Commit graph

1785 commits

Author SHA1 Message Date
Erik
b506f53633 refactor(D.5.4): rename ItemRepository->ClientObjectTable, ItemInstance->ClientObject
Broaden naming to the data side of every server object (retail weenie_object_table
shape). Pure rename; no behavior change.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:36:16 +02:00
Erik
2fc253d9ff docs(D.5.4): implementation plan (12 tasks, TDD, green-per-task)
Rename -> field capture -> EntitySpawn plumb -> ClientObject/WeenieData ->
Ingest merge-upsert -> container index -> ObjectTableWiring (off GameWindow) ->
PD manifest -> delete EnrichItem -> retire _liveEntityInfoByGuid -> toolbar
guid-filter -> bookkeeping+live run. Sequenced so every task builds green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:19:15 +02:00
Erik
969e55350b docs(D.5.4): client object/item data model design (brainstorm spec)
Two guid-keyed tables (retail shape), CreateObject = canonical merge-upsert
for the data table (ACCWeenieObject-equivalent holding ALL server objects),
container membership index, retire _liveEntityInfoByGuid + EnrichItem. Settles
the handoff crux against the named decomp: retail is TWO tables, not one, so
acdream's WorldEntity + item-table split is already faithful — fix ingestion,
don't unify.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 15:06:00 +02:00
Erik
5b568d000a docs(D.5): sub-phase ledger + item-model cold-start prompt
Roadmap: refresh the D.5.2 entry to its final shipped state (per-pixel gradient
surface overload 0x004415b0; AP-43/AP-44 retired by visual verification; range
419c3ac..fb288ad). Add an explicit D.5 sub-phase ledger: D.5.4 client object/item
data model (foundation, NEXT) -> D.5.3 selected-object + spell shortcuts -> window
manager -> D.5.5+ core panels. Handoff doc gains a paste-ready new-session prompt.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 10:41:08 +02:00
Erik
9e0d2568cc docs: handoff for the client object/item data model (next phase after D.5.2)
Frames the root cause of the live-Coldeve 4/6-missing-hotbar-icons (acdream's
enrich-existing-only item model drops CreateObjects without a pre-seeded stub) and
the retail ClientObjMaintSystem model to port. CRUX to settle first: unify the
WorldEntity + ItemRepository tracks, or keep separate with shared ingestion.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 10:33:31 +02:00
Erik
fb288ad852 fix(D.5.2): effect tint = per-pixel tile copy (surface ReplaceColor overload)
Visual verification (Coldeve, Energy Crystal) showed acdream's Magical blue as a
flat tint vs retail's gradient. Root cause: RenderIcons calls the SURFACE overload
of SurfaceWindow::ReplaceColor (0x004415b0), which copies the textured effect tile
pixel-by-pixel into the icon's pure-white pixels — not the flat color->color overload
(0x00441530) I'd approximated with the tile's mean color. Port the surface overload
exactly (dst[x,y]=src[x,y] where dst==white); confirmed via clean Ghidra decompile +
named decomp. Retires AP-43 (mean-color approximation); IA-18 updated to the surface op.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-18 10:21:33 +02:00
Erik
40c97a53ac fix(D.5.2): always run effect recolor (effects==0 -> black) to match retail
Visual verification caught it: a no-mana scroll's icon edges are BLACK in retail
but rendered WHITE in acdream. Cause = the effects!=0 gate (registered AP-44) that
skipped retail's effects==0 recolor. Retail's effect tile is non-null even for
effects==0 (the 0x21 SOLID-BLACK fallback 0x060011C5), so RenderIcons recolors
pure-white pixels to black on mundane items and to the effect hue on magical ones.
Remove the gate (always recolor); retire AP-44 (now faithful). TryGetEffectColor
made internal + a golden test pins effects==0 -> ~black.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 22:54:15 +02:00
Erik
702d6e1e90 test(D.5.2): lock effects-clears-to-zero contract (final-review polish)
The 'item with mana vs out of mana' core promise: a draining item whose
UiEffects clears to 0 returns to its base icon. Guards EnrichItem +
UpdateIntProperty unconditional-assign against a future != 0 regression.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 19:02:03 +02:00
Erik
73adc3768c docs(D.5.2): retire IA-16, add IA-18/AP-43..45, roadmap + memory
Divergence register:
- Retire IA-16 (item-icon composite PARTIAL — D.5.2 now complete).
- Add IA-18 (effect overlay = ReplaceColor tint SOURCE, faithful retail
  behavior; anti-regression guard — do NOT re-implement as a blit layer;
  cites IconData::RenderIcons 0x0058d180 + ReplaceColor 0x00441530).
- Add AP-43 (effect tint = mean-opaque color; exact retail byte
  decompiler-ambiguous, visual/cdb confirmation pending).
- Add AP-44 (effects==0 black-fallback recolor skipped; regression-risk
  avoidance, pending visual/cdb confirm).
- Add AP-45 (0x02CE sequence byte not honored, latest-wins).
Section header counts updated: IA 15→17, AP 41→44.

Roadmap: mark D.5.2 shipped (419c3ac..2f789da; appraise dropped as no-op;
effect recolor + live 0x02CE).

Tests: update ToolbarControllerTests iconIds lambda arity 4→5 to match the
D.5.2 GetIcon signature change (was caught by the build).

Memory: project_d2b_retail_ui.md updated with D.5.2 shipped entry
(via claude-memory symlink to ~/.claude/projects/.../memory/).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:52:15 +02:00
Erik
2f789da73d feat(D.5.2): route live UiEffects updates (0x02CE) to the item icon
Subscribe ObjectIntPropertyUpdated (added in Group C Task 4) in GameWindow
next to the existing VitalUpdated/VitalCurrentUpdated subscriptions. Routes
PublicUpdatePropertyInt(0x02CE) UiEffects (property 18) → ItemRepository.
UpdateIntProperty → ItemInstance.Effects → ItemPropertiesUpdated → UiItemSlot
re-composites the icon in real time. The end-to-end path is the visual-
verification acceptance test (live ACE server + a draining magical item).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:47:54 +02:00
Erik
e0dce5aa9f feat(D.5.2): IconComposer 2-stage effect composite + 5-arg GetIcon
Widen the cache key to (typeUnderlay, icon, underlay, overlay, effects).
GetIcon is now a 2-stage composite mirroring retail IconData::RenderIcons
(0x0058d180): Stage 1 builds the drag composite (base + overlay) and,
when effects != 0, ReplaceColorWhite tints it with the effect tile's
mean-opaque color (DR-1: tint SOURCE, not blit; DR-3: zero-effects
black path skipped). Stage 2 blits typeUnderlay + custom underlay +
drag into the final cached GL texture.

Both callers updated: ToolbarController Func arity widened to 6-arg
(passes item.Effects); GameWindow closure and OnLiveEntitySpawned
EnrichItem call pass spawn.UiEffects. Tree builds with 0 warnings.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:40:37 +02:00
Erik
3e019e408a feat(D.5.2): IconComposer effect-color + ReplaceColorWhite helpers
ReplaceColorWhite (retail SurfaceWindow::ReplaceColor 0x00441530):
replaces only pure-white-opaque (RGBA 255,255,255,255) pixels in place.
TryGetEffectColor: resolves the effect tile DID via ResolveEffectDid,
decodes the RenderSurface, and returns the mean-opaque RGB as the tint
color (divergence DR-2: exact retail color byte is decompiler-ambiguous).
TryDecode: shared RenderSurface decode helper for the effect path.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:38:51 +02:00
Erik
75ac51ac23 feat(D.5.2): IconComposer.ResolveEffectDid (effect submap 0x10000005)
Add effect-overlay submap resolve: EnsureEffectSubMap walks the portal
MasterMap (0x25000000) → EnumIDMap 0x10000005 → submap 0x25000009;
ResolveEffectDid(effects) maps LowestSetBit(effects)+1 → RenderSurface
DID with fallback to index 0x21. Golden test validates all 6 cases
(Magical/Poisoned/BoostHealth/BoostStamina/Nether/zero) against the
live dat. Retail ref: IconData::RenderIcons 0x0058d180.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:37:40 +02:00
Erik
e7b6e83cf8 feat(D.5.2): thread UiEffects through EntitySpawn + route 0x02CE PublicUpdatePropertyInt
- EntitySpawn record: add UiEffects = 0 field (after IconUnderlayId)
- EntitySpawn construction site: thread parsed.Value.UiEffects as the new tail arg
- WorldSession: declare ObjectIntPropertyUpdate payload record + ObjectIntPropertyUpdated event (after StateUpdated)
- Message loop: add else-if branch for PublicUpdatePropertyInt.Opcode (0x02CE), parses + fires ObjectIntPropertyUpdated

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:33:18 +02:00
Erik
242bc9286d feat(D.5.2): PublicUpdatePropertyInt (0x02CE) parser
New standalone parser for the server's live PropertyInt update targeting
a VISIBLE object (carries guid). Wire layout: u32 opcode + u8 sequence +
u32 guid + u32 property + i32 value (17 bytes total).

The sequence byte is parsed-past but not honored (latest-wins; DR-4).
The companion PrivateUpdatePropertyInt (0x02CD) targets the player's own
object (no guid) and is not parsed here.

Three tests: uiEffectsUpdate (round-trip guid/prop/value), wrongOpcode
(returns null), truncated (returns null on 16-byte input).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:29:23 +02:00
Erik
8df0b64676 feat(D.5.2): capture UiEffects from CreateObject weenie header
Previously, weenieFlags bit 0x80 (UiEffects) was read + discarded with
`pos += 4`. Now it is captured into `uiEffects` and surfaced as
`Parsed.UiEffects` — the sole wire path for the effect bitfield since
PropertyInt.UiEffects (18) has no [AssessmentProperty] and never appears
in appraise responses.

Test builder gains `uint uiEffects = 0` param; write line updated to use
it. Three new parse tests: UiEffects_Captured, UiEffectsThenIconOverlay
(cursor-arithmetic regression), and NoUiEffectsBit_LeavesUiEffectsZero.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:28:31 +02:00
Erik
5a2af61508 refactor(D.5.2): hoist UiEffectsPropertyId to fields + use it in tests (review polish)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:26:28 +02:00
Erik
77f64d7925 feat(D.5.2): ItemInstance.Effects + ItemRepository.UpdateIntProperty
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:23:20 +02:00
Erik
52306d9268 docs(D.5.2): implementation plan (9 TDD tasks) + spec wiring fix
Bite-sized TDD plan for the stateful item-icon system. Corrects spec 5.8:
the live 0x02CE event binds in GameWindow (next to VitalUpdated), not
GameEventWiring (which only handles the 0xF7B0 GameEvent dispatcher).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:19:26 +02:00
Erik
419c3ac40c docs(D.5.2): stateful item-icon spec + RESOLVED research
Research basis (clean Ghidra decompile via MCP + live-dat probe + ACE oracle)
overturns two handoff hypotheses:
  - Appraise carries NO icon/UiEffects data (Icon/IconOverlay/IconUnderlay +
    PropertyInt.UiEffects all lack [AssessmentProperty]); every icon input is
    CreateObject-only. The "wire appraise -> enrichment" item is a no-op.
  - The effect overlay (enum 0x10000005) is a ReplaceColor tint SOURCE, not a
    blit layer (RenderIcons 0x0058d180 + ReplaceColor 0x00441530); effect tiles
    are 32x32 fully-opaque colored squares.

Design (user-approved): capture UiEffects (weenieFlags 0x80, currently discarded)
-> ItemInstance.Effects; faithful 2-stage IconComposer recolor (white pixels ->
effect hue); live PublicUpdatePropertyInt(0x02CE) wire-up so the icon updates as
state changes ("item with mana vs out of mana"). Drops the appraise no-op.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 18:12:45 +02:00
Erik
6770381fc3 docs(D.5.2): stateful icon-system handoff + roadmap (D.5.1 shipped, D.5.2/D.5.3 next)
Extensive handoff for the next session to build the full stateful item-icon system (the 5-layer IconData::RenderIcons composite + effect layer 0x10000005 + overlay ReplaceColor tint + appraise-driven enrichment/re-composition). D.5.1 toolbar flipped to SHIPPED; D.5.2 (icon system) + D.5.3 (toolbar interactivity / selected-object display) registered as next.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 17:24:03 +02:00
Erik
b1e45bee1c docs(D.5.1): divergence rows IA-16/IA-17 + ISSUES toolbar-interactivity entry
IA-16: partial icon composite (layers 1-4 only; effect glow + ReplaceColor tint
deferred to D.5.2). IA-17: per-window UiNineSlicePanel chrome vs window-manager-
owned bevel (retail toolbar has no baked frame in LayoutDesc 0x21000016).

#140: toolbar interactivity (selected-object meters 0x100001A1/A2 + stack slider
0x100001A4 + name line) deferred to roadmap D.5.3.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 17:21:19 +02:00
Erik
0e7a083da6 chore(D.5.1): remove temp geometry probe + add RestrictionDB-skip parse test
Task 1: remove the [D.5.1 PROBE] bottom-right rect-dump block from the
toolbar mount in GameWindow.cs. The block iterated 7 element ids and
logged ScreenPosition/Width/Height/Type; it was marked temporary and is
now superseded by the chrome window-frame fix. The kept [D.5.1] startup
diagnostic Console.WriteLines (digit arrays, toolbar ready, window from
LayoutDesc) are untouched.

Task 2: add TryParse_HouseRestrictionsSkipped_ThenIconOverlayCaptured to
CreateObjectTests.cs. Exercises the variable-length RestrictionDB skip
(weenieFlags bit 0x04000000: 12-byte fixed header + 4-byte hash-table
header + count*8 entries) followed immediately by IconOverlay (0x40000000)
and IconUnderlay (weenieFlags2 0x01 via IncludesSecondHeader 0x04000000).
Proves the skip lands the cursor at the right position for both capture
fields. 301/301 tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 17:13:46 +02:00
Erik
ceef739e1d fix(D.5.1): draw window-frame border over content (OnDrawAfterChildren)
UiNineSlicePanel drew its full chrome in OnDraw, before children, so content painted OVER the frame. The toolbar's row-2 right cap (0x100006C0, W=8) extends 2px past the 300px content and was poking over the frame's bottom-right border (the 'missing frame' the user circled). Split the panel: center fill stays in OnDraw (background, under content); the bevel border + grip move to a new UiElement.OnDrawAfterChildren hook (foreground, over content edges) so the frame is the outermost layer. Chat is unaffected (its content is inset 5px, so the border never overlaps it).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 16:05:50 +02:00
Erik
b37db79a23 feat(D.5.1): wrap toolbar in UiNineSlicePanel chrome frame (mirrors chat window)
The toolbar LayoutDesc (0x21000016, 300x122) was mounted bare — no window
chrome. This commit wraps it in a UiNineSlicePanel (the same 8-piece bevel +
gold grip chrome used by the vitals and chat windows), matching the pattern at
GameWindow.cs ~line 1885 verbatim.

- toolbarFrame is the top-level UiNineSlicePanel (Draggable=true, Anchors=None
  per UiNineSlicePanel ctor defaults). Outer size = 310x132 (300+2*5 x 122+2*5).
- toolbarRoot sits inside at offset (5,5) — the border thickness — with all-edge
  anchors so it reflows if the frame is resized. Draggable=false, Resizable=false
  on the content (only the frame is the drag handle).
- The frame's right border (x=305..310 screen) covers the row-2 right cap
  overhang (~2px past the content edge at x=300..302), since the border region
  starts at content_right=300 and extends to frame_right=310.
- Probe block untouched: still calls toolbarLayout.FindElement for diagnostic ids.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 15:53:53 +02:00
Erik
8d49042909 fix(D.5.1): read empty-slot background digits from composite 0x10000341 (0x1000005e)
The empty/background digit array (property 0x1000005e) lives under cell composite 0x10000341, not 0x10000346 where peace/war are read; reading it from the wrong composite returned 0 entries so empty top-row slots showed no number. Live dat probe confirmed: 0x10000341 element 0x1000034A property 0x1000005e = 0x060010FA..0x06001102 (digits 1-9) + 0x060074CF (bottom row). Now empty top-row slots show the faint background number, occupied show the dark-box peace/war digit (decomp UIElement_UIItem::SetShortcutNum:229481/229493).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 15:34:18 +02:00
Erik
8a42066192 feat(D.5.1): parse item IconOverlay/IconUnderlay from CreateObject -> faithful icon overlay layer
The CreateObject optional-tail walker previously stopped at UseRadius (~20 fields
before IconOverlay). This left ItemInstance.IconOverlayId/IconUnderlayId always 0,
so IconComposer's underlay/overlay layers were never drawn on toolbar icons.

Exact field order verified against ACE WorldObject_Networking.cs:87-219 (the
serializer is the authority; acdream connects to a local ACE server):
  UseRadius → TargetType(u32) → UiEffects(u32) → CombatUse(sbyte) →
  Structure(u16) → MaxStructure(u16) → StackSize(u16) → MaxStackSize(u16) →
  Container(u32) → Wielder(u32) → ValidLocations(u32) →
  CurrentlyWieldedLocation(u32) → Priority(u32) → RadarBlipColor(u8) →
  RadarBehavior(u8) → PScript(u16) → Workmanship(f32) → Burden(u16) →
  Spell(u16) → HouseOwner(u32) → HouseRestrictions(variable RestrictionDB) →
  HookItemTypes(u32) → Monarch(u32) → HookType(u16) →
  IconOverlay(PackedDwordKnownType) ← CAPTURE →
  IconUnderlay from weenieFlags2 bit 0x01 ← CAPTURE

RestrictionDB handled correctly: Version(u32) + OpenStatus(u32) + MonarchId(u32)
+ count(u16) + numBuckets(u16) + count×8 bytes entries. Length-aware skip, not a
fixed constant.

weenieFlags2 is now CAPTURED (not skipped) when IncludesSecondHeader
(objDescFlags bit 0x04000000) is set, so the IconUnderlay bit can be tested.

The entire extended walk is inside try/catch: truncated packets degrade to
IconOverlayId=0 / IconUnderlayId=0 (no overlay drawn), never corrupting.

Threading: CreateObject.Parsed → WorldSession.EntitySpawn → GameWindow
OnLiveEntitySpawned → Items.EnrichItem — both ids thread through all three
seams. EnrichItem extended with optional iconOverlayId + iconUnderlayId params
(defaulted 0, backward-compatible).

No change to IconComposer or ToolbarController (they already consume the ids).

Tests: 4 new CreateObject tests (IconOverlay only, overlay+underlay, no-overlay
regression, intermediate-fields cursor arithmetic). Full suite: 0 failures,
2636 passed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 14:34:47 +02:00
Erik
a7cad5566b fix(D.5.1): occupancy-gated slot numbers (empty=0x1000005e bg digit) + bottom-right rect probe
FIX 1: UIElement_UIItem::SetShortcutNum (decomp 229481) has a three-way source
branch: occupied+peace -> 0x10000042 (peace digit set), occupied+war -> 0x10000043
(war digit set), empty (ItemId==0) -> 0x1000005e (background digit, stance-independent).
acdream previously only had the peace/war pair and drew them regardless of occupancy.

Changes:
- GameWindow.cs: read property 0x1000005e into toolbarEmptyDigits (no fallback;
  null is safe). Logs entry count. Passes emptyDigits to Bind. Adds [D.5.1 probe]
  block logging screen pos + size of 7 bottom-right element ids via ScreenPosition.
- ToolbarController.cs: adds _emptyDigits field, emptyDigits ctor+Bind param (null
  default). RestampShortcutNumbers sets cell.EmptyDigits. Comments cite decomp 229481.
- UiItemSlot.cs: adds EmptyDigits property + ActiveDigitArray() internal testable seam
  (occupied -> peace/war by stance; empty -> EmptyDigits). OnDraw uses it. Comment
  updated with three-way source table.
- Tests: 5 new UiItemSlotTests (ActiveDigitArray occupancy), 2 new
  ToolbarControllerTests (emptyDigits injection + null-safe).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 14:27:27 +02:00
Erik
7d5a88cd15 fix(D.5.1): toolbar digit-array log reports post-fallback final state (review) 2026-06-17 13:58:07 +02:00
Erik
b2a812d1fa feat(D.5.1): faithful toolbar slot numbers 1-9 (SetShortcutNum digit sprites, peace/war)
Port of UIElement_UIItem::SetShortcutNum (acclient_2013_pseudo_c.txt:229465) and
gmToolbarUI::RecvNotice_SetCombatMode (196610-196621). The 9 top-row toolbar slots
show digit labels 1-9 at all times (even when empty — confirmed from the user''s
retail screenshot). The digit sprites are real 32x32 PFID_A8R8G8B8 RenderSurfaces
with glyphs baked into the top-left corner (rest alpha=0), drawn Alphablend over
the slot icon/empty sprite.

Digit DID arrays (peace: property 0x10000042, war: 0x10000043) are read at startup
from LayoutDesc 0x21000037 element 0x1000034A under composite 0x10000346 using the
same ArrayBaseProperty{DataIdBaseProperty} pattern as LayoutImporter.ReadState.
A cited-constant fallback (same confirmed dat ids) is used if the dat navigation
fails. The war glyph set (darker/golden glyphs) switches on any combat stance;
peace glyphs (lighter) restore on NonCombat — re-stamped by RestampShortcutNumbers()
called from both Populate() and SetCombatMode().

Changes:
- UiItemSlot: ShortcutNum/ShortcutPeace/PeaceDigits/WarDigits state; SetShortcutNum/
  ClearShortcutNum; OnDraw restructured (no early return) so digit draws after icon.
- ToolbarController: _peaceDigits/_warDigits/_peace fields; Bind() gains peaceDigits/
  warDigits optional params; RestampShortcutNumbers() helper; Populate() and
  SetCombatMode() both call RestampShortcutNumbers().
- GameWindow: reads digit arrays under _datLock from LayoutDesc 0x21000037, passes to
  Bind(); cited constants as fallback.
- Tests: 5 new UiItemSlotTests (SetShortcutNum/ClearShortcutNum state); 4 new
  ToolbarControllerTests (top-row/bottom-row labels, peace/war switch, array injection).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 13:52:50 +02:00
Erik
f21dbfad80 feat(D.5.1): faithful item-icon type-default underlay (EnumIDMap 0x10000004) — opaque icon backing
Retail IconData::RenderIcons (decomp 407524) builds the icon layer stack bottom→top:
type-default underlay (OPAQUE, Blit_Normal) first, then custom underlay, base icon,
custom overlay.  acdream's IconComposer omitted the type-default underlay, leaving
filled toolbar slots with a transparent background.

Resolution via the two-level EnumIDMap chain that retail uses (DBCache::GetDIDFromEnum
0x413940): Portal.Header.MasterMapId (0x25000000) → master[0x10000004] → submap DID
(0x25000008) → submap[LSB(itemType)+1] → 0x06 RenderSurface underlay DID.  Golden
values confirmed against the live dats: MeleeWeapon→0x060011CB, Armor→0x060011CF,
Clothing→0x060011F3, Jewelry→0x060011D5, None(fallback 0x21)→0x060011D4.

Changes:
- IconComposer: add ResolveUnderlayDid(ItemType)/EnsureUnderlaySubMap (memoised);
  widen cache key from (uint,uint,uint)→(uint,uint,uint,uint); GetIcon gains ItemType
  param and prepends the opaque underlay as layer 0 (Compose sizes to it → fully opaque)
- ToolbarController: widen _iconIds Func from 3-arg to 4-arg; Populate passes item.Type
- GameWindow: update toolbar mount lambda to 4-arg form
- Tests: update ToolbarController test stubs to (_,_,_,_); add
  Compose_opaqueUnderlayFirst_resultIsFullyOpaque (dat-free) and
  ResolveUnderlayDid_goldenValues_matchDat (dat-gated, skip when dats absent)

No divergence-register row existed for this omission; none added (fully ported now).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 13:37:53 +02:00
Erik
bfc452d610 fix(D.5.1): toolbar movable + chrome-grab + peace-only indicator + no prototype square
D1 — Toolbar not movable: toolbarRoot.Anchors = AnchorEdges.None (was Left|Top)
so ApplyAnchor early-returns and doesn't re-pin the window every frame.
Matches the vitalsRoot idiom exactly.

D2 — Cannot grab toolbar by chrome: toolbarRoot.ClickThrough = false
so HitTest succeeds over the UiDatElement chrome and the drag starts.
UiDatElement ctor defaults ClickThrough=true; vitalsRoot already overrides it.

C1 — All four combat-mode indicators visible at once (war/flame stacked on
peace): ports gmToolbarUI::RecvNotice_SetCombatMode
(acclient_2013_pseudo_c.txt:196632-196669). CombatIndicatorIds[] maps
index 0-3 to NonCombat/Melee/Missile/Magic; SetCombatMode shows exactly one
and hides the other three. Default to NonCombat at bind (player always
spawns in peace). Wires CombatState.CombatModeChanged for live updates.
Tests: CombatIndicator_defaultNonCombat_onlyPeaceVisible,
CombatIndicator_setCombatModeMelee_onlyMeleeVisible,
CombatIndicator_liveSignal_updatesWhenCombatStateChanges.

V1 — Blue empty-slot square at top-left (prototype 0x100001B2 materialized):
ImportInfos now skips top-level elements that are (a) referenced as a
BaseElement by another element in the same layout AND (b) have no own state
media. The CollectBaseRefsInDesc walk covers nested children; HasNoOwnMedia
re-uses ToInfo's media extraction. The Resolve path reads BaseElement from the
raw dat via dats.Get<LayoutDesc> — it never depends on the prototype being in
the built widget tree — so the skip is safe. Conformance tests (vitals, chat)
are unaffected (they exercise Build, not ImportInfos).
Test: BuildFromInfos_PrototypeSkipped_DerivedPresent_PrototypeAbsent.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-17 13:03:07 +02:00
Erik
b3e5e8b0f7 fix(D.5.1): toolbar use-item gates on in-world + logs; store controller field (review)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 22:52:28 +02:00
Erik
3b6f293dc8 feat(D.5.1): mount the toolbar window under ACDREAM_RETAIL_UI
Wire IconComposer + ToolbarController.Bind + the LayoutDesc 0x21000016
import into the if (_options.RetailUi) block in GameWindow, mirroring
the vitals/chat pattern. Add UseItemByGuid helper (direct send, no
proximity gate) near the B.4b use-item path.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 22:44:52 +02:00
Erik
383a969c70 feat(D.5.1): ToolbarController — bind 18 slots, populate, deferred rebind, click-to-use
Port of gmToolbarUI::PostInit (slot wiring) + UpdateFromPlayerDesc (flush-and-bind
shortcuts from PlayerDescription) + SetDelayedShortcutNum (deferred ItemAdded rebind)
+ UseShortcut (click → useItem callback).

UiItemSlot gains Clicked (Action?) + OnEvent override (MouseDown → Clicked?.Invoke())
matching the retail UIElement_UIItem click dispatch pattern. UiEvent is a positional
record struct so the OnEvent override reads e.Type (int) against UiEventType.MouseDown
(const int 0x201) — confirmed from UiEvent.cs + UiText.cs before writing.

Three tests green (populate bound slot, deferred rebind on ItemAdded, click fires useItem).
Full suite: 0 failures.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 22:36:48 +02:00
Erik
9327fb64bf fix(D.5.1): UiItemList.Cell guards empty list with a diagnostic (review) 2026-06-16 22:32:53 +02:00
Erik
9c8db0d577 feat(D.5.1): UiItemList widget + factory branch for class 0x10000031
Ports retail UIElement_ItemList (class 0x10000031) as a behavioral-leaf
container that owns its UiItemSlot children procedurally. Single-cell
default covers every toolbar slot; N-cell grid is deferred to the inventory
phase. OnDraw syncs the cell rect to the list's Width/Height each frame so
the cell is sized and hit-testable from the first rendered frame, even
though the factory sets rect AFTER construction.

Factory: adds `0x10000031u => new UiItemList(resolve)` arm before the
fallback, so all 18 toolbar itemlist slots route to UiItemList instead of
UiDatElement.

Tests: 4 new (IsLeafWidget, StartsWithOneCell, Cell_returnsFirstSlot,
Create_buildsUiItemList_forItemListClassId). All 4 pass; full suite green
(415 pass / 2 skip in App.Tests; 0 fail total).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 22:28:37 +02:00
Erik
28d5837309 test(D.5.1): cover UiItemSlot.Clear (review — hot path in ToolbarController) 2026-06-16 22:25:59 +02:00
Erik
1270596f30 feat(D.5.1): UiItemSlot widget (UIElement_UIItem cell port)
Behavioral leaf widget for the toolbar item cell. Draws the empty-slot
sprite (0x060074CF) when unbound; draws the pre-composited icon texture
when a weenie is bound via SetItem(). ConsumesDatChildren=true prevents
the LayoutImporter from double-building the dat sub-elements. SpriteResolve
is configurable so paperdoll equip slots can swap in per-slot silhouettes
later. No Clicked/OnEvent — that wiring comes in Task 8 (ToolbarController).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 22:21:21 +02:00
Erik
e9a5248972 fix(D.5.1): dispose IconComposer + RenderSurface GL handles (review)
Two GL texture leaks plugged, both found in code review of 6e82807:

1. _handlesByRenderSurfaceId (pre-existing gap): populated by
   GetOrUploadRenderSurface for UI sprites but absent from Dispose's
   Phase 3 sweep. Added foreach/_gl.DeleteTexture/Clear in Dispose.

2. _adhocHandles (new): the public UploadRgba8(byte[],int,int,bool)
   wrapper used by IconComposer stored composited icon handles nowhere,
   so they leaked. Added _adhocHandles list; wrapper now appends the
   returned GL name before returning. Dispose sweeps + clears the list.
   Tracking is intentionally in the PUBLIC wrapper only — the private
   UploadRgba8(DecodedTexture,bool) is shared by all keyed-cache paths
   and tracking there would cause double-deletes.

No behavior change to icon rendering. No GL-context unit test added
(no context in test projects); correctness is by-inspection + green
suite (2598 passing).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 22:18:20 +02:00
Erik
6e82807863 feat(D.5.1): IconComposer — CPU alpha-over icon composite + cache
Adds IconComposer (AcDream.App.UI) which mirrors retail IconData::RenderIcons
(decomp 407524): decodes each RenderSurface layer directly via SurfaceDecoder,
composites them bottom-to-top with Porter-Duff alpha-over, and uploads the
result to a GL texture via TextureCache. Composited handles are keyed by the
(iconId, underlayId, overlayId) tuple so each unique combo is uploaded once.

Adds a public TextureCache.UploadRgba8(byte[], int, int, bool) wrapper — a
thin shell around the existing private overload — so IconComposer can upload
its CPU-side composite without duplicating any GL state logic.

Pure Compose() path is covered by 2 unit tests (opaque top wins; transparent
top preserves bottom). Dat-decode + GL-upload exercised by the visual gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 22:09:41 +02:00
Erik
6c485c2f06 feat(D.5.1): persist PlayerDescription shortcuts (were parsed then discarded)
Add optional `onShortcuts` callback to `GameEventWiring.WireAll`; invoke
it with `parsed.Shortcuts` after the inventory/equipped loops in the
PlayerDescription handler.  `GameWindow` holds the list in a new
`Shortcuts` property (initialized to empty) so the toolbar (D.5.1 Task 5)
can read hotbar slots without keeping a parser reference.  Existing callers
compile unchanged — the parameter defaults to null.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 22:01:40 +02:00
Erik
5382d0a9d2 feat(D.5.1): thread CreateObject IconId into ItemRepository via spawn event
Added uint IconId = 0 (defaulted, last positional param) to the EntitySpawn
record so existing call sites outside WorldSession compile unchanged. The
WorldSession invoke now passes parsed.Value.IconId as the final arg.
OnLiveEntitySpawned calls Items.EnrichItem unconditionally — it's a no-op
for non-item spawns (players/NPCs/furniture aren't in the repo), so the call
is safe for every incoming CreateObject.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 21:54:48 +02:00
Erik
998a0bd408 docs(D.5.1): clarify EnrichItem fires-on-found (review nit) 2026-06-16 21:52:15 +02:00
Erik
f8da98b67f feat(D.5.1): ItemRepository.EnrichItem (icon/name/type from CreateObject)
Adds EnrichItem(objectId, iconId, name, type) — enriches an existing
stub created from PlayerDescription with the fuller data carried by its
CreateObject message. Returns false when the item isn't tracked yet
(phase 1: enrich-existing only). Raises ItemPropertiesUpdated on success
so bound widgets (the toolbar) re-render.

Two xUnit tests: enrich-existing updates IconId/Name/raises event (true),
unknown-id returns false.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 21:48:44 +02:00
Erik
da171cb4e3 feat(D.5.1): capture IconId in CreateObject.Parsed (was discarded at cs:516)
ReadPackedDwordOfKnownType at the old line 516 was throwing the icon dat
id away. Declare iconId before the try-block, assign it there, and pass
IconId: iconId in the Parsed initializer so downstream UI (action bar /
equipment panels) can read the 0x06xxxxxx dat id without a separate lookup.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 21:44:01 +02:00
Erik
30b28c248a docs(D.5.1): register toolbar phase-1 in the roadmap 2026-06-16 21:40:46 +02:00
Erik
44fabd350e docs(D.5.1): toolbar phase-1 implementation plan (+ spec wiring-delta note)
12-task TDD plan: register D.5.1 -> CreateObject IconId capture -> ItemRepository.EnrichItem -> spawn-event icon wiring -> persist shortcuts -> IconComposer (CPU composite) -> UiItemSlot -> UiItemList + factory branch -> ToolbarController -> GameWindow mount -> visual gate -> bookkeeping. Concrete call sites pinned (WorldSession.cs:701 EntitySpawned, GameEventWiring.WireAll, GameWindow Items@598, BuildUse 0x0036). Synced the spec's CreateObject section with the wider-than-expected wiring found during planning.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 21:27:49 +02:00
Erik
0b5e849325 docs(D.5.1): toolbar phase-1 design spec
First D.5 sub-phase: ship gmToolbarUI as the first data-driven game panel (18 slots from LayoutDesc 0x21000016, populated from the persisted PlayerDescription shortcuts, real composited icons, click-to-use). Minimal scope; faithful CPU icon pre-composite (IconData::RenderIcons port). Five bounded units: UiItemSlot, UiItemList, IconComposer, CreateObject IconId extension, ToolbarController. Roadmap registration of D.5.1 is plan step 0.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 21:05:04 +02:00
Erik
a5c5126e8d docs(D.5): action bar / inventory / paperdoll research drop
Five report-only deep-dives + synthesis for the next D.2b UI panels, built on the shipped widget toolkit. Confirms LayoutDesc ids (toolbar 0x21000016, inventory 0x21000023, backpack 0x21000022, paperdoll 0x21000024, 3ditems 0x21000021), the shared item-slot/item-list spine (UIElement_UIItem 0x10000032 / UIElement_ItemList 0x10000031), the 5-layer icon composite (IconData::RenderIcons @407524), the cross-panel wire catalog with acdream parse-status, and the dependency-ordered build plan.

Produced via a multi-agent research workflow; the spine agent died on a transient API error and was re-run as a focused follow-up with its decomp anchors verified against source.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-16 21:04:57 +02:00