionHeading. MasterVolume folds into the mixer's one multiply instead of AL listener gain, so the cutoff, radius and dB quantisation move with the slider. Register: AP-28 retired; AP-173 (pan law), AP-174 (volume taxonomy), TS-64 (two unimplemented sound prefs), TS-65 (volume-squared quirk, applied on the ambient path only) filed. Research note corrected twice where its summary contradicted its own decode (30 m dB, floor vs trunc). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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c69b3bde04 |
fix(audio): Campaign A slice A1 — retail's sound probability gate (#355)
The SoundTable probability field is a Bernoulli play/skip gate applied at the play site (SoundManager::PlayProbability @0x005500E0), not a selection weight — and variant selection (SoundManager::GetSound @0x00550680) is a uniform index over (n-1) that ignores probability entirely. SoundCookbook did the opposite: a cumulative-distribution walk weighted BY probability, short-circuiting single-entry lists before rolling at all. A dat census says 4,183 of 4,184 entries are single-entry and 686 of those carry probability < 1.0, so the gate was categorically absent: Speak1 idle chatter authored at 0.05 fired every trigger (~20x too often), wound/attack/ swoosh variants never dropped, and six 0.0001 entries always played. Split into retail's two steps (PickVariant + PlayProbability, composed by Select) over a new ISoundRandom modelling both retail roll ranges: the variant roll clamped below 1.0 (0x00797D48) and the gate's 1/32767 grid, which is why 0.0001 resolves to ~1.2e-4. PickVariant reproduces retail's (n-1) off-by-one verbatim per the port-faithfully rule — the last variant of a multi-entry sound is unreachable, costing exactly one wave (0x0A00051E) in the shipped dats. Also removes invented mechanism this review disproved: the dead Core SoundEntry/ISoundCache scaffold (PitchMin/PitchMax, Loop, Is3D — retail never calls SetFrequency, never sets the loop flag, and creates every gameplay buffer 2D), the engine's pitch plumbing, the int 0..7 priority cast (the dat field is a float in [0,1]; 4,100 entries collapsed to 0), and the clamp-at-the-field on volume (an unbounded gain retail clamps only after the distance divide). Tests rewritten as conformance against the disassembled values, replacing a self-referential suite that pinned the wrong model. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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81a9d85a1d |
fix(ui): spell-bar drag-reorder works — the per-frame rebuild was destroying the dragged cell (#354)
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Everything already existed — the drag payloads, the favorite wire pair (0x1E3 add-at-position / 0x1E4 remove, byte-confirmed against retail's Event_AddSpellFavorite @0x006A0F70 and ACE), the insert-shift state ops. The bug: lifting a favorite fires SpellbookChanged, the next per-frame Tick rebuilt the bar, the rebuild flushed and recreated every cell, and UiRoot's subtree-removal safety net canceled the in-flight drag whose source had just been destroyed — one frame after every lift, before any drop could land. The rebuild now defers for the duration of the drag gesture, and the drop ports retail's own -1-if-lifted-before-target index adjustment (SpellCastSubMenu::AddFavorite @0x004C7060) so final positions are byte-identical: insert-shift, not swap; drag-out still deletes (the lift's removal stands on a missed drop, retail's shape). The real-pointer-pipeline test fails against the pre-fix code with the exact cancellation and passes after; a discriminator pins that physical-item drop handlers reject the spell payload. AP-172 files the one presentation divergence (mid-drag reflow happens on release, not continuously) — renumbered from the agent's AP-171 draft, which collided with the same-day double-click row. #354 filed and closed. Clean-room complete solution: 11,541 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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68568a3a59 |
fix(vendor): grand-gate findings — wire-truth container counts, the live split bar, arrival-gated use, prepend-order race
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Four live findings, each with the paper-verification failure named: G1 the container-capacity guard counted containers by a local type/capacity heuristic that over-classifies ordinary items; retail buckets from the wire's ContainerProperties at insert. Now reads ClientObjectTable's existing ContainerTypeHint (AP-168 narrowed to the shop-stock half; a pre-check must never false-block). G2 the amount bar never showed live because ACE never sets StackSize on browse listings — DescStackSize is null for every real vendor item and the C4 paper test hand-set the field, bypassing the materializer. The materializer now falls back to the packed supply count (AP-169, ACE adaptation); the new test drives the REAL materializer. G3 an out-of-range Use now dispatches ON ARRIVAL (pickup's shape): ACE's HandleActionUseItem only opens the vendor when the Use finds the player in range — a click-time send is greeted and dropped (AP-170, ACE adaptation; retail's server walks the player, ACE does not). G4 bought items appended because ACE's placement echo (UIQueue) can beat the CreateObject (SmartboxQueue) — cross-queue, no ordering guarantee — and the early echo was silently dropped. ClientObjectTable now stashes unresolved placements and replays them at Ingest: buys land at the retail list head. No register row — this RESTORES parity. Clean-room complete solution: 11,521 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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c68ad1e646 |
fix(vendor): 6b/6c review corrections — pre-send guards, accumulating staging, trade-note exemption, drag-over tab switch, full-stack sells
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All thirteen findings, each anchored in recovered bytes or pc reads:
Buy All now runs retail's four PRE-SEND guards in order (pyreal and
alt-currency affordability, container and item slot capacity; strings
recovered from .rdata at 0x007b57b4/0x007b5750) — a rejected batch can
no longer destroy the staged list. Staged adds ACCUMULATE with the
5000 cap ("I can't possibly sell you that much!..." @0x007b59d8) and
the shop rows decrement/restore per RemoveFromShop. The max-value sell
rejection exempts trade notes — the raw bytes at 0x005d1add are `not`
(bitwise), not the pseudo-C's misleading `!`, and the early ret skips
the min check too. BF_RETAINED gates selling end to end (the bit was
already on ClientObject; AP-164's three claims were all false once
traced — RETIRED). Dragging over the vendor window auto-opens the
Selling tab per UpdateDragOver — with a correction to the review's own
citation: token 0x100000cd is the SELLING page, the guard is
"don't reopen the current tab." Sells are full-stack-only (three
retail sites; "Cannot sell part of a stack" @0x007b57ec) and Sell Item
acts on the global selection unconditionally. The confirm string gains
its byte-true trailing '?', dies with the session, staged-row
highlights repaint, dead guids unstage with retail's shopping-list
notice, and move-to-use no longer walks to targets the dispatch would
refuse.
AP-162 narrowed, AP-164 retired, AP-167/AP-168 filed honest.
Clean-room complete solution: 11,508 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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92ea3977b6 |
feat(vendor): Slice 6b/6c — move-to-use, buy staging, selling; the vendor arc is functionally complete
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C1 an out-of-range Use now approaches first via the existing client-predicted BeginApproach (Pickup's far-range shape mirrored; retail's ItemHolder::UseObject @0x00588A80 has no range check and the dispatch stays immediate). C2 Add-to-List stages into the Buying tab via VendorStagingList (RemoveProfileFromList's two shapes, pc:200497-200537), Buy All sends ONE batched 0x005F and flushes staging on send exactly as retail does (SendShopEvent -> Flush, pc:204075-204076 — not UseDone-gated), and X-close over a non-empty staging list shows retail's confirm string recovered verbatim from the binary data segment (0x007b5bd8) through the existing dialog factory. C3 the Selling tab's list is the sole drop target (retail's single IsAncestorOfMe gate, pc:204229-204246); VendorSellAcceptability ports InqAcceptability with all rejection strings recovered verbatim from the raw data segment; the sell side prices with BuyPrice (retail's inverted naming: what the vendor PAYS) and 0x0060 carries no trailing currency field, unlike Buy. C4 the status-bar reproduction test PASSES against the production toolbar mount — retail's toolbar shows count + name with the split bar and NO price parenthetical (that figure is the vendor row's own cost text); no code change, the live gate referees. C5 pack order verified correct, untouched. Register: AP-161 narrowed to its two pre-existing cosmetic gaps; AP-162 extended over Buy All; AP-164 (non-sellable bitfield unmodeled), AP-165 (DescStackSize for _maxStackSize in the removal test, bounded), AP-166 (purse text + pending-sell highlight cosmetic) filed. Clean-room complete solution: 11,482 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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e602f84be2 |
fix(ui): Slice 5.4 review corrections — the dropdown renders from its authored popup, retail cost semantics, auto-select, icon overlays
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All nine review findings closed at root (one sub-item consciously
deferred):
F1 the category dropdown now draws: sprites/fonts wired and the popup
geometry read from the vendor menu's own authored popup LayoutDesc
0x21000043 (root 0x1000034F — correcting the review's 0x1000014F
transcription) per UIElement_Menu::MakePopup (pc:120705); chat's menu
is untouched and its tests prove it. The new test drives selection
through the REAL open/hit path the review flagged as bypassed.
F2+F3 the selected-item cost display ports VendorItemsUI::UpdateItemsUI
verbatim: quantity via the 0xDC41CB0 split-size mask (whole-stack for
ammo, per-unit for groceries/components; mask lives at the toolbar
SEEDING site pc:198784), plural names with retail's
fall-back-to-singular (pc:409056 — correcting the review's "name+s"
guess), full cost sentences with comma grouping and the player's coin
total, and Buy/Add buttons that disable without a selection.
F4 category switches auto-select the first filtered item (pc:201180).
F5 icon underlay/overlay/effects + plural name forwarded from the
already-parsed wire fields through VendorShopItem to the icon
composer. F6 a DIFFERENT vendor opens on its own first category;
same-vendor refresh preserves per the clamp. F7 scroll resets on
rebuild and authored empty slots fill; the right-click examine route
is consciously DEFERRED (shop items are not in ClientObjectTable and
the appraisal panel hard-requires it — documented, not faked).
F8 VendorState.Apply's fanout gets the same per-listener isolation as
Close/Reset. F9 AP-110/AP-161 wording corrected ("quantity-correct
pricing") and AP-161 rewritten to exactly the remaining conscious
gaps.
Clean-room complete solution with the #348 cursor fix in the same
tree: 11,334 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com>
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609a2dfda0 |
fix(runtime/core): Slice 5.3 review corrections — retirement/transit close, per-unit pricing, guarded auto-close dispatch
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The adversarial review's three blocking findings, each fixed at root: 1. A vendor session now CLOSES when its entity retires (despawn, death, ObjectDelete) and at teleport BEGIN (HasPendingTeleportStart || IsTeleportActive at the existing per-frame seam — both hosts funnel through RuntimeWorldTransitState.TryQueueTeleportStart, which flips the pending flag strictly before activation). The previous permissive early-return stranded the session forever: panel pinned to a stale guid, ActiveVendorId swallowing Use for the rest of the session. 2. VendorShopItem carries the desc's stack size, and VendorPricing.PerUnitValue ports retail's stack-total division (VendorProfile::VendorSellPrice 0x005D1B00: <= 0 guard, integer division) — a stack of 50 arrows now prices per arrow, not at 50x. 3. VendorState.Close() guards its observer fanout with the dispatcher's catch-and-log semantics — a throwing panel listener can no longer propagate into the unprotected per-frame path. Register honesty rides along: the 0.6 m UseRadius fallback was acdream's invention (ACE's CheckClose has no fallback; retail passes the raw authored radius) — removed, the watcher now uses the raw radius and AP-160's citations are corrected and extended with the accepted-position-snapshot cadence; AD-72 files VendorPricing's double-vs-x87-extended narrowing (AD-33's class, bounded by the ±0.1 margin). Nine tests added. Clean-room complete solution: 11,311 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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70f37dbd5c |
feat(core): Slice 5.2 — VendorState + retail's exact vendor price math
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VendorState sits beside ExternalContainerState (contract decision 1) with the same shape: private setters, Changed event, Reset with AggregateException fanout; domain-shaped like ContainerContentEntry since Core cannot reference Core.Net. No Runtime wiring, no UI — 5.3's job. VendorPricing ports ShopSystem::BuyPrice/SellPrice (0x006B6120/ 0x006B6180) faithfully: retail's literal three-way branch survives, including the unreachable-with-real-data negative -1 sentinel that ACE's Math.Max(1, ...) collapse erases — equivalence for legitimate inputs is hand-proven and documented rather than silently assumed. Seven conformance tests with hand-derived golden values (float32 semantics verified independently), covering rate=1.0, fractional rates, value=0, the rounding-sensitive halfway case, stack multipliers, the ItemType rate-override branch, and the sentinel. Clean-room complete solution with 5.1+5.2 in place: 11,291 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Sonnet 4.5 <noreply@anthropic.com> |
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fa0c053ebf |
docs(physics): #347 closed WITHOUT a code change — retail's glide alternates exactly as ours does; AD-70 retired as a wrong inference
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The round-2 cdb capture is decisive: during a live retail glide, edge_slide fired ~1.5 times per find_transitional_position — the arm/move alternation's exact signature (3 entries on the arming tick, 0 on the moving tick) — with cliff_slide in lockstep, step_down at 2.5x, step_up 0, and every stack sample on our identical call path. cliff_slide's bytes match our port and ACE's (compare constant at 0x794610 verified 0.0), and the user could not distinguish the two clients side by side. The "retail redirects within the tick" premise misread round-1's set_sliding_normal cadence (per-event, not per-tick, so its 1:1 ratio with edge never discriminated anything). The alternation-tolerant assertion in Issue345SteepSlopeGlideTests is therefore the CORRECT retail-shape pin from both sides; its comment now cites the capture instead of calling the shape a residual. The #269 note is honest the other way: the hope that a within-tick port would explain that feel residual is withdrawn with the premise. The temporary Scratch347 diagnostic is deleted. Capture evidence: 345-glide-stacks.cdb.log (repo root, untracked, cited from the contract's RESOLUTION section). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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535f41bbdf |
docs(physics): #347 premise revision — retail may alternate too; ftp:edge ratio is the discriminator
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The cliff_slide arms are conformant in ACE, our port, and the bytes (compare constant at 0x794610 verified 0.0), the round-1 slidn:edge ratio (538:594) refutes a retail retry storm, and the user's side-by-side speed observation fits alternation. Round-2 cdb script now counts find_transitional_position; H-A (identical, retire AD-70) vs H-B (within-tick yield) resolves on one ratio. The temporary Scratch347 diagnostic test rides along until #347 closes. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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ab89ebdf92 |
fix(physics): #345 — a grounded mover glides along a too-steep face; validate_walkable's return is scoped as retail's bytes scope it
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Retail's OBJECTINFO::validate_walkable @0x0050d010 initializes its return slot to OK (0x0050d025) and assigns ADJUSTED only inside the below-plane guard, immediately after the push executes (0x0050d249). The guard-fail path — grounded, OnWalkable, plane too steep — jumps past the contact write, the push, and the assignment (0x0050d1b9 -> 0x0050d251): retail deliberately IGNORES the steep plane at primary validation so the insert proceeds, the step-down phase fails on the steep landing, and the edge family produces the per-tick lateral glide. ACE flattened this into an unconditional return Adjusted (ObjectInfo.cs:169) and we inherited it; our TransitionalInsert then retried the byte-identical Adjusted forever — the user's stop-instead-of-slide. Evidence chain: the user's retail observation (the axiom), the live cdb glide profile (edge_slide/cliff_slide 594 each in lockstep, step_up 0), the D0 implementer's correct STOP (fixtures reproduced the stuck fingerprint while faithfully executing the ACE-shaped reading — refuting the reading, not the code), and the capstone byte-decode both Opus reviewers re-derived independently, including the stack-slot frame arithmetic and every ret site's eax. The conformance fixture is the live topology: flat and steep terrain triangles sharing ONE cell's diagonal (a cell-boundary face does NOT reproduce the loop — the cell-scoped primary sample never validates a neighbour's triangle — and is pinned as supplementary). Sabotage: restoring the unconditional Adjusted reds the discriminator with the exact stuck position (0.325 m lateral, 28/30 stuck ticks vs 2.602 m / 14/30 fixed; reviewer B's independent five-angle table is monotone 10-85 degrees). Stuck ticks are counted from positions so the assertion survives the eventual probe strip. In-game glide gate PASSED 2026-08-08: "Well it works, we are sliding. I cant detect any speed change from retail." Filed alongside: #347 + AD-70 (our glide alternates arm/move at half retail's per-tick rate — retail redirects within the tick; next up by user direction), AD-71 (the guard's mutable WalkableAllowance operand vs retail's fixed is_valid_walkable global — now return-value-bearing), and the reviewers' named residuals in the #345 closure entry (placement-arm flip, other-cell coverage gap, EdgeSlide-less projectiles, ACE's server-side shared misport predicting remote drift-then-snap on steep terrain). The unported IsViewer arm of validate_walkable is noted in the D0 doc. Suite: clean-room complete solution 11,271 passed / 4 skipped / 0 failed; Core assembly re-run green after the review-driven test hardening. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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10efb5b1f9 |
fix(physics): AD-66 relands — the push-out uses retail's bare radius; plant-then-lift complete (#341 closed)
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Third attempt, landed on evidence where the first two correctly refused: the ten-run stability gate passed 10/10 bit-identical (0x42667451, two clean-room cycles among the runs), the recalibrated golden's every value measured with derivations rather than guessed, and the historical measurement flip stands recorded as unexplained-but-unreproducible after 37 hunt runs plus these 10 found no divergence anywhere. The mechanism, completing the S4b byte-pin: validate_walkable plants the sphere at perpendicular r*N.z (byte-faithful, untouched); this push fires once per settle and lifts to tangent equilibrium dist=r, where the trigger goes quiet — retail's slope hover, arriving via the push exactly as the original substitution's own comment predicted retail had. Sabotage: restoring radius*N.z reddens the discriminating exact-value test verbatim. AD-65 conformance, the uphill no-flap guard, and the #331 absorb pin all green untouched. AD-66 retired (the campaign's last withheld row); AD-69's seam-frame correction deliberately unbundled, stays active as its own follow-up. Clean-room suite 11,267 / 4 / 0 — the suite's two AD-66 skips are gone. User's "port the retail pair" decision is now fully executed; the hover-look slope gate is the remaining acceptance. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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e761761aa3 |
probe(physics): ACDREAM_DUMP_TRANSIT_FAIL — self-selecting transition-phase trace for #345
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Fires only on the stuck-tick predicate (>=1mm XY requested, <=0.1mm achieved), buffering per-tick phase outcomes cheaply and flushing only on a stuck tick: per-insert-attempt phase/state/normal/source, step-up enter/exit verdicts, every ValidateWalkable branch with dist/waterDepth and both SetCollisionNormal guards evaluated, and the tick's final AdjustOffset pair. Zero cost when off (flag before any allocation — the I1 zero-alloc gate stays green), mover id on every line, [ThreadStatic] buffer per the referee-safety rule. Two tests: fires on a synthetic wall-stuck tick, silent on ordinary movement. Diagnostics only; no behavioral change. Suite 11,271 / 6 / 0. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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c5443b3df9 |
test(physics): S6 — the camera provably reaches both PerfectClip TOI tails; contained, not dormant
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AP-83/AP-91 claimed no current mover sets PerfectClip. The containment proof found the opposite and the contract's honest-fallback fired: the camera probe (the sole production setter) reaches BOTH ACE-derived tails live — the viewer exemption is creature-only, the shadow-list walk is unconditional, and static scenery with authored primitives is a real non-creature population. Every reach is now recorded (camera-live silently; any non-viewer mover loudly, one-shot), so a future flag change cannot exercise unreviewed ACE-derived math silently. Four tests drive the camera's exact call shape both ways; the sabotage was intelligently adapted — there was no existing cut to disable, so it flips the one axis the proof depends on (IsCreature) and asserts reachability inverts. Both register rows rewritten CONTAINED-not-dormant with severity narrowed to camera-feel (the probe never commits a PhysicsBody). Landing note: diagnostics-only diff (two guard calls + counters + corrected stale comments), verified directly by the session lead rather than a review cycle — the review budget went where behaviour changed tonight. Campaign S CLOSES with this landing: S1A/S1B/S2/S4/S5/S6 done, S3 cancelled, three user-passed gates, one honestly-open item — AD-66's reland, twice self-refused by its own stability gate, blocked on the #341 codegen-shape measurement instability whose ABA evidence and first discriminating experiment are filed. Clean-room suite: 11,257 passed / 6 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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9671af0273 |
fix(physics): S2 — static publication emits authored Spheres as Spheres (AP-155 narrowed)
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Both static sites (LandblockPhysicsPublisher, the headless-only LandblockPhysicsContentBuilder) emitted an authored Setup Sphere as a base-anchored Cylinder of radius r and height 2r. The live path emits a Sphere for the same data, so the same object collided differently by arrival route, and the narrow phase met a flat cap where retail meets a curved surface. Both sites now mirror ShadowShapeBuilder.FromSetup's Sphere block exactly. Combined Opus review: PASS. Its numeric verification of the dispatch test's geometry (head-sphere clearance 0.201 m for the true sphere; the cylinder counterfactual inside by 0.10 m XY with the Z band overlapping) is what makes the discrimination claim more than a sabotage anecdote, and its F8 finding is applied: the test now carries a POSITIVE control — aiming straight through the boulder's centre must block — so a membership/seed regression can no longer masquerade as a curve-hit pass. F4 applied: CylHeight is asserted, not inferred (the C4 lesson). F3 applied: the deleted Quaternion.Inverse base composition is recorded as internally coherent for the old cylinder's world-Z axis — the defect was the shape TYPE, not that rotation math. The review also verified the deleted-cylinder blast radius: the F2 overlay's drawn span is IDENTICAL for both shapes (old [c-r, c+r], new [c-r, c+r]); the flood sphere's centre rises by exactly r, which cannot change outdoor membership (XY rectangle) and lands the indoor half on Session B's dungeon gate alongside S1B; and the sphere-branch flood is now pinned uncapped by a genuine eleventh-shape A/B test. PublishStaticCollision — the headless static path — gains its first test ever. AP-155 is NARROWED, not deleted (review F13): the has-BSP source split (entity.MeshRefs vs setup.Parts + AnimPartChanged) survives and keeps the row active. The shared-primitive-emitter refactor that would make route independence a compile-time property is the filed follow-up (review F20). Population: 3,506 of 5,935 installed Setups, structurally equal to AP-157's third-branch count (byte-identical classifier — three independent routes agree: 3,605 - 99 = 3,506). Clean-room suite at implementation: 11,253 passed / 6 skipped / 0 failed on landed S1B. Post-review-hardening: Publisher tests 25/25, Content tests 2/2, both green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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b3e43d22c9 |
fix(physics): S1B — indoor cell membership admits on the part BOX, as retail does (#335, AP-159 narrowed)
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CellTransit.FindTransitCellsBox ports CEnvCell::find_transit_cells'
part-array overload @0x0052cae0 line-for-line: per-portal x per-part
order, the sphere cheap-reject at F_EPSILON+radius, the box admit whose
"Straddle or crossing-side" rule is exactly retail's `eax != side` under
the PDB Sidedness enum, leads-outside placed AFTER the admit, the
unconditional unloaded-neighbour hint without the sphere overload's
re-test, the destination box_intersects_cell gate with its deliberate
no-break, and add_all_outside_cells after the loop. The box-vs-cell BSP
traversal lands in BOTH representations behind the flat-authoritative
dispatcher with a graph referee whose 20,000 installed comparisons are
pinned by assertion (review F5), zero mismatch.
Dual Opus review: PASS on both lenses. The mandatory D0 pseudocode pass
caught that the contract's own supplementary note misattributed the box
block to the sphere overload — it belongs to a SECOND
check_building_transit overload @0x0052c680, whose portal-side
convention is INVERTED and whose admit differs; the pseudocode doc now
records that trap plus two byte confirmations made at review:
which_side @0x00444720 is strictly > eps for POSITIVE, and
intersect_box's in-plane early exit returns CROSSING(3)
(jp @0x005aa1bc -> mov eax,3), settling review items b1/b2 for the
future bridge porter. The bridge itself stays unported as AP-159's
explicit remainder.
The review also retired #335's severity premise honestly: "over-
inclusive only, never a missed one" is wrong at production shape ratios,
where the box (whole-vertex AABB) legitimately exceeds the sphere
(physics-polygon root sphere). Measured, both populations: rigged
(box << sphere) — 1,520 placements, 978 cells removed, 0 added;
production-ratio (box >= sphere) — 950 placements, 20 removed, 1 ADDED
through the loaded-neighbour gate, which is retail's direction, not a
defect. The no-op guard (review F4) asserts removal is nonzero so an
unwired admit cannot pass silently.
Process note: the implementer authored against this session's worktree
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d73125d3b0 |
fix(physics): S4/AD-65 — the away-from-plane response snaps to the surface, as retail does
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Campaign S slice S4, the half that landed. Retail's CTransition:: adjust_offset @0x0050a370 branches on dot(offset, contactPlane.N) at 0x0050a4fa: moving INTO the plane subtracts the normal component (0x0050a529), moving AWAY calls Plane::snap_to_plane @0x00509c50 — which preserves X and Y and re-solves ONLY Z so the offset lies in the plane (the d terms cancel algebraically), no-op under the 0.000199999995f |N.z| epsilon. acdream ran the orthogonal projection in BOTH directions, shrinking downhill XY travel by cos^2(theta): 25% at 30 degrees, 50% at 45 — AD-65's recorded shortfall, now retired. The combined Opus review independently re-derived the algebra, the branch polarity, the epsilon's bit-identity (17b75139), and the sabotage magnitude (the re-instated projection yields X = 0.75 = cos^2 30 exactly), and verified the delta is 4 non-comment lines with the into-plane arm, the crease arm, and both no-plane arms untouched. Its blast-radius sweep found the away arm exercised but NOT discriminated by any pre-existing test — every one asserts lower bounds the snap over-satisfies — so the two new exact-value tests are the only discriminating coverage, recorded in the test's class doc, and the felt 33-100% downhill speed-up is the morning gate's one row. AD-66 (the push-out's bare radius) is WITHHELD: byte-confirmed twice, implemented, then pulled after the same clean-room binaries measured contradictory absorbed-tick outcomes flipping with nothing but test assert shape — issue #341 carries the observation matrix and the apparatus plan; its two exact-value tests are [Skip]-ed; the retained substitution's rationale is restored at the site per review F1, with the review's remaining findings (F2/F3/F4/F5/F6) applied and F8 filed as #342. AD-69 filed: the same block omits retail's get_block_offset seam-frame correction, deferred to the AD-66 relanding for attributability. #340 filed: a fifth load-sensitive flake. Review verdict: PASS. AD-65 is provably unable to reach the #341 anomaly's code path (the absorb scenario takes the crease arm). Clean-room suite: 11,239 passed / 6 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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52aea775b9 |
test(physics): AP-157 measured — CylHeight half retired, sorting-sphere half proven collision-unreachable; AD-55 byte-decoded
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Campaign S S1A, both outcomes the measure-first rule exists for. AP-157's CylHeight half is RETIRED as a non-divergence: retail's own cylsphere overload (CObjCell::find_cell_list @0x0052b9f0) copies localtoglobal(low_pt) + radius per cylsphere, capped at 10, and never reads height — retail collapses a cylsphere to a base-point sphere exactly as acdream does. The sorting-sphere half measured REAL against retail's registration set — 1,812 of 3,343 evaluated Setups (54%) fail containment at 1 mm, worst shortfall 18.135 m — and then PROVEN collision-unreachable: for this branch the flood spheres and the collision-test geometry are the same per-part Sphere list, so every omitted cell is one the entity's test geometry cannot reach, and retail's wider sorting-sphere registrations are narrow-phase rejects on retail too. Fix deferred to the next bake-schema revision rather than performing Slice I3 surgery for zero behavioural delta. The measurement test stays in the tree as the permanent record (population cross-checked against the dispatch test's independently-committed constants: 3,506 = 3,605 - 99). AD-55 is byte-decoded and RESOLVED against our constant: the binary loads qword [0x007c6b28] = pi/18 exactly and executes FCOS — retail's Sledding flatness threshold is cos(10 deg) = 0.984808. Our 0.99999536f is cos(0.17453 DEGREES): the radian literal misread as degrees, which makes the object-friction arm unreachable on real terrain (nothing is flatter than 0.175 deg). Evidence note carries the full instruction listing and the polarity of the test ah,0x41 / jp idiom; the one-line fix + conformance test is S5, queued behind the running implementation slice for build-slot reasons. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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332045c7ad |
fix(physics): split set_contact_plane from init_contact_plane (#32 local edge-slide)
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Measured live at Rithwic 2026-08-06 with ACDREAM_DUMP_EDGE_SLIDE=1. Six branch2/steep-cliffslide events, every one reporting curN=(-0.954,0.000,0.301) lastN=(-0.954,0.000,0.301) angle=0.0000 apply=False, outcome degenerate-cross/last-known. That is decision-table row 1 of the research doc, verbatim. CTransition::cliff_slide @0x0050a6d0 takes its slide direction from cross(steep contact normal, last_known_contact_plane.N) — it needs the surface the mover was STANDING ON as the second vector. acdream's CollisionInfo.SetContactPlane latched the last-known group on every call, so by the time cliff_slide ran, last-known had already been overwritten with the steep face itself: the cross product of a vector with itself, which is zero. Degenerate direction, no slide, walk off the cliff. Retail's COLLISIONINFO::set_contact_plane @0x00509d80 is 22 bytes and writes the CONTACT group only; the last-known group has four writers, none of them that function. So the four writes are DELETED and a new InitContactPlane mirrors CTransition::init_contact_plane @0x0050e850, writing both — the start-of-transition seed, where there is no earlier surface to remember. Only check_contact's SUCCESS branch calls it. The other eleven call sites keep the narrowed setter. This is a port, not a suppression: no guard, no grace period, no flag. The user's own A/B was the discriminator: Neftet's block plateaus hold (188 branch3/precipice-slide events, all before the teleport) while Rithwic's terrain cliff fails (6 branch2 events, all after). I had predicted the opposite — that terrain would be the flat-normal case — and position plus timeline corrected me, not reasoning. NEW DISCRIMINATING TEST, because the suite had none. It was green both before and after the production change, so nothing in it defended this behaviour. Issue32LastKnownContactPlaneTests seeds a walkable plane, asserts a steep mid-transition contact leaves it intact, and asserts the resulting cross product is non-degenerate. Sabotage-verified: restore the four writes and both discriminating rows fail while the InitContactPlane control keeps passing — the pair separates 'the latch is gone' from 'nothing writes last-known at all'. Two existing tests corrected rather than deleted. PhysicsSetPositionTests.FailedCheck_MapsCollisionHandlerResultToRetailError passed BECAUSE of the latch (the file the research named); its hook now populates both groups explicitly, since it asserts report plumbing, not setter semantics. RetailEdgeResponseOrderingTests.TransitionalInsert_ DegenerateCliffSlideOk_ContinuesOuterRetry was predicted to fail and did not — it now passes for a DIFFERENT reason (last-known absent rather than clobbered, which retail also answers with OK_TS). Its comment described the deleted behaviour and is corrected to say so, and to say it does not discriminate this fix. Also repairs the #338 probe. Its first placement in PlayerMovementController printed nothing across 11,523 live log lines — the wrong one of two resolve call sites — so it moves to PhysicsEngine.ResolveWithTransition where every caller passes through, filtered to the player. The dead site is removed rather than left in place; a probe that never fires is worse than none. The flag test now precedes the interpolated string: building it eagerly cost 128 B per resolve with the probe OFF, which Slice I1's zero-allocation gate caught. Suite 11,234 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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ea83b043df |
fix(physics): delete the query-site broadphase reach filter (#333, closing #337)
Transition.FindObjCollisionsInCell discarded a shadow candidate when |currPos - obj.Position| > sphereRadius + obj.Radius + movement.Length() + 2f obj.Position is the part ORIGIN; obj.Radius is the physics-BSP ROOT BOUNDING SPHERE's radius, measured about a centre AP-156 established is frequently metres from that origin (376 of 973 installed physics-BSP parts sit further from their part origin than half their own radius, worst 20.762 m). Geometry deep inside the real bounding sphere was therefore thrown away before BSPQuery ever ran: solid near the origin, permeable in a bounded shell beyond it. For the Neftet rock 0xC8766009 / gfx=0x01004751 the two points are 23.556 m apart, which is #337 — wedged on the plateau, jumps sinking into the mesh, corpses falling through. A live capture recorded 7,225 rejections on that one owner, every single one with wouldAcceptAtCenter=True. Deleted rather than re-centred. Retail has no distance pre-filter, disassembled from the PDB-paired v11.4186 binary (CodeView GUID 9e847e2f-777c-4bd9-886c-22256bb87f32) rather than read from Binary Ninja: CObjCell::find_obj_collisions @0x0052b750 walks shadow_object_list and calls CPhysicsObj::FindObjCollisions (0x0052b78b) UNCONDITIONALLY; its only early-out is insert_type == INITIAL_PLACEMENT_INSERT (0x0052b759). CPhysicsObj::FindObjCollisions @0x0050f050 contains no float compare at all. CPartArray::FindObjCollisions @0x00518180 is a bare do/while over parts, and CPhysicsPart::find_obj_collisions @0x0050d8d0 is two null checks plus a call. Retail's only spatial rejection is the BSP node bounding-sphere test inside the walk — correctly centred, which is exactly what the deleted filter was not. Re-centring it (carry BoundsCenter on ShadowEntry) would have preserved an invention retail does not have, including a +2f slack and a movement.Length() term with no retail counterpart, and left a second reach budget to be tuned forever. Retail's own cross-cell slack constant is F_EPSILON = 0.0002 m, not 2 m. The method's comment claimed the filter was "the analog of the part sorting-sphere early-outs inside retail's CPhysicsObj::FindObjCollisions — response-neutral, pure perf". Both halves were false and cost #333 and #337; it is replaced by the disassembly above. Gate: Issue333BroadphaseReachFilterTests drives the production path end-to-end (ResolveWithTransition -> FindObjCollisionsInCell -> CollisionTraversal) on a DAT-free fixture so it runs everywhere, as a discriminating pair. Sabotage-verified: restore the pre-check and OffCentreBspFloorStopsAFallingMover reaches z=37.800 — exactly the unobstructed fall, blockedAtLeastOnce=False — while CentredBspFloorStopsAFallingMover keeps passing. Without the control a fixture unable to fall would pass the first test for the wrong reason. Issue337's skipped TheBroadphaseAdmitsTheSurfaceTheMoverIsStandingOn asserted the now-deleted predicate and could never have gone green; it is rewritten as installed-DAT evidence pinning BOTH halves of the diagnosis and is no longer skipped. Perf measured, not assumed (Release, synthetic all-BSP cell, per ResolveWithTransition): at 38 candidates — the live maximum — 10.61 us -> 16.68 us (1.57x); at a deliberately unreachable 200, 17.34 -> 39.48 us (2.28x); ~0.16 us per additional candidate tested. Over 19,701 live [reach-q] samples the in-cell count is p50 = 9, p99 = 32, max 38. The ACDREAM_PROBE_REACH rejectedReach column is kept and is now structurally 0, so a post-fix capture stays comparable with the pre-fix one; dropping it would make the two incomparable. AP-158 retired (110 active AP rows). #333 and #337 closed pending the user's live acceptance at Neftet. Solution suite 11,231 passed / 4 skipped / 0 failed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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5a1eeace73 |
docs(physics): #337 diagnosed — it is #333's query-site broadphase, not the mesh
Report-only. No production code changed. The collision mesh is present, correctly shaped, correctly placed in the world, and the BSP traversal reaches every part of it. The mover never gets as far as the query. FindObjCollisionsInCell's per-object broadphase measures the mover's distance to the shadow entry's Position — the part ORIGIN — and compares it against obj.Radius, which is the physics-BSP ROOT BOUNDING SPHERE's radius. For 0xC8766009 those two points are 23.556 m apart, so a mover standing on its plateau is inside the real bounding sphere by ~20 m of margin and is still rejected. Same defect AP-156 fixed in the flood and #334 fixed in the registration extent walk, left in place at the query site. Measured, not inferred. An offline replay against the installed DAT reconstructs all eleven landblock-0x8766 owners and matches the live [geom] placement exactly (0xC8766002 at (84.699,100.082,13.000) yaw -45.00 vs the log's objPos + bspCentreOffset). At the position the client fell through, the production swept query returns a hit on poly 31 at 0.037-0.366 m while the filter rejects the candidate: distToOrigin=60.434 > maxReach=59.697, distance to the bounding-sphere CENTRE 37.083 m against a 56.909 m radius. The live capture recorded that rejection 7,225 times with the probe's own wouldAcceptAtCenter=True on every one. Bounded because the dead zone is the shell between maxReach and the true sphere, up to ~23.5 m thick on the far side. movement.Length() is a budget term: a 0.25 m walking step gives shortfall +0.60, a 0.72 m step +0.14, and ~0.86 m passes — which is exactly why jumping over the spot works, walking into it does not, and a corpse falls through. Three hypotheses refuted by measurement, not by argument: - "the rock's own mesh never collides" — true of 0xC8766002 and it is INNOCENT; its geometry is 22.8 m from the wedge and it has zero brute-force hits over a 12,493-point lattice covering the plateau. It is a candidate only because it is a 130x147 m owner. The rock actually walked on is 0xC8766009. - wrong world transform — the offline placement reproduces the runtime exactly, and a uniform displacement cannot produce a bounded pocket. - BSP traversal hole — a referee ran the production walk against brute force at 7,770 on-surface probes across all eleven owners plus 137,423 lattice points. Mismatch 0 everywhere. A 0.5 m hole map also shows continuous upward-facing coverage across the whole wedge region. [geom]'s verdict=coincident was never able to decide this: LogGeometry compares the physics box against the visual box in the object's OWN LOCAL FRAME, so it proves shape agreement and says nothing about world placement. Recorded in the doc so the next reader does not re-trust it. Retail has no per-object distance filter on the BSP branch. Verified instruction-by-instruction with cdb against the PDB-paired v11.4186 binary: CPartArray::FindObjCollisions @0x00518180 is 14 instructions of bare do/while over parts[i]; CPhysicsPart::find_obj_collisions @0x0050d8d0 is 17 instructions of two null checks plus the call to CGfxObj::find_obj_collisions @0x00534700. No compare, no float math in either. The in-tree comment calling the filter a retail analog and response-neutral is wrong on both counts. The support=object cpNz=1.0000 readings inside the rock are not the rock: ValidateTransition:6076 is retail's stationary-fall failsafe manufacturing a flat plane through the sphere bottom, and :5997 is the LastKnownContactPlane restore holding a stale plane. Both are retail-correct responses to a stuck body, and they are why the client believes it is standing while ACE rejects the position. Preferred fix is to delete the pre-check for BSP entries and correct the comment; fallback is to measure to the bounding-sphere centre, which also needs BoundsCenter carried on ShadowEntry. Neither is landed. The reproducer was confirmed to FAIL when un-skipped, with the numbers above — this campaign has caught eleven green tests covering nothing, so a fixture that cannot distinguish the bug is worse than none. Gates: bin/obj deleted, Release build 0 errors, Core suite 4,287 passed / 2 skipped / 0 failed (baseline 4,286/1 plus three new dumps and the one deliberately skipped reproducer). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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49a7e90652 |
probe(physics): ACDREAM_PROBE_SUPPORT + ACDREAM_WIRE_MESH — separate #337's three candidates
The user is wedged at the top of Neftet rock plateaus, jumps sink into the mesh, and a corpse falls straight through. ACDREAM_PROBE_REACH already ruled out its own domain: blocked=0, every candidate tested-ok. Three candidates remain — terrain support, a collision mesh not where its visual is, or the transition wedging on an unobstructed path. ACDREAM_PROBE_RESOLVE alone cannot separate them. It prints a three-value contact-plane token, no plane normal, no plane height, no terrain sample and no plane provenance, so all three produce the same line. Two additions: [support] — one line per resolve for EVERY body, not just the player. A corpse is a plain physics body with no player-specific logic, so its fall-through is the cheapest available control on "movement code vs geometry data", and it is invisible to any player-filtered probe. The line samples the outdoor terrain INDEPENDENTLY at the body's own out-XY and prints the contact plane's own height at that same XY. Two heights at one point make support=terrain / object / none a measurement rather than an inference, and cpSrc= names the site that asserted the plane so provenance and classification cross-check. [geom] — once per GfxObj that comes near a mover: the object's physics-BSP vertex cloud against its visual mesh AABB in the same local frame, through the same prepared accessors the resolver queries. verdict=coincident REFUTES the working hypothesis for that object outright; no-physics-bsp / empty-physics-bsp / displaced / extent-mismatch each name a specific data defect. Built to refute, not to confirm — two diagnoses on this defect's lineage have already been refuted by measurement. ACDREAM_WIRE_MESH upgrades the existing F2 overlay, which drew a broadphase proxy cylinder for BSP objects and so could not answer the question at all, to the real physics-BSP polygon edges (cyan) beside the visual mesh box (magenta) and the terrain surface (yellow). Own class per code-structure rule 1. The provenance latch lives on PhysicsDiagnostics, not on CollisionInfo. Two fields there first — the obvious home — broke the flat/graph differential referee and the scratch-reset poison test, both of which compare CollisionInfo member-for-member. Teaching either to skip a member is a one-line green fix that puts a permanent hole in a referee whose whole job is comparing everything. Captured as feedback_probe_state_off_compared_types. Seven tests cover the support classifier's boundaries: a wrong classifier does not fail to answer, it answers confidently wrong. Gates: Release build 0 errors; complete suite 11,225 passed / 4 skipped / 0 failed from a cleaned tree — baseline 11,218/4/0 plus exactly the seven new tests, skips unchanged. Issue #337 filed with the symptom set, what is ruled out, and a table of what each possible output means. All of this is TEMPORARY and recorded for stripping with the physics-probe family. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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13fcf38138 |
fix(physics): port retail's find_bbox_cell_list outdoor extent walk (#334)
acdream had never implemented retail's SECOND cell-membership algorithm.
CPhysicsObj::calc_cross_cells @0x00515230 tests HAS_PHYSICS_BSP_PS at
0x00515285 and jumps (0x0051528f jne 0x515305) to find_bbox_cell_list
@0x00510fc0 for a BSP-bearing object; everything below that jump is the
OTHER algorithm, CObjCell::find_cell_list, and that is all we had. Every
object, BSP-bearing or not, was routed through it.
That path's outdoor expansion is a HARD CAP of one cell in each direction.
CellTransit.AddAllOutsideCells computes minRad = radius, maxRad = 24 - radius
and adds at most the eight neighbours of the sphere's own cell, so for any
radius >= 12 m both boundary tests are unconditionally true and the result is
exactly 3x3. Widening the radius or adding a second sphere is mechanically
incapable of adding a tenth cell. The user's live probe measured the
consequence directly: standing inside a Neftet formation, inCell=2 exempt=2
reached=0 -- the geometry was not a candidate at all.
The port. AddAllOutsideCellsFromParts is CLandCell::add_all_outside_cells
@0x00533360 plus add_cell_block @0x005331d0: base landcell from the FIRST
part's own adjust_to_outside, baseX/baseY within-block, each part's authored
CGfxObj::gfx_bound_box re-fit through all eight corners
(BBox::LocalToGlobal @0x005b2120), floor(v / square_length) where
square_length = 0x7c920c = 24.0f, four accumulators seeded to zero, ONE
rectangle unioned across all parts, FILLED, in GLOBAL lcoords so it crosses
landblocks freely, clamped only to [0, 0x7f8).
BuildShadowCellSetFromParts is find_bbox_cell_list's worklist.
RegisterMultiPart dispatches on the same flag retail does, and
BuildFloodSpheres' BSP arm is deleted rather than left unreachable.
Disassembled from the PDB-paired 2013-09-06 binary, not read from Binary
Ninja: BN mis-renders four separate constructs inside add_all_outside_cells
alone -- a dropped `and eax,0xffff` on baseX, a neg/sbb/and select shown as
identically zero, a wrong get_landcell argument, and both x87 flag tests as
`unimplemented {test ah}`.
ShadowPartGeometry pairs the BSP root sphere with the authored box so no
resolver can answer one and leave the other call site to synthesize a
substitute -- the AP-156 invariant applied a second time, since that split is
what produced AP-156 and then this. The box comes from
FlatGfxObjVisualBounds, already computed by exactly CGfxObj::init_end's
algorithm and already in the prepared package: no bake change, no DAT re-read.
Cost, measured over the installed DATs before any code was written: 1,258
physics-BSP GfxObjs, cells/object p50 4, p90 4, p99 12, max 49. The port is
CHEAPER than the old 3x3 = 9 for 98.97% of them. Row totals (shapes x cells)
over all 1,031 landblocks with BSP owners fall 97,173 -> 15,607 (0.161x);
dense Arwic 0xC6A9 falls 342 -> 43. One landblock more than doubles.
Precondition confirmed before pinning any expected cell set: 0x010046D8's box
is 96 m x 96 m about cell (2,2) = 0x87640013, which independently corroborates
the 3x3-centred-there diagnosis, and its rectangle does contain 0x87640011 and
0x87640019 -- the two cells the probe measured empty.
Register: AP-156's outdoor half CLOSED and its risk column CORRECTED (it read
"extra broadphase candidates, never a missed one", which generalised the indoor
direction to the whole row and is why #334 sat inside it unnoticed). AP-159 +
issue #335 file the unported indoor arm; AD-49 records the seed-time rectangle.
Issue #336 files a fourth load-sensitive test flake seen once during the gate.
Ten tests, every one sabotage-verified in both directions across eight
mutations (dispatch, 8-corner refit, floor-vs-truncation, union-vs-per-part,
map clamp, adjust guard, landblock clamp, box-path-for-everything). The
strongest is an installed-DAT replay of the user's own probe evidence.
Suite 11,208 -> 11,218 passed / 4 skipped / 0 failed; the +10 is exactly the
new tests.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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e6457cc849 |
fix(physics): close the AP-156 fix review — real containment oracle, type-level invariant, AP-158
Both review lenses PASSED; this is the cleanup, not a rescue. Evidence:
docs/research/2026-08-06-ap156-review-closure.md (the review itself is
committed alongside it as the received artifact).
R1 — the load-bearing containment test could not fail. Its truth and flood
values were two hand-copies of the same expression over the same part set,
so the shortfall was algebraically identically zero for any DAT input. The
oracle is now PHYSICS-POLYGON VERTICES — a different DAT field from the
bounding sphere the builder emits, so the two sides can genuinely disagree.
Sabotage-verified three ways after full cleans: dropping the bounds centre
in production reddens it (428 Setups, worst 35.869 m on 0x0200129A, matching
an independent out-of-repo sweep exactly); dropping only the scale on the
centre reddens it (326); and corrupting the TEST's own bounds oracle reddens
it (467) where under the shipped oracle that same corruption was invisible
by algebra. Renamed accordingly. A6's stale "cap control" comment corrected:
that loop is the test's own uncapped re-implementation and cannot observe a
cap regression — the cap is covered in Core.
R2 — the population was understated. 172 is AP-152's DISPATCH population;
AP-156's is 530 BSP-bearing Setups, of which 525 have a flood sphere move
and 428 fail vertex containment before the fix (412 at a 1 cm tolerance —
the review's figure; the gap is 16 Setups between 1.4 mm and 10 mm, real
geometry). 0 fail after, at any tolerance down to zero. Corrected in the
AP-156 row, the section-3 header, the C5c handoff and two test docstrings.
Dated review artifacts are left as written — "170 of 172" was correct for
what they measured, and rewriting evidence to match a later measurement
loses provenance.
A1 — BoundsCenter = default reopened at the type what the commit closed at
the seam. Dropping the default alone would NOT have closed the review's own
scenario (a copied Cylinder call site would write Vector3.Zero explicitly
and stay green), so ShadowShape's constructor is now private and BSP shapes
are built only through ShadowShape.Bsp(..., FlatCollisionSphere localBounds),
which takes radius and centre as ONE value and scales them together. There
is no expression a caller can write that carries one and drops the other.
22 construction sites converted; the same sabotage now reddens 5 Core tests
where the review's sabotage A reached 4, because both BSP producers share
one scaling path.
A2 — #333 is real and bigger than filed, and its retail question is
answered. I disassembled CObjCell::find_obj_collisions @0x0052b750 from the
PDB-paired binary myself (check_exe_pdb.py MATCH) rather than inheriting the
claim: its only early-out is sphere_path.insert_type == INITIAL_PLACEMENT_
INSERT, then it calls FindObjCollisions on every unparented non-self shadow
object UNCONDITIONALLY. Retail has NO distance pre-filter, so acdream's
"+ movement + 2f" reach filter is an invention with no register row — filed
as AP-158, carrying the disassembly, the F_EPSILON = 0.0002 m contrast, and
the measured blast radius (118 of 477 unique installed physics-BSP GfxObjs
exceed its ~2.5 m budget, 46 exceed 5 m). Active AP rows 109 -> 110.
Recorded prominently in three places a reader will hit: TALL PROPS MAY SHOW
NO VISIBLE CHANGE UNTIL #333 LANDS, and a null result at the connected gate
is EXPECTED, not evidence against AP-156.
LOW items. R3: the comment claiming the cited evidence justified the whole
cap line is corrected, but int.MaxValue on the sorting-sphere branch stays —
capping at 1 would take Spheres[0], and retail's one sphere is
CSetup::sorting_sphere, a different DAT field; capping keeps the wrong field
AND flips the substitution under-inclusive (#98/#168 direction). AP-157
already owns it. R4: acdream scales the flood sphere where retail's
find_transit_cells never reads gfxobj_scale — added as a second residual on
AP-156. R5: retail's slack constant carried into AP-158 and #333. A3: the
per-call delegate allocation is back to a cached field, still derived from
the single bounds resolver. A5: noted; b52967de's message cannot be amended.
Gates: all 44 bin/obj deleted before every verdict-deciding build, each test
run gated on a verified "Build succeeded" in the same invocation. Release
build 0 errors / 21 pre-existing warnings. Complete suite 11,208 passed /
4 skipped / 0 failed — reconciles exactly with the
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b52967def3 |
fix(physics): AP-156 — flood the BSP sphere where the geometry is, not at the part origin
The AP-152 retail review (docs/research/2026-08-06-ap152-review-retail.md) FAILED ` |
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4abd1b5eb7 |
fix(physics): AP-152 — dispatch collision shapes BSP-first, at emission and at the cell flood
The register row predicted "catching or stopping on a doorway sill". That
symptom could not have been occurring. `Transition.BspOnlyDispatch`
(TransitionTypes.cs:1348, landed 2026-05-25 as A6.P7) already skipped both
primitive branches (:3911, :3954) whenever the target's wire PhysicsState
carries HAS_PHYSICS_BSP_PS, and ACE sets that bit from CSetup.HasPhysicsBSP
for every affected Setup. The extra primitive was never tested for collision.
The live defect was CELL MEMBERSHIP. The same shape list feeds
`ShadowObjectRegistry.BuildFloodSpheres`, which had no such guard and
preferred Cylinders over everything whenever any Cylinder existed — retail's
SECOND priority applied ahead of its first. For the 73 CylSphere+BSP Setups
acdream therefore flooded shadow cells from the cylinder and never from the
slab: an object absent from cells it physically occupies, which is the
#98 / #168 symptom class, not the door-collision class the row named.
Retail, re-disassembled from the PDB-paired binary (v11.4186, CodeView GUID
9e847e2f-777c-4bd9-886c-22256bb87f32, check_exe_pdb.py MATCH) rather than
taken from Binary Ninja, which drops flag tests:
CPhysicsObj::FindObjCollisions @0x0050f050
0x0050f165 test dword [esi+0xa8], 0x10000
0x0050f16f je 0x50f1a2 ; clear -> primitive dispatch
0x0050f18d call 0x518180 ; CPartArray::FindObjCollisions
0x0050f19d jmp 0x50f2b0 ; UNCONDITIONAL, past BOTH primitive loops
; (CylSphere 0x50f1a2, Sphere 0x50f21d)
0x0050f1d6 jae 0x50f317 ; CylSphere loop exhausted -> RETURN
0x0050f22f je 0x50f31b ; zero Spheres -> RETURN seeded OK_TS
CPhysicsObj::calc_cross_cells @0x00515230
0x00515285 test dword [esi+0xa8], 0x10000
0x0051528f jne 0x515305 -> CPhysicsObj::find_bbox_cell_list @0x00510fc0
0x005152d1 call 0x52b9f0 ; cylsphere branch, below the jump
0x005152fb call 0x52b990 ; sorting-sphere branch, below the jump
Priority at both consumers: BSP -> CylSphere -> Sphere -> nothing. BSP wins.
Every address above was resolved back to its symbol by exact lookup in
named-retail/symbols.json.
Changes:
* `ShadowShapeBuilder.FromSetup` gains a step-0 dispatch gate. Steps 1 and 2
are skipped entirely when any part's EFFECTIVE GfxObj carries a physics
BSP. The gate and step 3 now share one `EffectivePartGfxObjId` helper, so
they cannot read different identities — a gate on `setup.Parts` would,
after an ObjDesc swap, suppress the primitives while step 3 emitted
nothing and `Build` returned null, deleting the entity's collision.
Emission order is unchanged. This also removes acdream's undeclared
reliance on the server sending the flag: the gate is derived from the
parts, exactly as CPartArray::CacheHasPhysicsBSP @0x00518110 derives it.
* `ShadowObjectRegistry.BuildFloodSpheres` now applies calc_cross_cells'
own order: BSP, else Cylinder, else everything. Given the gate above this
is a no-op for every shape list acdream produces (FromSetup is now
exclusive; both landblock-static publishers already emit homogeneous
lists), so the measured membership delta remains attributable to the
gate alone. It is kept for the same reason BspOnlyDispatch is kept: retail
genuinely dispatches here, and it guards a future additive producer.
`Transition.BspOnlyDispatch` is deliberately untouched.
Register: AP-152 RETIRED with its four false statements corrected — the risk
statement (the symptom was already inert); "small and centred at the part
origin" (max primitive is 6.714 m, and 0x0200086E's sphere origin is
(0.759, 0.165, 5.842)); the cottage door's "~14 cm base Sphere" (it is
0.100 m; 0.141 is Setup.Radius, which AP-22 proved is never collision
geometry); and naming one pinning test where two existed. AP-153/154/155
filed: retail's dispatch flag is cached once at InitPartArrayObject+0x7e
where acdream's gate is live; the query-time guard takes a client-derived
flag off the wire; and the static publishers emit Setup Spheres as
height-capped Cylinders while BuildFloodSpheres approximates retail's
bounding box with bounding spheres.
Tests. Both pinning tests corrected, neither deleted:
`FromSetup_DoorSetup_ProducesFourShapes` -> `..._EmitsBspPartsOnly`;
`FromSetup_DoorSetup_SphereAtExpectedLocalOffset` re-hosted on
`_ => false`, the DAT-real configuration for the 3,605 Sphere-only Setups.
`FromSetup_ScaleFactor_MultipliesAllRadiiAndOffsets` was the campaign's
eighth green test covering nothing — its assertions sat inside
`if (CollisionType == Cylinder)` on a fixture with zero CylSpheres, so only
`Scale == 2.0f` ever ran. Proved empirically: with the sphere radius scale
deleted, the old body passes and the corrected body fails. Three new facts:
the effective-identity gate, the App-layer CylSphere+BSP registration (no
App fixture combined the two before), and the flood-set dispatch. One new
installed-DAT sweep pins 172 affected Setups (73 CylSphere+BSP, 99
Sphere+BSP) behind external bucket controls, re-measured independently and
agreeing exactly with the filing commit's separate sweep.
All eight sabotages run and reported; every discriminating fact reddens in
the intended direction and only there. Clean Release build after deleting
every bin/obj: 0 errors. Complete suite 11,203 passed / 4 skipped / 0
failed, +5 on the 11,198 baseline at
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886333a2a9 |
refactor(physics): delete the redundant pre-sweep slope projection (AD-10 retired)
Stage 0's measurement (previous commit) says the projection is redundant,
so AD-10 retires by deletion rather than by narrowing.
The measurement. With the sample forced to null at BOTH fork sites, from a
clean build:
* a remote running 30 ticks down a 31-degree walkable ramp produces a
BIT-IDENTICAL trajectory, position for position;
* on an 8.4-degree ramp the two differ by at most 2.8e-5 m in Z after 30
ticks (0.03 mm) and are identical in X and Y — float ordering noise
from projecting twice against the same plane rather than once;
* the whole AcDream.Runtime.Tests suite is unchanged.
That is what redundancy looks like, and the arithmetic explains it. The
boundary projection and Transition.AdjustOffset are the same operation
(v -= N * dot(v, N)) against the same plane, and the composition is
idempotent: a vector already on the plane has dot(v, N) == 0, so the
sweep's own projection is a no-op on an already-projected offset and the
full-strength projection on an unprojected one. Either alone produces the
same offset. On terrain a THIRD mechanism, ValidateWalkable's push-out,
re-seats the sphere on the plane every sub-step regardless.
Deleted:
* both RuntimeRemotePhysicsUpdater sample sites (the host and no-host
fork branches carried the block verbatim — the AP-22 shape, a row
naming one site where two exist);
* the terrainNormal parameter and projection block on
RemoteMotionCombiner.ComposeOffset;
* the same block on ComputeOffset, which has no production callers but
held a second copy of the divergence, so leaving it would have made
the row's retirement false;
* PhysicsEngine.SampleTerrainNormal, now callerless.
Removing the parameter rather than passing null is deliberate: it is what
makes a future one-site-only regression a compile error instead of a
silent half-fix.
Two tests went with it —
ComputeOffset_RootMotionFallback_SlopedTerrainNormal_ProjectsZOntoSlope and
its flat-ground twin. Both were weak on their own terms: they drove the
production-dead ComputeOffset and computed their expected values by
re-implementing the projection formula, so they could catch a wrong
MULTIPLY but never a wrong PLANE — which is exactly what the divergence
was. The surviving coverage is geometric and runs the production tick.
Three claims in the old row did not survive contact with the code and are
recorded in the retired row rather than quietly dropped: the justification
(remotes do run the sweep); the description of ComposeOffset's guard as
"interpolation-active" when the code reads `if (!interpolationOverwrote`;
and the roof clause, stale since Bug B gated the sample on OnWalkable —
a steep roof is OnWalkable == false, so the path never ran on #32's
geometry. The retail anchor is corrected too: pc:272296-272346 truncated
both the sliding-normal validity gate at the head and the entire safety
push-out block at the tail. The whole function is 0x0050a370,
pc:272271-272393.
This does not fix #32 and does not partially fix it. #32's remote half was
already closed at
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fafc0b65d9 |
fix(physics): adopt the settle's resolved cell across an indoor seam (#276 remainder)
SpawnPlacementSettler committed settle.Position but discarded settle.CellId, so a compressed first-gravity-frame settle that crossed a cell boundary left the body's cell at the placement cell until some later resolve corrected it. Now committed through the same guarded channel the per-tick resolve writeback uses (RuntimeOrdinaryPhysicsUpdater): resolved cell when the transition reports one, source cell otherwise, never a zeroed residency. Retail anchor: CPhysicsObj::SetPositionInternal(CTransition const*) 0x00515330 commits both sphere_path.curr_pos.objcell_id and its frame, including EnvCells. WHERE THE DEFECT ACTUALLY BIT — #276's own framing is half wrong, and the half it misses is the whole fix. PhysicsBody.Position's setter already mirrors the world delta into the landblock-local frame and lets LandDefs.AdjustToOutside recompute the 24 m cell index from it, so an outdoor->outdoor settle already landed the right cell and dropping settle.CellId cost nothing there. It cannot do that for an EnvCell: an EnvCell id is not derivable from a position, so the mirror deliberately PRESERVES it. settle.CellId is therefore the only carrier of a cell identity across an indoor seam. The live defect is the issue's parenthetical ("outdoor/EnvCell seam, stacked EnvCells"), not its main clause — and the change is consequently a no-op on the outdoor path that dominates production, corrective only at the seam. That finding is what made the test possible. The three existing settler tests build bodies with NO CellPosition and pass identically with or without this change — shipping against them would have repeated C5b finding D3, a test that passed with its own change reverted. The new test seeds an EnvCell id over plain outdoor terrain instead, so the stale-id preservation is the discriminator and no EnvCell geometry fixture is needed. Sabotage-verified: restoring `body.Position = settle.Position` fails exactly the new test (1 failed / 4) and leaves the other three green — confirming both that the new test discriminates and that the old ones never could. Core suite 4,263 passed / 1 skipped / 0 failed, +1 for the new test. Still open and unverified, deliberately not claimed closed: whether the remote spawn-seed caller (LiveEntityNetworkUpdateController) hands in a body that carries a CellPosition at all. CommitTransitionPosition early-returns on a zero cell, so this fix is an inert no-op there and #276's remote half may survive. The C3c local first-entry caller is confirmed — it passes activation.Body.CellPosition.ObjCellId. Scoping detail in docs/research/2026-08-06-276-remainder-scoping.md. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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3aab05b0cc |
fix(streaming): derive the portal reveal window from the live streaming radii (#280)
The user watched far terrain visibly assemble after portal space exits.
The reveal gate was NOT missing a hold — Slice E's hold mechanism is
correct and already in place. The hold was measuring the wrong domain:
it opened at a hardcoded 3x3 landblock neighbourhood (~192 m) while the
visible world extends to the fog end (~2,189 m at the shipped High
preset, inside a 2,304 m Far window). An 11.4:1 ratio.
Retail's equivalent ratio is 1:1 BY CONSTRUCTION. `LScape` owns one
`mid_width x mid_width` array of `CLandBlock*` (`LScape::SetMidRadius`
@0x00504C00, `LScape::update_block` @0x005063A0), `mid_radius` is
assigned directly from the user's `Render.LandscapeDrawDistance`
preference (`SmartBox::SetRegion` @0x004531F0; values
`Render_LandscapeDrawDistance_Values` @0x007CA988 = {3,5,8,11,15,25},
default 8 — both byte-verified against the PDB-paired 2013 binary), and
that same square is simultaneously the prefetched set
(`LScape::PreFetchCells` @0x00505660), the drawn set (`block_draw_list`
over the same array), and the set the simulation blocks on
(`CellManager::blocking_for_cells`). There is no retail configuration in
which the client streams farther than it gates, because there is only
one number.
So the fix derives rather than duplicates. Four coupled parts, which is
why this is one commit and not four — D1 without D2 hangs the client and
D2 without D1 is dead code:
D1 `WorldRevealReadinessBarrier` takes a live `Func<StreamingRevealWindow>`
and stops being static: outdoor requires `FarRadius`, indoor still 0
(retail's `CEnvCell::PreFetchCells` @0x0052D1E0 arm). Read per
evaluation, never captured — the radii are runtime mutable through
Settings, and retail's answer to a mid-hold radius change is to reset,
re-radius, and re-arm the blocking prefetch at the NEW value
(`SmartBox::set_mid_radius` @0x00453180). `OutdoorNeighborhoodRadius`
is deleted; there is no constant left to drift.
D2 `StreamingController.IsRenderNeighborhoodResident` becomes tiered,
because acdream's loaded landscape is: inside `NearRadius`,
`IsNearTier && IsRenderReady`; out to `FarRadius`, `IsRenderReady` only.
Without this the fix cannot work at all — nothing outside the Near ring
is ever promoted, so any radius above `NearRadius` was unsatisfiable and
would have held the reveal forever. Proof obligation P1 (a Far-tier
landblock genuinely satisfies `IsRenderReady`) is now a test driven
through the real `PublicationKind.Far` pipeline against a real
`LandblockSpawnAdapter`, not an inference.
D7 `RuntimeWorldTransitState.AcknowledgeDestinationReadiness` re-derived
`indoor ? 0 : 1` and failed `invalid-readiness-shape` on any other
value, so changing the radius alone would have looked like "the fix
hangs the client". It is now a SHAPE invariant (`indoor => 0`,
`outdoor => >= 1`). Runtime does not own the graphical host's streaming
configuration and must not learn it; plumbing App radii into Runtime to
preserve the strict equality is exactly the assert-a-mechanism-that-does-
not-exist failure C5b was built to stop. Both non-graphical producers
keep emitting their centre-ring token and stay legal, annotated in place.
D6 `PhysicsEngine.IsNeighborhoodTerrainResident` rebuilt a full-map
`HashSet` on every call, every frame of every hold. At radius 1 that was
invisible; at radius 12 (625 ring members) it violates Slice I1's
0 B/resolve standard. Now an engine-owned scratch set, cleared in place;
measured at 0 bytes over 1,000 warmed radius-12 queries.
Also: the destination reservation opens at exactly the gate's radius and
reopens on the same generation when the radius changes mid-hold (retail
has one square for both, and no concept of prioritising an inner ring
differently). Composite warmup deliberately stays `NearRadius`-scoped —
the composite domain is entity-scoped and Far builds carry no entities,
so widening it would walk the outer window to warm nothing.
`ACDREAM_PROBE_REVEAL_RADIUS` is a measurement probe in a diagnostic
owner (CLAUDE.md rule 5) so the connected route can be run A/B on one
binary; it is NOT a user-facing prefetch knob, since a low setting would
reintroduce the decoupling this slice exists to close.
Register: AD-2 amended with the derived window, the two-tier split, and
the four new retail anchors. AP-149 FILED for the residual this does not
close — the outer ring accepts terrain-only publication where retail
requires LandBlockInfo and every building EnvCell, so a distant building
can still pop in at Far-ring distances. Do not let a later closeout
claim parity.
Docs: `ACDREAM_STREAM_RADIUS`'s CLAUDE.md description was wrong on every
clause (the default is unset, not 2; it forces `NearRadius`; it is
silently discarded by any Settings save) — corrected, since that is the
file every session reads. `reference_two_tier_streaming.md` corrected in
four ways, including "Far tier = terrain only": Far also publishes
terrain COLLISION, which is precisely what makes this fix viable.
#280's issue text had the right conclusion from a wrong premise (it
names a view-distance setting acdream does not have) — corrected, and
the missing Viewing Distance option filed separately as #326, with #327
(DDD progress readout) and #328 (hardcoded 5000 f far plane vs retail's
byte-verified 4000) filed alongside.
Expect LONGER holds and the "In Portal Space - Please Wait..." cue on
recalls MORE often. That is convergence toward retail, not away from it:
retail emits the byte-identical string for the whole duration of a
blocked prefetch and polls at 5 s intervals. The failure condition is
non-convergence, not duration.
Gates: Release build 0 errors. Complete suite 11,178 passed / 4 skipped
/ 0 failed, against a re-measured 11,142 / 4 / 0 baseline at
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6921a02744 |
refactor(physics): delete legacy PhysicsEngine.Resolve/ResolvePlacement/HasCellSurface (C5a, AP-1/AD-1)
Member-wise deletion of the three legacy resolver members named in docs/research/2026-08-05-c5a-contract.md: PhysicsEngine.Resolve, PhysicsEngine.HasCellSurface, and PhysicsEngine.ResolvePlacement. An exhaustive receiver census over src/ found zero production callers of any of the three — every production placement writer already reaches the canonical PhysicsEngine.SetPosition transaction exclusively through RuntimeSetPositionState (three call sites total). The deletion is purely member-wise: IsSpawnCellReady and AdjustPosition, which shared the same source region as the deleted members, are preserved byte-identical — every remaining production caller of either (including PhysicsCameraCollisionProbe, AdjustPosition's sole surviving production caller) is unaffected. Companion changes: - PlayerMovementController's 3-argument SetPosition test overload is renamed to SeedPlacementForTest (internal) and CommitPreparedPosition is deleted; 83 call sites across 19 test files were mechanically renamed to match. - Seven pinned test dispositions from the contract are executed: 3.1 (PhysicsEngineTests.cs: 11 legacy-resolver tests deleted, 6 ResolveWithTransition tests kept), 3.2/3.3/3.4 (re-point to canonical SetPosition, with TransitionScratchDifferentialTests.cs additionally gaining positive IsCommitted assertions after each bitwise comparison so the differential proves a placement actually committed, not just that two possibly-uncommitted results match), 3.5 (Runtime rename), and 3.6 (PlayerMovementPlacementTransactionTests.cs rewritten — its xmldoc now states plainly that the render-root publish moved to RuntimeSetPositionState.cs, but the sticky-release relocation claim was false and is retracted; this disposition's coverage loss is the sticky release path, not silently absorbed elsewhere). - Stale `PhysicsEngine.Resolve`/`Resolve` doc citations in CellTransit.cs, PlayerMovementController.cs, and HeadlessSessionWorldProjection.cs are corrected to name the surviving canonical entry points by symbol (SetPosition, AdjustSetPosition/AdjustPosition, ResolveWithTransition) rather than fragile line numbers. Retires AP-1 and AD-1 in docs/architecture/retail-divergence-register.md: both rows described production zero-delta placement routing remaining on the legacy resolver pending the Slice 4B2/4B route cutover; that resolver no longer exists, so the condition each row tracked is now structurally false rather than merely narrowed. AP-145 (routed through the prior commit) and this commit's AP-1/AD-1 together bring the section counts to 101 AP / 47 AD active rows. Builds on the AP-145 fix (previous commit) — this commit's staged tree was independently rebuilt and its four suites independently rerun on top of that commit before this commit was created, in addition to the combined rebuild/rerun below. Full-solution build: 0 errors (21 pre-existing warnings, all unrelated). Suite results (combined tree): Core 4270/4271 passed (1 skip; the single DatSoundCacheTests concurrent-decode-dedup failure is a known load-sensitive race, confirmed passing standalone and unrelated to this change), Runtime 1176/1176, Headless 86/86, App 4132/4135 (3 skips). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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b633b10967 |
fix(chat): display retail's text for WeenieError 0x0504 and three PK siblings
User saw "[System] WeenieError 0x0504" on login after a PK Lite reversion. 0x0504 is YouAreNonPKAgain; only ~56 of 378 codes had strings, so the raw hex fallback fired. Retail's source is ClientCommunicationSystem::HandleFailureEvent @0x00571990 — a switch with per-case literal UTF-16 strings, not a DAT string-table lookup, so hardcoding them is retail-faithful. The decomp could not be trusted for the text. Its dump of data_7d32c0 declares [0x5f] and shows 95 characters ending mid-word at "...protection of the Lig". The real string is 139 characters. The 0x5f is Binary Ninja's PREVIEW TRUNCATION LENGTH, not the array size — worth remembering for the rest of the switch, since a copy-paste from the dump would have shipped a truncated sentence. Recovered by PE byte read (VA 0x007D32C0 -> RVA -> .rdata file offset), cross-confirmed against the raw hex the pseudo-C carries immediately after the preview. Mapped 0x0504, 0x0505, 0x04EC, 0x04ED, each byte-verified and cited with its case address. Retail's trailing newline is dropped deliberately (documented in-comment): acdream renders one ChatEntry per system message where retail has a single scrolling buffer. Adjacent codes are deliberately left unmapped with a test pinning that 0x04EE still falls back to hex — a wrong message is worse than a raw code. Files #306 for the full port, with three findings that make it more than a string table: the switch is SIX compiler-lowered blocks spanning 339 distinct case values from 0x17 to 0x593, not one contiguous band; retail passes a colour argument with three values in use (0 x162, 0x1a x113, 7 x59) and acdream's chat has no colour concept; and HandleFailureEvent aborts an in-progress automatic attack on 0x43/0x3f7/0x3e/0x23/0x36 — verified against the decomp, with the nuance that 0x43 has no display case at all and is abort-only, so that one is a pure gameplay gap. Gates: complete Release solution 10,909 passed / 4 skipped / 0 failed (baseline 10,904; +5 = the five new tests). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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bc0077a55f |
fix(combat): #298 — admit player targets to melee/missile attack and the camera
Selecting a PKLite player and attacking did nothing: with auto-target on it retargeted to the nearest monster, with auto-target off it logged "combat: attack ignored; no creature target found". Spells on the same target worked, which was the clue. Root cause: CombatTargetPolicy.IsHostileMonster:31-33 rejects any candidate carrying BfPlayer BEFORE reaching ObjectIsAttackable, so the both-PKLite pool match at SelectedObjectHealthPolicy.cs:70-71 was unreachable for players. Melee and missile targeting never supported player targets at all — the gate is named IsHostileMonster and does exactly what it says. Nobody could hit it until |
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9b1e6fc637 |
fix(physics): #297 — keep the PWD bitfield live so PK status reaches the client
The user typed @pklite and then walked straight through other PKLite players. Root cause: ClientObject.PublicWeenieBitfield was written exactly once, from the 0xF745 CreateObject parse, and never refreshed. ACE's only PK-change message is PropertyInt.PlayerKillerStatus (134) over 0x02CE/0x02CD, which we parsed and stored into Properties.Ints[134] but never translated back into the bitfield — and ACE never re-sends a PublicWeenieDesc at all (EnqueueBroadcastUpdateObject has zero live callers), so that property is the ONLY signal a client can learn from. Both sides of the collision test read the frozen value, so CollisionExemption's "4c. both PKLite -> collide" rule could never fire. Retail's missing port: PublicWeenieDesc::SetPlayerKillerStatus @0x005AC7C0 rewrites _bitfield in place — PK(4) -> (b & 0xfddfffff) | 0x20; PKLite(0x40) -> (b & 0xffdfffdf) | 0x2000000; Free(0x20) -> (b & 0xfdffffdf) | 0x200000; else b &= 0xfddfffdf. Mutually exclusive, verified byte-for-byte, with input values confirmed against retail's own PKStatusEnum (acclient.h:6412-6427), not just ACE's. Driven from ACCWeenieObject::OnStatUpdated @0x0058DF20 case 0x86. The fix rewrites the value at its source rather than patching consumers. Two review rounds were needed because the first pass missed that there are TWO snapshot stores: InboundPhysicsStateController keeps its own private _snapshots dictionary, and every untimestamped-field merge (ApplyAcceptedObjDesc and friends) reads `old` from THAT store, not from RuntimeEntityRecord.Snapshot. Refreshing only the active record left the target-side shadow flags correct until the remote's next equip or unequip — ACE broadcasts an ObjDesc on every one — at which point the appearance path rebuilt the registration from the frozen spawn and dropped the bit permanently. The regression test demanded by review is what surfaced that; it is verified discriminating (reverting gives Actual: 8 instead of 33554440). Five stores now hold this value, kept coherent from one source by two ObjectUpdated subscribers plus the appearance-rebuild path. The two shadow-flag writers are the same invalidation applied at the two edges that can invalidate it, not competing authorities — review enumerated every drift path and closed each. That coherence invariant is new as of this commit and is recorded as register row AP-134, with AP-133 as the precedent for filing a row when the danger is a future writer rather than current behaviour. Also corrects TS-23's retirement narrative, which claimed every mover-flags call site read the mover's "real" PK bits from 2026-07-30. The bits existed but their source was frozen, so that only became true here; the site enumeration also missed RuntimeSetPositionMoverPreparation, a seventh site that decodes the snapshot directly. Unblocks #298 (melee/missile admission needs the local player's own PKLite bit). Follow-ups filed: #300 (Properties.Ints[134] vs bitfield mirror gap), #301 (same defect class for radar blip colour and radar behaviour), #302 (a pre-existing PortalProjection allocation-assertion flake, 1 in 6, found while verifying this gate), #303 (LiveEntityPvpBitfieldSync is App-resident but Runtime-owned-state). Gates: complete Release solution 10,895 passed / 4 skipped / 0 failed (baseline 10,887 including #299). Adversarial + retail-conformance review PASS after one FAIL round. Every new test discrimination-verified by reverting the fix. Connected acceptance NOT run — needs a live two-client PKLite session. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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88348f6791 |
fix(physics): #299 — port retail's mover-side IsImpenetrable exemption branch
CollisionExemption checked only the TARGET's IsImpenetrable, and the class doc
asserted "retail's pseudo-C only checks the target's IsImpenetrable(); acdream
follows retail" while blaming ACE for checking both. That was backwards: ACE was
retail-faithful and acdream was missing half the check.
Retail short-circuits on EITHER the mover's own state & IS_IMPENETRABLE (0x80)
OR the target's IsImpenetrable(); either alone exempts. Verified at the byte
level rather than from the decompiler's rendering — Binary Ninja shows the mover
test as `int16_t state_1 ... if (state_1 < 0)`, which reads like a 0x8000 test,
but decoding the PDB-paired binary at the mapped offset gives:
8b 43 04 mov eax,[ebx+4] ; mover object_info.state
f6 c4 01 test ah,1 ; 0x100 IsPlayer
84 c0 test al,al ; sign bit of AL = state & 0x80
78 3d js ... ; -> collide
`test al, al; js` is a byte-level sign test on AL, i.e. 0x80, not 0x8000.
Corroborated downstream in the same block (`test ah,8` = 0x800 IsPK,
`test ah,0x10` = 0x1000 IsPKLite) and by OBJECTINFO::init @0x0050cf30 setting
state |= 0x80 from the object's own IsImpenetrable().
Also corrected: ACCWeenieObject::IsImpenetrable @0x0058c8c0 returns
(_bitfield >> 0x15) & 1 — retail genuinely conflates BF_FREE_PKSTATUS with
"impenetrable", so acdream's FromPwdBitfield decode was already right.
Both retail arms set collide, so ordering between them is semantically free and
a misreading here could only ever produce spurious collisions, never a
walk-through.
Found while investigating #297; not symptom-causing on its own. No divergence
row: this retires a missing port rather than introducing a deviation, and
nothing in the register or the collision digest's DO-NOT-RETRY tables covers it.
Gates: complete Release solution 10,887 passed / 4 skipped / 0 failed
(baseline 10,867/4/0). Adversarial + retail-conformance review PASS on this
change specifically. Both new tests discrimination-verified by reverting the
branch and confirming failure.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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