Plan doc `docs/plans/2026-04-30-sky-pes-port.md` captures the full
porting plan for #36 (sky-PES dispatch chain). Three phases:
M.1 — decomp dive (no code yet) for CallPESHook::Execute,
CPhysicsObj::CallPES, CreateParticleHook::Execute,
GameSky::CreateDeletePhysicsObjects, and the dynamic-spawn
trigger (region/weather/time-of-day handler).
M.2 — optional cdb verification with detailed args (this pointer +
pes_id + caller stack walk).
M.3 — implementation: persistent emitter creation at cell load,
dynamic spawn on transitions, PES script-timeline driver,
particle-system render wire-up.
M.4 — live side-by-side verification.
Acceptance: aurora visible at right moments, clouds dense like retail,
storm flashes during Rainy storm windows, PES dispatch rate matches
retail's ~150/min.
.gitignore extended to suppress per-session retail-debugger scratch
files (cdb scripts, launch logs, analysis ps1 helpers). The
canonical workflow lives in CLAUDE.md "Retail debugger toolchain";
session-specific traces should not pollute the repo.
Closes#36 plan stage. Implementation work begins next session.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Four issues from K.3 live verification (2026-04-26 user report):
1. Default movement speed should be RUN, not walk.
PlayerMovementController.MovementInput.Run was sourced from
IsActionHeld(MovementRunLock) (Q held). Inverted to
!IsActionHeld(MovementWalkMode) (Shift held = walk; default = run).
Also fixed RetailDefaults() — MovementWalkMode was bound to
(ShiftLeft, ModifierMask.None), but when LShift IS the primary
key the OS keyboard reports CurrentModifiers=Shift and the
chord lookup mismatches. Bind both LShift+Shift and RShift+Shift
to match (the same fix AcdreamCurrentDefaults already had).
2. Q is autorun TOGGLE, not hold-to-run. Added _autoRunActive
field; OnInputAction toggles it on MovementRunLock Press;
MovementInput.Forward now ORs in _autoRunActive so autorun
stays latched until canceled. Pressing Backup / Stop /
StrafeLeft / StrafeRight clears the latch (deliberate movement
wins, retail-faithful). Pressing Forward AGAIN does NOT cancel —
matches retail's stack semantics.
3. Mouse cursor visible by default in chase mode + no Y-axis
steering without an explicit hold input. OnCameraModeChanged
now uses CursorMode.Normal for chase (was Raw — invisible
pointer). MouseMove handler's "neither RMB nor MMB held"
branch dropped its AdjustPitch call — pitch is gated to
deliberate hold inputs only. Fly mode keeps Raw (continuous
look-and-fly affordance).
Restored AcdreamRmbOrbitHold binding in RetailDefaults() —
K.1c silently dropped it when SelectRight took the RMB Press
slot; the Hold-type binding coexists with Press so RMB orbit
still works in addition to (future) SelectRight click.
4. Holtburg flashes briefly at live login. Added
IsLiveModeWaitingForLogin gate (true iff ACDREAM_LIVE=1 AND
chase camera has not yet been entered) that:
* suppresses StreamingController.Tick in OnUpdate so no
landblocks load around the hardcoded startup center
0xA9B4 (Holtburg);
* skips terrain + entity rendering in OnRender via a
SkipWorldGeometry label after the sky pass.
Sky still draws so the user sees a live, time-of-day-correct
sky during the connection / character-list / EnterWorld
handshake. Latches off once chase mode has been entered, so
later fly-mode toggles render the world normally.
Tests still 1220 green.
Also commits .gitignore tmp/ rule (left over from K.3
session) — gitignored per-session scratch (commit message
drafts, ad-hoc temp files).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Move the high-value retail RE artifacts from refs/ (per-developer
download cache, gitignored) into committed paths so subagents +
post-compaction sessions inherit them without round-tripping:
- docs/research/named-retail/acclient_2013_pseudo_c.txt (62 MB,
Binary Ninja named pseudo-C, 99.6% function-name recovery —
18,366 named functions out of 18,598 public symbols)
- docs/research/named-retail/acclient.h (1.7 MB / 70,719 lines,
IDA-decompiled retail struct definitions verbatim — Attribute,
SecondaryAttribute, AttributeCache, Attribute2ndTable, SkillFormula,
Enchantment, CEnchantmentRegistry with _mult_list/_add_list/_vitae,
CSpellBook, MotionState, RawMotionState, MoveToStatePack, CACQualities,
CPhysicsObj — every retail object-model layout we'd otherwise have
to guess at)
- docs/research/named-retail/acclient.c (46 MB, secondary named
decomp — IDA full-binary export with mixed FUN_/named functions
plus named struct fields the chunked Ghidra output lacks)
- docs/research/data/spells.csv (3,956 spells × 35 cols including
Family for buff stacking — issue #6 unblocked)
actestclient-master vendored at references/actestclient/ (extracted
from refs/actestclient-master-2019-01-10.zip; contains the canonical
machine-readable wire-schema messages.xml). Covered by existing
references/ gitignore — per-developer reference, not committed.
Repo precedent for committing decompiled retail content was set at
commit 4d36756 (18 MB Ghidra chunks). This adds ~110 MB more of the
same qualitative content. Ripgrep handles it in <1s.
Foundation for the named-retail workflow change in CLAUDE.md (next
commit). Plan at C:/Users/erikn/.claude/plans/ticklish-conjuring-cake.md
Phase A.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Visual-verified — Vitals window now shows three bars (HP/Stam/Mana)
with live values. Closes ISSUES.md #5; ~95% reading on Stam/Mana
traced to active buff multipliers, filed as #6.
Why the rewrite
The first attempt (commit d42bf57) routed PlayerDescription (0x0013)
through AppraiseInfoParser, trusting a misleading xmldoc claim.
Live diagnostics proved the format is wrong — ACE source
(GameEventPlayerDescription.WriteEventBody) hand-writes a body
distinct from IdentifyObjectResponse's AppraiseInfo: property
hashtables gated on DescriptionPropertyFlag, vector-flag-gated
attribute / skill / spell blocks, then a long options + inventory
trailer. Vitals only arrive via the attribute block at login.
Holtburger's events.rs:220-625 has the canonical client-side
unpacker; this commit ports the early-section walker through spells.
What landed
PlayerDescriptionParser.cs (new — 350 LOC):
Walks propertyFlags + weenieType, then property hashtables
(Int32/Int64/Bool/Double/String/Did/Iid) + Position table —
each gated on a property flag bit, header is `u16 count, u16
buckets`. Then vectorFlags + has_health + the attribute block
(primary attrs 1..6 = 12 B each, vitals 7..9 = 16 B with
`current`), then optional Skill + Spell tables. Stops cleanly
before the options/shortcuts/hotbars/inventory trailer (filed
as #7 — heuristic alignment search needed for gameplay_options).
PrivateUpdateVital.cs (new — 95 LOC):
Wire parsers for the GameMessage opcodes 0x02E7 (full snapshot)
and 0x02E9 (current-only delta), per holtburger UpdateVital +
UpdateVitalCurrent. WorldSession dispatches each to a session-
level event the GameWindow forwards into LocalPlayerState.
LocalPlayerState (full redesign):
VitalKind (Health/Stamina/Mana) + AttributeKind (six primary).
VitalSnapshot stores ranks/start/xp/current; AttributeSnapshot
stores ranks/start/xp with `Current = ranks+start` per
holtburger. GetMaxApprox computes the retail formula
vital.(ranks+start) + attribute_contribution
where the contribution is hardcoded from retail's
SecondaryAttributeTable: Endurance/2 for Health, Endurance for
Stamina, Self for Mana. Enchantment buffs not yet folded in
(filed as #6). VitalIdToKind now accepts both ID systems
(1..6 wire, 7..9 PD attribute block); AttributeIdToKind covers
primary attrs 1..6.
GameEventWiring:
PlayerDescription handler. Walks parsed.Attributes, routes
primary attrs (id 1..6) to OnAttributeUpdate and vitals
(id 7..9) to OnVitalUpdate. Player's full learned spellbook
also lands here. ACDREAM_DUMP_VITALS=1 traces every PD attribute
+ every PrivateUpdateVital(Current) opcode for diagnostics.
WorldSession:
Dispatch chain re-ordered — the diagnostic else-if for
ACDREAM_DUMP_OPCODES=1 was originally placed before
GameEventEnvelope.Opcode, which silently intercepted 0xF7B0 and
broke UpdateHealth dispatch when the env var was set. Moved to
the very end of the chain so it only fires for genuinely
unhandled opcodes. (Diagnostic-only regression; production
launches without the env var were unaffected.)
Test deltas
Added:
- PlayerDescriptionParserTests (6 — empty header, full attribute
block, partial flags, post-property-table walk, spell table)
- PrivateUpdateVitalTests (7 — fixture round-trip, vital ID
coverage, opcode rejection, truncation)
- LocalPlayerStateTests rewritten (20 — VitalIdToKind +
AttributeIdToKind theories, Endurance/Self formula coverage,
delta semantics, change events)
- GameEventWiringTests for PlayerDescription dispatch (2 —
end-to-end populate + spellbook feed)
Updated:
- VitalsVMTests rephrased onto the new OnVitalUpdate API.
Total: 765 → 817 tests passing.
Diagnostics
ACDREAM_DUMP_VITALS=1 — log every PD attribute extracted,
every 0x02E7/0x02E9 dispatch.
ACDREAM_DUMP_OPCODES=1 — log first occurrence of any unhandled
GameMessage opcode (now correctly placed at end of chain).
Visual verify
$env:ACDREAM_DEVTOOLS = "1"
dotnet run --project src\AcDream.App\AcDream.App.csproj -c Debug
Vitals window shows three bars; HP at 100%, Stam/Mana at ~95%
(the gap is buff enchantments — filed as #6 with the holtburger
multiplier+additive aggregator pattern as the reference for the
fix).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Closes Phase D.2a. Launch with ACDREAM_DEVTOOLS=1 now shows a live
ImGui "Vitals" window whose HP bar reads CombatState.GetHealthPercent
for the local player. Without the env var the branches are dead code,
no ImGui context is created, and behaviour is identical to before.
GameWindow hunks:
- fields: _imguiBootstrap / _panelHost / _vitalsVm + DevToolsEnabled
- init (OnLoad): construct bootstrap + host, register VitalsPanel
- GUID push: _vitalsVm?.SetLocalPlayerGuid(chosen.Id) at live-connect
- frame begin: _imguiBootstrap.BeginFrame(dt) after GL clear
- frame end: _panelHost.RenderAll(ctx) + _imguiBootstrap.Render() after debug overlay
- input gating: skip WASD when ImGui.GetIO().WantCaptureKeyboard
Backend pivot: Hexa.NET.ImGui → ImGui.NET + Silk.NET.OpenGL.Extensions.ImGui.
First-light integration with the Hexa backend crashed 0xC0000005 inside
Hexa.NET.ImGui.Backends.OpenGL3.ImGuiImplOpenGL3.InitNative. Root cause:
Hexa's native OpenGL3 backend resolves GL function pointers via GLFW or
SDL internally; with Silk.NET (which uses neither) the pointers are null
and the native code crashes on first use. The mitigation path was
already planned — the design doc's Risk section called a pivot to
ImGui.NET a "one-morning operation" — and that's exactly what happened.
- Packages: Hexa.NET.ImGui 2.2.9 + Hexa.NET.ImGui.Backends 1.0.18
→ ImGui.NET 1.91.6.1 + Silk.NET.OpenGL.Extensions.ImGui 2.23.0
- ImGuiBootstrapper: was static Initialize(gl)+Shutdown() wrapping
Hexa's OpenGL3 init; now an IDisposable wrapping Silk.NET's
ImGuiController instance which handles GL backend init + input
subscription in one go.
- SilkInputBridge.cs deleted (~190 LOC): ImGuiController subscribes
IKeyboard / IMouse events itself, we don't need a bespoke bridge.
- ImGuiPanelRenderer: ImGuiNET.ImGui.* calls instead of
Hexa.NET.ImGui.ImGui.*. Widget surface unchanged.
Boundary discipline is preserved — no panel imports ImGuiNET; only
ImGuiPanelRenderer does. The D.2b custom toolkit will implement the
same IPanelRenderer contract without touching panel code.
Out of scope (tracked for follow-up):
- Stam/Mana currently return float? null (VitalsVM). Absolute values
need LocalPlayerState + PlayerDescription (0x0013) parsing to be
stored rather than discarded — filed as a post-D.2a issue.
- Mouse-capture gating (WorldMouseFallThrough-style click-through
tests) — not needed until we add clickable inventory items.
Roadmap + memory + architecture doc + UI framework plan updated in the
same commit per CLAUDE.md roadmap-discipline rules. 753 tests pass
(550 Core + 192 Core.Net + 11 new UI.Abstractions), 0 build warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Brand-new solution targeting .NET 10, using Chorizite.DatReaderWriter 2.1.4
to walk a retail AC dat directory and print how many of each asset type live
in client_portal / client_cell_1 / client_highres / client_local_English.
Opens the four dats in ~16 ms and counts 887,381 indexed assets across 40+
tracked DBObj types. Cell-database terrain (LandBlock, LandBlockInfo, EnvCell)
uses mask-based IDs that DatReaderWriter 2.1.4's GetAllIdsOfType<T> does not
support; worked around with a manual b-tree walk in CountCellByLow16.
Sanity check: LandBlock count is 65,025 = 255 x 255, exactly the AC world grid.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>