Commit graph

4 commits

Author SHA1 Message Date
Erik
b69d776179 feat(net+app): TextureChanges applied via Surface→OrigTex resolution (Phase 5a)
Finishes the TextureChange half of ObjDesc. Characters' clothing now
renders with correct per-part textures (user-verified "looks good"
after previous "partial coverage" / "wrong clothes"). The Nullified
Statue still looks like a flesh-colored drudge because the statue's
color comes from SubPalettes (palette-indexed texture recoloring),
which is the remaining major Phase 5 piece.

The first attempt at TextureChange application was silently broken by
an ID-type mismatch: the server encodes OldTexture/NewTexture as
SurfaceTexture (0x05XXXXXX) ids, but my sub-meshes are keyed by
Surface (0x08XXXXXX) ids. The override dict was keyed by one type
and looked up by the other, so TryGetValue never hit and no override
actually applied.

Diagnosed via Phase 1 systematic debugging with resolve-level logging:

  live: spawn +Acdream texChanges=20
  live:   texChange part=0 old=0x05000BB0 new=0x0500025D
  ...
  live:   resolve part=0 surface=0x08000519 origTex=0x05000BB0 [MATCH]
  live:   resolve part=0 surface=0x0800051C origTex=0x05000CBE [MATCH]
  ... 10/10 lines [MATCH]

The [MATCH] lines proved the server's OldTexture IS reachable via a
Surface→OrigTextureId lookup, just needed keying by the right value.

Fix:
  - TextureCache.GetOrUploadWithOrigTextureOverride(surfaceId, origTexOverride):
    loads the base Surface dat for its color/flags/palette, but
    substitutes the override SurfaceTexture id in the decode chain.
    Caches under a (surfaceId, origTexOverride) composite key.
  - MeshRef.SurfaceOverrides is now Dictionary<uint, uint> keyed by
    Surface id, value = replacement OrigTextureId. Null means no
    overrides.
  - GameWindow.OnLiveEntitySpawned now does TWO passes when texture
    changes are present:
      1. Group the raw server changes by PartIndex into (oldOrigTex →
         newOrigTex) dicts
      2. For each affected part's post-animPartChange GfxObj, iterate
         its Surfaces list, resolve each Surface → OrigTextureId, and
         if that matches a raw change's oldOrigTex, write an entry
         Surface id → newOrigTex into the final override map
  - StaticMeshRenderer.Draw: when sub-mesh surface id has an override,
    call GetOrUploadWithOrigTextureOverride instead of GetOrUpload.

Verified live: +Acdream's clothing renders correctly, NPCs are
"much better" (characters previously naked are now dressed). Statue
has the full mechanical pipeline working (resolve diagnostic shows
2/2 Surfaces [MATCH] for the statue's override dict) but its visible
color comes from the separate SubPalette overlay that isn't wired yet.

Also added a statue-targeted diagnostic block that dumps its full
ObjDesc contents (texChanges + subPalettes + animPartChanges) by
name match, which is how I traced the Nullified Statue of a Drudge's
specific ObjDesc. Lives under `if (isStatue && ...)` so normal logins
aren't spammed.

Cross-referenced against two new references this session:
  * references/Chorizite.ACProtocol (cloned from github.com/Chorizite/
    Chorizite.ACProtocol.git on user's suggestion) — confirms the
    ObjDesc field order and PackedDword-of-known-type convention.
  * references/WorldBuilder/... (already in repo) — confirms the
    Surface→OrigTexture→SurfaceTexture→RenderSurface chain and the
    P8/INDEX16 palette decode path.

Tests: 77 core + 83 net = 160, all green.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 16:22:23 +02:00
Erik
6ab24c9982 feat(net+app): AnimPartChanges + Name extraction — characters clothed,
statue identified (Phase 4.7h/i/j/k/l)

Makes three big improvements to the CreateObject decode path:

1. Extract AnimPartChanges from the ModelData section instead of
   skipping them. Each change is (PartIndex, NewModelId); the server
   uses these to replace base Setup parts with armor/clothing/statue
   meshes. The player character has ~34 of them on a normal login.

2. Flow AnimPartChanges through WorldSession.EntitySpawn into
   GameWindow.OnLiveEntitySpawned, which now patches the flattened
   Setup's part list BEFORE uploading GfxObjs. Patching is a simple
   "parts[change.PartIndex] = new MeshRef(change.NewModelId, oldTransform)"
   keeping the base Setup's placement transform but swapping the mesh.

3. Read the WeenieHeader Name (String16L) that follows the PhysicsData
   section. Required walking past every remaining physics flag (Parent,
   Children, ObjScale, Friction, Elasticity, Translucency, Velocity,
   Acceleration, Omega, DefaultScript, DefaultScriptIntensity) plus the
   9 sequence timestamps (2 bytes each) plus 4-byte alignment. The
   Name field is then the second thing in the WeenieHeader after
   u32 weenieFlags.

Critical bug fix in the same commit: ACE's WritePackedDwordOfKnownType
STRIPS the known-type high-byte prefix (e.g. 0x01000000 for GfxObj ids)
before writing the PackedDword. The first version of AnimPartChange
decoding called plain ReadPackedDword, so it got 0x0000XXXX instead of
0x0100XXXX and every GfxObj dat lookup silently failed — the drop
counter showed 19+ noMeshRef drops including +Acdream himself.

Added ReadPackedDwordOfKnownType that ORs the knownType bit back in
on read (with zero preserved as the "no value" sentinel). After the
fix, noMeshRef drops = 0 across a full login.

LIVE RUN after all three changes:

  live: spawn guid=0x5000000A name="+Acdream" setup=0x02000001
        pos=(58.5,156.2,66.0)@0xA9B40017 animParts=34
  live: spawn guid=0x7A9B4035 name="Holtburg" setup=0x020006EF
        pos=(94.6,156.0,66.0)@0xA9B4001F animParts=0
  live: spawn guid=0x7A9B4000 name="Door" setup=0x020019FF
        pos=(84.1,131.5,66.1)@0xA9B40100 animParts=0
  live: spawn guid=0x7A9B4001 name="Chest" setup=0x0200007C
        pos=(78.1,136.9,69.5)@0xA9B40105 animParts=0
  live: spawn guid=0x7A9B4036 name="Well" setup=0x02000180
        pos=(90.1,157.8,66.0)@0xA9B4001F animParts=0
  live: spawn guid=0x800005FD name="Wide Breeches" setup=0x02000210
        pos=no-pos animParts=1
  live: spawn guid=0x800005FC name="Smock" setup=0x020000D4
        pos=no-pos animParts=1
  live: spawn guid=0x800005FE name="Shoes" setup=0x020000DE
        pos=no-pos animParts=1
  live: spawn guid=0x80000697 name="Facility Hub Portal Gem"
        setup=0x02000921 pos=no-pos animParts=0
  live: spawn guid=0x7A9B404B name="Nullified Statue of a Drudge"
        setup=0x020007DD pos=(65.3,156.8,72.8)@0xA9B40017 animParts=1

  summary recv=60 hydrated=43 drops: noPos=17 noSetup=0
                                     setupMissing=0 noMesh=0

The statue's exact data is now known and the hydration path runs
without errors. The user's "look at the Name field in the CreateObject
body" insight turned this from an unbounded visual hunt into a targeted
grep of ~60 log lines.

Tests: 77 core + 83 net = 160 passing (offline suite unchanged).
Live handshake + enter-world tests still pass.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 15:48:13 +02:00
Erik
9e4313f3d3 feat(net): CreateObject body parser — GUID + Position + SetupId extracted (Phase 4.7d)
Decodes the CreateObject (0xF745) game message body far enough to hand
an entity off to acdream's existing IGameState/MeshRenderer pipeline.
Ported from ACE's WorldObject_Networking.cs (SerializeCreateObject,
SerializeModelData, SerializePhysicsData) and Position.cs.

Scope: the parser extracts exactly three fields —
  - GUID (u32 right after the opcode)
  - ServerPosition (landblockId + XYZ + rotation quaternion), if the
    Position bit is set in the PhysicsDescriptionFlag
  - SetupTableId (setup dat id for the visual mesh chain), if the
    CSetup bit is set

Everything else in a CreateObject body (weenie header, object description,
motion tables, palettes, texture overrides, animation frames, velocity,
acceleration, omega, scale, friction, elasticity, translucency,
default scripts, sequence timestamps, ...) is consumed-or-skipped with
just enough bytes to advance past the correct flag-gated sections.
The parser stops at the end of PhysicsData — we don't need weenie-header
fields for rendering placement.

Components parsed in order (all from ACE's serialize routines):
  1. Opcode u32 (must be 0xF745)
  2. u32 GUID
  3. ModelData header (byte 0x11 marker, byte subPaletteCount,
     byte textureChangeCount, byte animPartChangeCount), followed by
     PackedDword palette/subPalette fields, texture change records,
     anim part change records, aligned to 4 bytes at end
  4. u32 PhysicsDescriptionFlag
  5. u32 PhysicsState (skipped)
  6. Conditional Movement/AnimationFrame section
  7. Conditional Position section (LandblockId, X, Y, Z, RW, RX, RY, RZ)
  8. Conditional MTable/STable/PeTable u32 ids (all skipped)
  9. Conditional CSetup u32 (extracted as SetupTableId)

The PackedDword reader is a new helper: AC's variable-width uint format
where values ≤ 32767 encode as a u16, larger values use a marker bit in
the top of the first u16 and a continuation u16. Ported from
Extensions.WritePackedDword.

LIVE RUN AGAINST THE ACE SERVER (test account, Holtburg):

  step 4: CharacterList received account=testaccount count=2
    character: id=0x5000000A name=+Acdream
    character: id=0x50000008 name=+Wdw
  sent CharacterEnterWorldRequest
  step 6: CharacterEnterWorldServerReady received
  sent CharacterEnterWorld(guid=0x5000000A)
  step 8 summary: 83 GameMessages assembled, 68 CreateObject,
                  68 parsed, 52 w/position, 68 w/setup

  First 10 parsed CreateObjects:
    guid=0x5000000A lb=0xA9B40021 xyz=(104.89,15.05,94.01) setup=0x02000001
    guid=0x80000600 no position setup=0x02000181
    guid=0x800005FF no position setup=0x02000B77
    guid=0x80000603 no position setup=0x02000176
    guid=0x80000604 no position setup=0x02000D5C
    guid=0x80000694 no position setup=0x020005FF
    guid=0x80000697 no position setup=0x02000921
    guid=0x80000601 no position setup=0x02000179
    guid=0x80000605 no position setup=0x02000155
    guid=0x80000695 no position setup=0x020005FF

The first line is +Acdream himself — GUID matches what we picked from
CharacterList, landblock 0xA9B4 is Holtburg (the area we already render),
setup 0x02000001 is the default humanoid player mesh. The other 67 are
NPCs/weenies/scenery-weenies in the same area; the 16 without positions
are inventory items whose position is inherited from the parent.

ALL 68 CreateObjects parsed cleanly — no short reads, no format errors.
Phase 4.7d proves byte-level compatibility with ACE's outbound network
serialization format. The remaining Phase 4 work (WorldSession type +
GameWindow wiring) is glue code above a codec that now speaks the real
AC wire format.

Tests: 77 core + 83 net (+1 live test) = 161 passing, all green.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 15:18:54 +02:00
Erik
94da385ff4 feat(net): acdream enters the world — CharacterList parsed + CharacterEnterWorld sent + 68 CreateObject received (Phase 4.7)
Drives the full post-handshake flow on a live ACE server. After the
3-way handshake completes, acdream:
  1. Reassembles CharacterList and parses out every character on the
     account (tested against testaccount which has two: +Acdream and
     +Wdw). Full field decode: GUIDs, names, delete-delta, slotCount,
     accountName, turbine chat, ToD flag.
  2. Picks the first character and builds a single-fragment
     CharacterEnterWorldRequest (opcode 0xF7C8, empty body beyond opcode)
     on the UIQueue, wraps it with EncryptedChecksum + BlobFragments,
     consumes one outbound ISAAC keystream word, and sends.
  3. Waits for CharacterEnterWorldServerReady (opcode 0xF7DF) to confirm
     the server accepted our encrypted outbound packet.
  4. Builds CharacterEnterWorld (opcode 0xF657, body = u32 guid +
     String16L accountName) and sends as a second fragment with
     fragment_sequence 2, packet sequence 3.
  5. Drains 10 seconds of post-login traffic: 101 GameMessages assembled,
     68 of which are CreateObject (0xF745) — the entities around
     +Acdream spawning into our session. Also saw DeleteObject (0xF746),
     ObjectDescription (0xF74C), SetState (0xF755), GameEvent (0xF7B0),
     LoginCharacterSet (0xF7E0), and a 0x02CD smaller opcode.

This is the Phase 4.7 win: acdream is authenticated, connected,
character-selected, logged in, and actively receiving the world state
stream, all with ZERO protocol errors. Every byte of every packet we
sent to the server was correct — the first bit wrong in our outbound
ISAAC math would have produced silent disconnect instead of 101
successful replies.

Added to AcDream.Core.Net:
  - Messages/CharacterList.cs: full parser for opcode 0xF658, ported
    from ACE's GameMessageCharacterList writer. Returns structured
    record with Characters[], SlotCount, AccountName, UseTurbineChat,
    HasThroneOfDestiny. Tested offline with hand-assembled bodies
    matching ACE's writer format.
  - Messages/CharacterEnterWorld.cs: outbound builders for
    CharacterEnterWorldRequest (0xF7C8, opcode-only) and
    CharacterEnterWorld (0xF657, opcode + guid + String16L account).
  - Messages/GameMessageFragment.cs: helper to wrap a GameMessage body
    in a single MessageFragment with correct Id/Count/Index/Queue and
    Sequence. Also a Serialize helper to turn a MessageFragment into
    packet-body bytes for PacketCodec.Encode. Throws on oversize
    (>448 byte) messages; multi-fragment outbound split is TBD.
  - GameMessageGroup enum mirroring ACE byte-for-byte (UIQueue = 0x09
    is the one we use for enter-world).

Fixed: FragmentAssembler was keying on MessageFragmentHeader.Id, but
ACE's outbound fragment Id is ALWAYS the constant 0x80000000 — the
unique-per-message key is Sequence, matching how ACE's own
NetworkSession.HandleFragment keys its partialFragments dict. Our
live tests happened to work before because every GameMessage we'd
seen was single-fragment (hitting the Count==1 shortcut), but
multi-fragment CreateObject bodies would have silently mixed. Fixed
now and all 7 FragmentAssembler tests still pass with the Sequence-key.

Tests: 9 new offline (4 CharacterList, 2 CharacterEnterWorld, 3
GameMessageFragment), 1 new live (gated by ACDREAM_LIVE=1). Total
77 core + 83 net = 160 passing.

LIVE RUN OUTPUT:
  step 4: CharacterList received account=testaccount count=2
    character: id=0x5000000A name=+Acdream
    character: id=0x50000008 name=+Wdw
  choosing character: 0x5000000A +Acdream
  sent CharacterEnterWorldRequest: packet.seq=2 frag.seq=1 bytes=40
  step 6: CharacterEnterWorldServerReady received
  sent CharacterEnterWorld(guid=0x5000000A): packet.seq=3 frag.seq=2 bytes=60
  step 8 summary: 101 GameMessages assembled, 68 CreateObject
  unique opcodes seen: 0xF7B0, 0xF7E0, 0xF746, 0xF745, 0x02CD,
                       0xF755, 0xF74C

Phase 4.7 next: start decoding CreateObject bodies to extract GUID +
world position + setup/GfxObj id, so these entities can flow into
IGameState and render in the acdream game window. The foundry statue
is waiting in one of those 68 spawns.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 15:14:31 +02:00