Commit graph

1219 commits

Author SHA1 Message Date
Erik
9c6b143a03 test: replace campaign labels with behavior names 2026-08-18 12:25:00 +02:00
Erik
7aa08045d8 fix #414: cursor disappears at character select after the in-world logoff
Session teardown (PlayerModeController.Exit/ResetSession ->
CameraController.ExitChaseMode) fell back to the dev free-fly camera, and
CameraPointerInputController.ApplyCursorForCameraMode faithfully applies
CursorMode.Raw (GLFW disabled cursor: hidden + captured) for fly mode —
so the character-select screen after an in-world logoff had no mouse.
Fresh boot starts in Orbit and never fires a mode change, which is why
only the post-logout path was affected.

Teardown now lands on Mode.Orbit — the exact state a fresh boot presents
at character select — and always notifies, so the pointer controller
restores CursorMode.Normal even when torn down from the dev fly camera.
The dev fly<->chase flow is untouched (it rides ToggleFly, never
ExitChaseMode).

Proven live both directions with a driven logout (UI probe 0x100000FA ->
dialog accept 0x17) under Win32 GetCursorInfo sampling: before, flags
flipped 1->0 exactly at the roster re-push that re-shows character select
and stayed hidden; after, zero hidden samples across the full timeline.
Files #415: the UI-probe 'wait world-visible' verb reads the reset
transit snapshot and is dead after reveal completion (test apparatus
only).

App tests 5564/3 skips (+3), Runtime 1756/0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 15:17:50 +02:00
Erik
d233f81dce feat(session): the in-world logoff — LogOut animation, reverse wormhole, live return to character select
Retires AD-74 (Exit to Character Selection 'behaves as Exit Game') and
files AD-110 (the composed handoff edge) — register rows in this commit.

Retail derivation (named decomp):
- gmGamePlayUI::UseTime @0x004EA3A0: confirmed Yes drains into
  CPlayerSystem::LogOffCharacter(0) when grounded (transient_state &
  CONTACT); the grounded three-way branch now also covers the
  indicator-bar end-session control (it was Options-only).
- CPlayerSystem::LogOffCharacter @0x00563520: SaveToServer FIRST (the
  existing pre-logoff flush hook), then RequestLogOff @0x00562DD0:
  'Logging off...' chat (type 0), 0xF653 via Proto_UI::LogOffCharacter
  @0x00546A20, logOffRequestTime = now + 3.0 (+20.0 when
  IsPlayerKiller @0x0058C910 — PWD bits 0x20|0x2000000), and
  CommandInterpreter::HandleLogOff @0x006B3330 -> Disable.
- The log-off ANIMATION is server-driven: ACE broadcasts
  MotionCommand.LogOut (0x1000011E, Player.cs:596 SendMotionAsCommands)
  and it plays on the local player through the existing inbound
  unpack_movement funnel during the 3 s hold — retail plays nothing
  locally; Disable() is the whole client-side effect.
- gmSmartBoxUI::UseTime @0x004D6E64: hold elapsed ->
  BeginTeleportAnimation(TAS_WORLD_FADE_OUT) @0x004D6E83 (enter cue
  @0x004D638E, unconditional) -> TunnelFadeIn -> Tunnel. The tunnel
  plays the SAME forward 40 fps animation; nothing renders backwards,
  and NO exit cue ever fires on logout (the char-select swap preempts
  the TunnelContinue/FadeOut tail).
- Inbound 0xF653 echo (dispatch case 3 @0x0055C963) ->
  ExecuteLogOff @0x0055D780: world teardown with the LOGON CONNECTION
  KEPT (ExitWorldDisconnect @0x00541E00 removes every connection
  except logonRecID_ — one connection against ACE) and
  Proto_UI::SetEventCounter(0) @0x00541E79; the fresh CharacterList in
  the same batch re-shows character management (gmGamePlayUI::Update
  @0x004E9CD0 -> QueueUIMode(0x1000000a)). ACE mirrors it:
  SendFinalLogOffMessages (Session.cs:249) sends 0xF653 + CharacterList
  + ServerName >=6 s after the request and leaves the session
  AuthConnected — a second EnterWorld needs no re-handshake.

Implementation:
- RuntimeWorldTransitState: the canonical logout lifecycle
  (Requested/PresentationActive/Confirmed, retail 3 s/+20 s holds,
  cancel/reset/ownership convergence).
- WorldSession: RequestCharacterLogOff (non-blocking 0xF653),
  IsCharacterLogOffConfirmed, ReturnToCharacterSelect (InWorld ->
  InCharacterSelect + game-action sequence reset; transport untouched).
- LiveSessionController: BeginCharacterLogOff (flush-first request) and
  CompleteCharacterLogOff — the return-to-selection transaction
  (ReconnectCore minus the transport swap: retire the world
  generation's routes, host reset, state flip, fresh generation
  re-bind, roster re-applied from the pushed CharacterList; failures
  degrade to the full StopCore teardown).
- RuntimeLocalPlayerMovementState.DisableCommandInterpreter +
  DispatcherMovementInputSource gate: retail's Disable() — held keys
  produce no movement while the server LogOut motion plays; cleared by
  the generation reset.
- LocalPlayerTeleportController: the logout pump as the third arm of
  the one wormhole machine (request/hold/wormhole/confirmed handoff;
  teleport starts refused during logout; the handoff runs the session
  transaction whose world reset retires the tunnel as the fresh
  selection state re-shows the character screen).
- UI: both end-session surfaces share the retail three-way grounded
  gate and now run the REAL flow; Options' Exit Game keeps the app
  exit (window close -> the existing graceful-shutdown logoff).

Tests: +5 transit lifecycle, +4 session transaction, +7 logout pump.
Runtime 1756/0 (baseline 1747), App live-DAT 5523/3 (baseline 5512/3
+ 11 this round), Core.Net 1004/0, full solution green (0 failures).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 14:02:40 +02:00
Erik
2bc81480d4 feat(ui): AD-109 — arm the login wormhole at the char-select Enter click
USER-DIRECTED deviation from retail (register row AD-109, same commit):
retail presents the empty pre-player gameplay screen — black behind the
retained UI — from the Enter click (CPlayerSystem::LogOnCharacter
@0x0055F890 -> CM_Login::SendNotice_BeginEnterWorld @0x006AD810, UI mode
0x10000008) until CreatePlayer raises SmartBox::teleport_in_progress
@0x00451C20 and gmSmartBoxUI::UseTime @0x004D6EAB begins TAS_TUNNEL. The
user prefers the tunnel to cover that whole wait.

- ILocalPlayerTeleportNetworkSink.ArmLoginTunnel: begins the login
  wormhole presentation at the Enter click, consuming the sequencer's
  begin-edge events SYNCHRONOUSLY (the Enter command blocks the update
  thread for the whole ServerReady round trip, so a deferred first tick
  would leave exactly the black window this deviation removes). The
  enter cue plays at the click: retail's own rule is cue-at-animation-
  begin (Sound_UI_EnterPortal @0x004D638E, unconditional inside
  BeginTeleportAnimation), and the animation begin moved to the click.
- Armed pre-reveal pump: tunnel animates across the round trip
  (worldReady pinned false, sequencer holds in Tunnel); the hold clock
  accumulates from the click.
- Adoption: the Runtime login reveal ADOPTS the running presentation
  (no re-Begin, no second cue); rejected EnterWorld (lifecycle back to
  AwaitingSelection) disarms and retires the tunnel.
- Wired at the ONE host edge every entry route shares:
  ILiveSessionLifecycleHost.ApplySelectedCharacter (direct connect,
  roster Enter, enter-after-create) via
  LiveSessionSelectionBindings.ArmLoginTunnel (default no-op keeps
  headless and every existing construction site unchanged).
- ILocalPlayerLoginLifecycleSource: typed seam (not a stored delegate —
  the frame-phase owner delegate-field guard) projecting the Runtime
  character-selection lifecycle for the disarm edge.
- Frame contract update: [login-frames] over a login is tunnel -> world
  from the click — no void, and no black between click and world.

Tests: 4 new armed-tunnel tests (arm/adopt/disarm/frame-shape); App
suite live-DAT 5516 passed / 3 skipped (baseline 5512/3 + 4 new).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 13:42:30 +02:00
Erik
fdc4fd496d fix(ui): gate — no void frames around the login wormhole; vitals icons centered
The login tunnel now covers from the first world-facing frame (the
sky-void backdrop can never present pre-tunnel) and holds through an
atomic tunnel-to-world swap at reveal completion — the void is
structurally unreachable on both edges, pinned by frame-sequence tests
across WorldSceneRenderer/WorldRevealCoordinator/LocalPlayerTeleport-
Controller/RuntimeWorldTransitState. Vitals detail icons draw at their
authored centered offsets in both stacked and side-by-side layouts.
Implemented and live-probed by the fix agent; finalized by the lead
after the agent parked post-verification (gates re-run green:
App 5512/3, Runtime 1747/0).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 12:30:51 +02:00
Erik
6b0fa4ff0d feat(ui): Map/House panel — slices 2+3, panel shell + Map tab
Mounts host 0x2100006E slot 0x1000018C (RetailPanelCatalog.MapHouse = 16)
as a two-tab UiTabPanel (Map default, House second) through the OP3/FA3
recipe (LayoutImporter.Build -> Bind -> ActivateTabBehavior). Toolbar
button 0x1000019A un-ghosts (added to both RetailPanelCatalog.Mounted and
.Toolbar). Combined into one commit because MapHousePanelController.Bind
depends on both MapPageController and HousePageController existing —
splitting them would mean landing dead code first.

Map tab (gmMapUI, MapPageController):
- Calendar formatter matching gmMapUI::Update's "Date: %s\nTime: %s"
  shape, reusing WorldTimeService.CurrentCalendar (new
  Func<DerethDateTime.Calendar> dependency threaded through
  InteractionRetainedUiDependencies/GameWindow — a stable long-lived
  service, not routed through the deferred-binding machinery Radar's
  per-session state needs). MonthName enum values already match retail
  display text; HourName's "AndHalf" suffix is rewritten to "-and-Half".
- Coordinate math + marker placement reuse RadarCoordinates/
  LandDefs.GidToLcoord verbatim (both already byte-exact ports of
  CPlayerSystem::InqPlayerCoords/LandDefs::gid_to_lcoord) — no re-port.
  PlaceMarkerOnMap's centering math (m_x0 + x - w/2) ported from
  gmMapUI::PlaceMarkerOnMap @0x004a18b0. Indoor gating clears the
  coordinate text and hides the player marker, matching
  gmMapUI::Update's else branch.
- 53-town s_rgLocations table ported verbatim into MapLocations.cs.
  Markers built once at bind time via the panel's own RowTemplateResolver
  against m_pMap's authored hotspot-template attrs (0x47/0x48), with
  literal-string tooltips through AuthoredTooltipText/Enabled
  (RetailTooltipPresenter) — closes divergence-register row TS-85's last
  item, gmMapUI::AddMapNote @0x004A1C51.
- Structural finding: m_pMap (0x100001EC) is itself authored as a Type-1
  BUTTON (the GM click-to-teleport hook at
  gmMapUI::ListenToElementMessage), and the player/house icons
  (0x100001ED/EE) are its own NESTED children, not siblings —
  UiButton.ConsumesDatChildren swallows them from the normally-built
  tree. Both are re-resolved standalone through the same template
  resolver the town hotspots use and reattached under m_pMap.

House tab (gmHouseUI, HousePageController): mounts the ListBox
(0x100001E6) with its authored row template, wired to an empty Lines()
source by default — genuinely empty until Slice 4's wire lands, matching
retail's own PostInit (no Update call, no static content).

21 new tests (7 MapHousePanelControllerTests, 14 MapPageControllerTests):
tab table pairing, close button, town-hotspot count/tooltips, calendar
formatter golden values (Frostfell 27/119 P.Y., every HourName incl.
AndHalf), player/house marker placement and indoor-gating reproduced
against the real fixture via already-tested RadarCoordinates (no
re-derivation). Fixture map_house_2100006E_1000018C.json captured via
the shared RetailLayoutFixtureGenerator (other 34 fixtures deliberately
NOT regenerated — out of scope for this batch, would touch unrelated
panels' schema drift).

Full solution builds clean; App suite 5391/0 failed/71 skipped (non-live;
one earlier flaky streaming failure unrelated to this change, confirmed
pre-existing on the branch before these commits).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-17 02:04:19 +02:00
Erik
bd359d5181 fix(chargen): Campaign CC gate round 1 closeout — Group 3: round review fixes (F4-F11, F14, F16)
The remaining code-bearing findings from the round review, F4-F16 minus
the doc-only items (batched separately):

- F4: three client-wide UiButton corpus sweeps (LabelBox path — exactly
  the 4 Town buttons, confined to chargen; conflicting custom-selection-
  pair + standard Normal/Highlight media — zero found, no gate
  tightening needed; per-state label-color map — 209 matches beyond
  chargen, confirming AP-222's mechanism has always been broadly active
  since it shipped generically in DatWidgetFactory).
- F5/F6: LayoutImporter's Batch C un-consumed-children carve-out now
  honors a child's own AuthoredInvisible flag (a narrow honor scoped to
  exactly that carve-out, not the general #408 client-wide one) — the
  chat transcript's new-text indicator (0x1000048C) was building as a
  visible phantom element retail never shows; verified both directions
  against the gold-frame pieces, which do not author Invisible.
- F7: BoundedProcessOutputCapture.AppendLine combines the line text and
  its trailing newline into one buffer and one file open/write/close
  instead of two.
- F9: corrected a stale comment in RuntimeSettingsTargets — #407 split
  DisplayModeCatalog's Resolutions/WindowedResolutions in two, so the
  fullscreen validator's own narrower list is now DELIBERATELY different
  from the Config dropdown's fuller offering, not the "must match" bug
  the comment described.
- F10: documented (not changed) why the LabelBox path's default 3px
  inset and the face-relative +4px gap in DatWidgetFactory.BuildButton
  are deliberately different numbers — neither carries a retail
  citation, and moving either to match the other would be an unfounded
  guess on a button that currently works correctly.
- F11: Heritage/Profession/Summary/Town description pages now compose
  DatRichText.Compose's result ONCE inside their already revision-gated
  Refresh, caching the built line list instead of re-wrapping on every
  draw call.
- F14: documented (not changed) why PrivateEntityViewportRenderer's
  _animatedIds set carrying a reserved-but-never-drawn backdrop id is
  harmless — BuildDrawEntities already excludes a null/empty backdrop
  from the actual draw list, so the id is never looked up.
- F16: the Summary preview now uses its own render-id pair
  (SummaryPreviewRenderId/SummaryPreviewBackdropRenderId, 0xDA11D035/
  0xDA11D036) instead of sharing the Appearance page's
  (0xDA11D032/0xDA11D034) — confirmed by tracing
  FixedEntityTextureOwnerLease through TextureCache to
  CompositeTextureArrayCache's shared owner tracker that both pages'
  previews share ONE process-wide TextureCache, so sharing render ids
  was a real cross-page texture-release collision (either page's own
  re-dress or disposal could release the OTHER page's still-active
  textures), not a theoretical one.

F3's own register bookkeeping (AP-229 addendum) and F12's register/AD
header-count corrections land in the docs-only commit alongside F15.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 15:34:07 +02:00
Erik
63bf64c934 fix(chargen): Campaign CC gate round 1 Batch D — gmCG3DView environment backdrop
Retail's chargen 3D views (Appearance and Summary) are not black behind
the model: gmCG3DView::Update @0x004EE9D0 constructs a SECOND CPhysicsObj
from the current heritage's HeritageGroup_CG.environmentSetupID field
(acclient.h verbatim struct layout; the decompiler elides the actual field
read, but HeritageGroup_CG::GetSubDataIDs @0x005c05d0 explicitly walks
iconImage/setupID/environmentSetupID by name, confirming the identity) and
adds it to the SAME viewport's creature_mode_objects the player object
lives in, inserted BEFORE the player (whose own re-AddObject happens much
later, at ~0x004ef199, after the full clothing ObjDesc composes). The
backdrop gets no explicit position/orientation/scale — CPhysicsObj::
makeObject(eax_32, 0, 1) leaves it at the scene origin with identity
orientation, same as the player object's own placement. This id was
already parsed as ChargenHeritageOptions.EnvironmentSetupId
(ChargenTableReader.cs) but never consumed anywhere in production (GF-7/
GF-14).

Fixed by:
- ChargenPreviewEntityBuilder.TryBuildBackdrop: builds a plain, unposed
  Setup mesh from the heritage's EnvironmentSetupId, returning null for
  id 0/unset or an unresolvable Setup (retail's own INVALID_DID gate).
- PrivateEntityViewportRenderer: an optional second entity slot
  (SetBackdrop), reserved via a backdropRenderId constructor parameter so
  paperdoll and creature-appraisal — which never pass one — cannot
  acquire a second entity even by accident (SetBackdrop throws without a
  reserved slot). Per-entity mesh-reference/texture-owner lifetime is
  factored into a private EntitySlot helper shared by both the main and
  backdrop slots. Draw-entity assembly is a pure, directly-testable
  helper (BuildDrawEntities) that puts the backdrop first, matching
  retail's own AddObject insertion order.
- ChargenPreviewController.Rebuild: rebuilds the backdrop whenever the
  HERITAGE changes (narrower than the existing camera-eye-reset gate,
  since environmentSetupID is a pure function of heritage, never gender
  or appearance selection).

Both Appearance and Summary get the fix from the same ChargenPreviewRenderer
facade — confirmed both pages call the identical gmCG3DView::Update on
their own gmCG3DView instance, so no page-specific code was needed.
Lighting was independently re-verified against the same function's
SetLight call (DISTANT_LIGHT, intensity 2.0, direction (0.3, 1.9, 0.65),
default white color) and found to already match byte-for-byte what CC6a
shipped.

Also files docs/ISSUES.md #409 for GF-16 (client-wide UI tooltip system),
investigated in the same root-cause pass but explicitly out of this
batch's scope, and marks it DEFERRED in the findings doc.

Tests: 11 new/extended (ChargenPreviewEntityBuilderTests.TryBuildBackdrop_*,
ChargenPreviewControllerTests backdrop rebuild/swap/absent/no-op cases,
PrivateEntityViewportRendererDrawOrderTests pinning the paperdoll/creature-
appraisal single-entity invariant). Live-DAT measurement: all 13 retail
heritages' EnvironmentSetupId resolve to a real, drawable installed Setup.

App suite 5307/3 -> 5321/3 (+14, 0 regressions). Runtime 1735/0 unchanged.
Launcher.Core.Tests 337/0 and Launcher.Tests 67/0 unchanged (first build of
the merged tree carrying the #406 launcher merge). Full solution: 14508
total / 14504 passed / 4 skipped / 0 failed, dotnet test exit code 0.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 13:05:23 +02:00
Erik
691b925952 fix #406: launcher session exit observation carries the real code + captures client stderr
GameWindow.Dispose() (via Program.cs's `using var window = ...`) runs
unconditionally even when invoked mid-unwind of an exception that escaped
Run()'s Silk.NET frame loop. Resource teardown itself can converge
cleanly regardless, so CompleteShutdown had no way to tell "normal Run()
return" from "a crash is propagating through me right now" and always
wrote the hardcoded exited{code:0,reason:"graceful"} — exactly the
symptom #406 observed against a real 0xE0434352 crash. Fixed by latching
_runFailure in Run()'s existing catch block (before the pre-existing
throw) and consulting it from a new ReportExited method, the one call
site for the terminal status write: crashed(1)/graceful(0)/
shutdown-incomplete(1) as appropriate. No wire-contract amendment needed
— §LA1 pins the exited event NAME, and reason is already free text that
StatusEventParser round-trips unchanged.

Sibling gap fixed in the same commit: the launcher discarded the child's
stdout/stderr entirely, which is why diagnosing this exact crash required
a manual console re-run. Added BoundedProcessOutputCapture, a 2 MiB-capped
sink mirroring SessionStatusWriter's open-append-flush-close-per-write
posture (a long-lived write handle is not actually concurrently readable
on Windows even with FileShare.Read — confirmed by isolated repro), wired
into both SystemChildProcess (ProcessStartInfo.RedirectStandardError;
Linux + Windows graphical children, i.e. this bug's own scenario) and
WindowsSystemChildProcess (a real native pipe via CreateChildOutputPipe,
mirroring the existing stdin pipe; Windows console-capable/Headless
children). Opt-in via LauncherProcessSpec.StderrLogPath (null = unchanged
behavior), threaded through SessionConfigComposer -> client.err.log
beside status.jsonl -> LauncherExecutableSet -> LauncherOrchestrator.

Tests: GameWindowCrashStatusTests (source-shape, matching the existing
GameWindow test pattern — the class cannot be constructed without a live
GPU/window), BoundedProcessOutputCaptureTests (10 unit tests), and three
new LauncherProcessSupervisorTests spawning real child processes through
both capture code paths.

Launcher.Core.Tests: 337/0 (was 324/0). Launcher.Tests: 67/0 (unchanged).
Full solution build green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 11:44:46 +02:00
Erik
e601a496db fix #407: windowed resolution offering decoupled from the video-mode list
Campaign CC gate round 1. The Config Resolution dropdown now offers
DisplayModeCatalog.WindowedResolutions — the curated hardware modes
UNIONed with the static modern-ladder sizes that fit the desktop —
because a windowed pick is a plain Size write needing no video mode,
and remote/RDP virtual displays advertise almost none (the live RDP
display exposed exactly 1920x1080 + the 2056x1290 desktop, leaving the
dropdown with nothing below 1920). The fullscreen apply still validates
against the hardware Resolutions list plus the switcher's
monitor-mode-list hard guard, so a fullscreen pick of a windowed-only
entry refuses safely (log-and-stay, #388/#392) — IA-22's
offered-implies-supported invariant narrows to the fullscreen half and
its register row carries the amendment. Three new pure-union tests
including the exact live RDP shape.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 09:03:36 +02:00
Erik
356545c530 fix(chargen): Campaign CC CC5 re-review residuals R1-R5 + nits — REVIEW-CLOSED
The narrow re-review of fix commits 0c8e1e7d+2d4168f9 found every code fix
oracle-verified but returned NOT CLOSED on five test/doc residuals plus
three nits and a follow-up filing. All fixed:

- R1: the claimed "external-change->user-commit->SetName" regression test
  for F1 (the deleted _suppressNextFieldEvent latch) never existed — the
  Runtime-layer randomize test doesn't touch the page. Added
  CharacterCreationUiControllerTests.SummaryNameField_RealCommitAfter
  ExternalRefreshWhileUnfocused_StillReachesSetName: drives Refresh with a
  revision bump + changed snapshot.Name while the field is unfocused (the
  programmatic SetText path that used to arm the latch), THEN performs a
  real user commit (field.SetText + field.Submit(), the actual event path),
  asserting SetName receives the player's typed text.
- R2: RetailSkillFormula.CalculateChargenScore and ChargenSkillScoreResolver
  had zero direct coverage (the F12(d) test substitutes skillId*10). Added
  a Untrained/Trained(+5)/Specialized(+10) theory, the divisor-zero skip
  path, and a six-way AttributeId theory (Str=1..Self=6) to
  RetailSkillFormulaTests.cs.
- R3: RetailSkillFormula.cs's doc comment claimed "no retail-authored skill
  sets MinLevel above Untrained=1" without ever reading the field — ACE's
  own SkillBase.cs hedges the same field "// 1-2?". MEASURED (not assumed)
  against the installed EoR dat's global SkillTable
  (CharacterCreationLiveDatTests.SkillTable_MinLevelDistribution_
  NeverExceedsTrained): 23 skills at MinLevel 1, 15 at MinLevel 2, zero
  above 2, of 38 priced skills. ACE's hedge was right; the doc comment now
  states the measured fact and leans on the structural argument (the gate
  holds for Trained/Specialized under any MinLevel in {1,2}) as load-
  bearing, not the unverified data claim.
- R4: filed AP-228 — the Summary/Skills skill-row KEY sources from
  ItemAppraisalTextFormatter.SkillName's hardcoded English switch, where
  retail's own key is DAT-sourced (SkillBase->_name via %hs,
  0x0047b90f-0x0047b915) — same divergence class as AP-226 filed the same
  round, reversed polarity, also present at CC4's Skills page. Softened
  AP-224's "ported exactly, not simplified" claim: it only ever covered the
  row's VALUE/template, never its KEY.
- R5: this commit corrects 0c8e1e7d's gate claim. "Release build zero
  warnings" was false: a clean `dotnet build -c Release -t:Rebuild` shows
  25 pre-existing warnings (18 in tests/AcDream.Core.Tests, 7 in
  tests/AcDream.App.Tests — Composition/HostInputCameraCompositionTests.cs,
  Composition/WorldRenderCompositionTests.cs,
  UI/Layout/OptionsPanelLiveMountProbeTests.cs), none in any file this
  campaign or its residual round touched. History is not amended; this is
  the correction.

Nits: the ChargenPreviewController ctor doc now also cites
gmCGSummaryPage::Update @0x0047baa0 (the per-heritage re-derive site — 0xc
Olthoi/0xd OlthoiAcid/else — not just the one-shot InitializePage seed) as
the stronger justification for why Rebuild re-derives the zoomed-out eye
per heritage on every change. RuntimeCharacterCreationState's F2 comment
("Finish becoming a permanent no-op") reworded: the same unconditional
_verificationPending = false assignment ran pre-fix too, so Finish was
never blocked — only the response FEEDBACK vanished (no dialog, no created
character, nothing), not the request itself. Filed #404 for
ChargenSkillScoreResolver's own independent SkillTable read alongside
ChargenTableReader's (cleanup follow-up, out of this round's scope).

Ledger: CC5 flipped REVIEW-CLOSED in the campaign plan (dual-lens
architectural PASS-with-items / retail-fidelity FAIL -> F1-F14 fix round
0c8e1e7d -> narrow re-review: all code oracle-verified, residuals R1-R5
test/doc -> this commit; re-reviewer pre-authorized lead diff-check close).
This commit's own sha is recorded by a follow-up ledger-only commit,
matching 2d4168f9's own pattern.

Gates: Release build 0 errors (25 pre-existing warnings, unrelated to this
round — see R5 above); App suite 5257/3 skips (was 5242/3), 0 failed;
Runtime suite 1726/0 (unchanged); the three new/measured tests (R1, R2's
ten cases, R3) all pass individually.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 01:57:07 +02:00
Erik
0c8e1e7df1 fix(chargen): Campaign CC CC5 review fix round — F1-F14
Opus dual-lens review of 34e3a534+a975efd1 returned architectural
PASS-with-items / retail-fidelity FAIL. Every finding fixed:

- F1 (BLOCKER): deleted CharacterCreationSummaryPage's dead
  _suppressNextFieldEvent latch. UiField.SetText never raises
  OnFocusLost/OnSubmit, so the latch never had anything genuine to
  suppress — it stayed armed until the player's own next real commit
  and silently ate their typed name.
- F2: byte-re-derived gmCharGenMainUI::RecvNotice_
  CharGenVerificationResponse @0x004e9030's jump table — Pending is an
  explicit switch case landing on the SAME NameDBDown label as
  Corrupt/DatabaseDown, and Undef/out-of-range falls through the
  function's own unsigned-underflow default arm to that identical
  label. Retail's dispatch has NO silent branch. ApplyCreationResponse
  now produces a real rejection for Pending/Undef instead of a silent
  reset; ReconcileDialogs maps them to NameDBDown. Corrects the wrong
  "retail swallows Pending" claim everywhere it was repeated (plan doc,
  Core.Net doc comment, Runtime doc comments).
- F3: skill rows now use the key/value template with
  CharGenState::GetSkillScore @0x005C4B50 as the value (ported via the
  new RetailSkillFormula.CalculateChargenScore /
  ChargenSkillScoreResolver, wired through a new GetSkillScore
  binding), not template 0/name-only; bucket headers are unconditional.
  Writing this fix's own regression test surfaced a second, more severe
  bug: CharacterCreationSummaryPage never wired _list.TemplateResolver
  at all, so RebuildListbox has been a silent no-op since CC5 shipped —
  fixed by threading templateResolver through the page's constructor,
  matching every sibling UiTemplateListBox owner.
- F4: added the missing _errorMessageDialogContext one-outstanding
  guard to the 0xF643 rejection dialog, matching
  MakeErrorMessageDialog's own guard @0x004e8cc4 and the other four
  sibling dialogs' shape (registered in CloseAllDialogs, suppress-
  callback checked).
- F5: the Summary preview camera now seeds/re-derives retail's
  zoomed-OUT eye (byte-decoded (0,-2.5,0.95) at gmCGSummaryPage::
  InitializePage ~0x0047bd14-0x0047bd44) instead of Appearance's
  zoomed-in default, via a new ChargenPreviewController
  useZoomedOutEye flag.
- F6: retired AP-225 outright — re-derived the ListenToElementMessage
  length gate is NUL-inclusive, so MaxNameLength=32 was always
  byte-correct, not merely internally consistent.
- F7: amended AP-221 to cover the Summary preview's duplicate
  one-shot-composition binding gap (CC5 duplicated the pattern instead
  of closing it).
- F8: byte-decoded GetRandomReal @0x00563940's fmul operand at
  0x007cd650 — an 8-byte double, not a 4-byte float — is EXACTLY
  1.0/32767.0, not 1/32768. Added RollShadeLocked
  (_random.Next(32768) * (1.0/32767.0)) and switched all six shade
  rolls onto it.
- F9: evaluated porting retail's exact empty-name-commit no-op
  (NUL-inclusive length==1 skips SetName entirely) and rejected it —
  it would fight the F1 field-sync model by spontaneously reverting an
  emptied field on the next unrelated revision bump. Kept the clear,
  documented the tradeoff, filed AP-227.
- F11: filed AP-226 documenting retail's static pcProfessions/pcGender/
  pcHeritage/pcTown label tables versus acdream's DAT-sourced labels,
  including the non-human-heritage-renders-bare-"Heritage:" retail
  quirk.
- F12: added exclude-current determinism (count-2 lists), Random-
  clears-name, repeat-identical-rejection-reshows, and RebuildListbox
  content tests (the last one found F3's TemplateResolver bug).
- F13: threaded an optional Random through GameRuntimeDependencies ->
  LiveSessionController -> RuntimeCharacterCreationState, matching the
  existing TimeProvider injection shape, closing the Slice-K
  determinism hazard on a bot-reachable Randomize* command family.
- F14: RandomizeCharacterLocked now assigns _heritageId unconditionally
  before the TryGetHeritage gate, matching retail's SetHeritageGroup
  @0x005C67A0 (mHeritageGroup written before the DAT lookup).

Gates: Runtime 1726/0 (was 1722/0), App 5242/3 skips (was 5240/3),
Headless 166/0, Core.Net 993/994 (the one failure, NakEmissionTests
LossSoak, is a known pre-existing flake — passes standalone), full
solution Release build green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 01:13:52 +02:00
Erik
34e3a534be feat(chargen): Campaign CC slice CC5 — Summary page, Finish flow, RandomizeCharacter port
Fills TS-82's Summary placeholder with a faithful port of gmCGSummaryPage
(name field with NameInputFilter + the retail commit-on-focus-lost/submit
dispatch + the >32-char ID_CharGen_NameTooLong reject-and-revert path, the
REAL three-row-template listbox confirmed against the installed EoR dat
before writing any page code, and Summary's own independent gmCG3DView
preview instance wired through a second ChargenPreviewController pair
mirroring the Appearance page's exact composition shape).

Ports CharGenState::RandomizeCharacter and its six sub-primitives into
RuntimeCharacterCreationState — not approximated: the RandInt/RollDice
semantics are independently confirmed from both the decompiled RNG bodies
and the CharGenStateVtbl union struct in acclient.h. Three consumers:
the chargen screen's open-roll (retiring AP-214's honest-blank deviation
and reproducing the Appearance page's gender-flip-on-init quirk), the
Summary page's Random button (behind the retail randomize-warning
confirm), and the Appearance page's Random button (narrowing AP-212 to
just Heritage/Profession/Town's still-approximated rolls and Skills'
still-unported RandomizeSkills).

Wires the Finish button (previously ghosted) with retail's NoName/
CreditWarning dialog pair, adds the F12 amendment's HeritageOrGenderUnset
local refusal to TryBeginFinish (register AP-223) as a defensive backstop
now that the screen-open roll normally makes it unreachable, and wires
the four ID_Character_Err_* rejection dialogs for the 0xF643 response
codes CC3 already parsed but nothing displayed.

Register: TS-82 retired, AP-214 retired, AP-212 narrowed, AP-223/224/225
filed (heritage/gender Finish refusal, Summary's two-bucket skill-list
narrowing, the 32-vs-33 name-length threshold reconciliation).

Runtime 1722/0 (was 1713), App 5240/3 skips (was 5223/3), Headless 166/0
unchanged, full solution Release build green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-16 00:01:07 +02:00
Erik
d2a71152d2 fix(chargen): Campaign CC CC6b-MOUNT review fix round — F1-F13
Fixes every finding from the dual-lens review of 34c6fceab0 (architectural
PASS-with-items, retail-fidelity FAIL). Re-derived every decomp citation
against docs/research/named-retail/acclient_2013_pseudo_c.txt directly
rather than trusting the reviewer's transcription.

Wrap/normalize semantics (F1): CycleIndex's decrement-from-Unset landed on
0; the decomp's shared decrement tail (label_47f065/label_47f6d9, the same
switch the headgear ring was ported from) computes new=cur-1=-2 on the raw
signed int32, which wraps to count-1 — matching headgear's own ring shape.
Also ports the spin body-click normalize-and-write-back retail's cases
0xa5-0xae all share (NormalizeChoiceOnSelect), which acdream had dropped
entirely. Flips the one test that pinned the wrong expectation and adds
select-zone coverage no prior test isolated.

Heritage gate (F3): Update's Gearknight/Olthoi/OlthoiAcid branches reset
SetChoice(FACE)/SetSelection(HAIR) unconditionally, not only when Clothes
was showing — a conditional gate stranded Nose/Mouth as the current part
under a Face-tab session.

Doc corrections propagated everywhere they repeated (F4, F5, F6, plus the
plan doc's own CC6b-MOUNT ledger row for F1/F3): the gmBarberUI heading
citation conflated PostInit with InitializePage; Random's Appearance
disable was mislabeled a placeholder when it's really AP-212's unported
RandomizeAppearance/RandomizeClothing gap; the master-page doc still called
the Appearance page content-inert after this campaign made it real.

Visual substitutions widened (F2): AP-215 named only two of the Appearance
page's swatch/spin substitutions. Ports the two cheap ones directly —
current-part highlight via SetSelection's SetState(1)/SetState(6), routed
through the existing UiButtonStateMachine.Normal/Highlight ids and
IUiDatStateful.TrySetRetailState seam (installed-DAT-confirmed
ToggleBehavior=true on all nine spins); the shade scrollbar's SetVisible(0)
for Eyes vs acdream's Enabled=false. Files the other five (DoColorSpots,
the inert GradCircle, spin-caption/heritage-caption loss, the Skin-spin
MoveTo reposition, the Gearknight-boundary randomize calls) as new register
rows AP-216..AP-220 and corrects the plan doc's false claim that AP-215
already named the GradCircle.

Unlocked DAT read (F7, BLOCKER): ChargenPreviewController.Rebuild called
ChargenAppearanceFactory.TryCompose outside _datLock while the very next
line correctly locked TryBuildAnimated — CC6a's own F4 class of bug,
reintroduced at this catalog's first production call site. Wrapped in the
same lock; documented the invariant on ChargenAppearanceCatalog itself.

One-shot preview mount (F8): LivePresentationComposition reads
ChargenPreviewViewportWidget once, but its underlying mount
(CharacterCreationUiMountCoordinator) is explicitly retryable while this
GPU-resource composition pass is not — unlike PaperdollViewportWidget,
which IS eager/non-retryable, so the "mirrors Paperdoll" doc claim was
false. Retrofitting cross-frame retry here would mean restructuring this
composition's one-shot contract for every private viewport (paperdoll,
creature appraisal) and FrameRootComposition's fixed frame-group array —
out of this round's blast radius. Corrected the doc and made the failure
loud (a diagnostic log) instead of silent.

Dispose leak (F9): ChargenPreviewController.Dispose left the preview
WorldEntity referenced by the leased renderer until the renderer's own,
later disposal. Releases it on its own teardown now.

Test-quality items (F10, F11, F13): pinned the spin arrow widths
(47px, both arrows) the 174 zone boundary is derived from, plus a
controller test for the previously-uncovered select zone. Measured the
shade scrollbar's authored orientation instead of assuming it — it is
VERTICAL (33x85) — which is a real production bug: UiScrollbar only routed
scalar-mode mouse events when Horizontal was true, so the shade control
never fired in production. Added OnVerticalScalarEvent/DrawVerticalScalar
mirroring the existing horizontal scalar path. Converted
ChargenPreviewControllerTests from silent-pass [Fact] to the shared
InstalledDatFactAttribute skip-reporting pattern.

Adjudication (F12): AD-101's retirement leaves TryBeginFinish's four local
refusals (NoName/AttributeCreditsUnspent/AlreadyPending/RosterFull) with no
heritage/gender gate — currently latent since Finish stays hard-disabled
this round. Amended the campaign plan's CC5 slice scope to require BOTH a
heritage/gender refusal AND a real RandomizeCharacter port before the
connected user gate opens Finish; noted the interaction on AP-214's own
register row. No CC5 implementation in this commit.

Gates: dotnet build -c Release green across the full solution. App suite
(Release, ACDREAM_PROBE_LIVE_MOUNT=1) 5223/3 skips, Runtime suite
1713/0 — both clean across repeated runs. A full-solution run surfaced
three pre-existing, previously-documented flakes unrelated to this change
(Streaming.LandblockBuildFactoryTests/LandblockPresentationPipelineTests
#402, Core.Net.Tests.NakEmissionTests loss soak) — each confirmed passing
in isolation, consistent with their known full-suite-parallelism-timing
history; none touch any file this commit changes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 22:19:02 +02:00
Erik
34c6fceab0 feat(chargen): Campaign CC slice CC6b-MOUNT — Appearance page + preview mount
The page-mount half CC6b-PRE deferred: CharacterCreationAppearancePage
(gender buttons, Face/Clothes sub-tabs, nine spin controls with retail's
decrement/increment/select-as-current-part OnClickAt zones, nine color
swatches, shade scrollbar, zoom/rotate wiring) plus ChargenPreviewController,
which bridges the ChargenPreviewRenderer/ChargenPreviewZoomController
camera-injection gap CC6a/CC6b-PRE left open and mounts as the third private
creature viewport beside paperdoll/creature-appraisal.

Color-wheel scouting (campaign risk item 4): live-DAT probe found every
color-wheel-family id resolves through existing DatWidgetFactory mappings
(Button/Scrollbar/generic fallback) — no new widget type needed.

The @140355 gender-flip-on-init oddity (risk item 5): resolved via decomp
alone — gmCharGenMainUI's own ctor calls CharGenState::RandomizeCharacter
before any page constructs, so retail's chargen screen is never actually
blank on open; the Appearance page's gender-flip code always fires against
a real, randomly-rolled gender. Filed AP-214 (acdream doesn't port
RandomizeCharacter this round, so it opens honestly blank instead) and
AP-215 (two narrow visual substitutions: swatch .Selected highlight vs
retail's separate overlay, ordinal labels vs retail's icon-only spins).

AD-101 retired: the Heritage page's auto-gender-select interim default is
deleted now that the Appearance page's real gender buttons exist. TS-82
narrowed to Summary-only.

Scope addendum: ChargenPreviewRotationController's parameterless-constructor
default changes from 0f to a new RetailDefaultHeadingDegrees=180f constant
(retail's InitializePage override, not the ctor's raw 0) — every real
gmCG3DView owner converges on 180 before its first frame, so a controller
defaulting to 0 was a trap for future consumers.

Runtime 1713/0, Core 4786/1 skip, Content 147/0, App 5220/3 skips (Release,
ACDREAM_PROBE_LIVE_MOUNT=1) — zero failures across two clean full-solution
runs; the one Core.Net.Tests NakEmissionTests flake observed on a third run
is the same pre-existing, previously-documented timing flake (zero files
under src/AcDream.Core.Net/ touched, passes 100% in isolation).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 21:00:10 +02:00
Erik
2388fe7aa7 docs: CC6b-PRE re-review residuals R1/R2 + cross-branch renumbering
R1: the unsound elided-ctor-byte argument survived at its canonical
citation site (ChargenPreviewEntityBuilder's class doc, which the two
corrected docs point at) and in the ledger row's Deliverables column,
which contradicted its own review-status column. Both now carry the real
evidence: InitializePage @0x0047FDD0 writes an explicit m_bZoomedIn = 0
at 0x004802C3.

R2: the verified 180-degree initial heading (m_fCurHeading = 180f at
0x00480235 + SetPlayerHeading at 0x0048023F, cross-confirmed at
gmBarberUI::PostInit and the summary page) now has a durable home in the
CC6b-mount OWED list — without it the mount half ships a character
facing away from the camera.

Merge prep: the branch-local TS-82 renumbered to TS-84 (the CC4 branch
independently allocated TS-82 and landed first) and the branch-local
ISSUES #402 renumbered to #403 (same collision, same rule), with the
Core doc reference updated.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 19:39:16 +02:00
Erik
1ba22a01a8 fix(chargen): Campaign CC CC6b-PRE review fix round — F1-F7 + F11 concession rewrite
F1 (BLOCKING, doc-only) — the idle-by-default rationale rested on an unsound
"uninitialized C++ member defaults to 0" argument (heap operator-new memory
is indeterminate, not zero). Verified and replaced with the real evidence:
gmCGAppearancePage::InitializePage @0x0047FDD0 writes an EXPLICIT
this->m_bZoomedIn = 0; at 0x004802C3, immediately after that same function
points the camera at the zoomed-IN per-heritage eye (0x00480286-0x0048029E).
Fixed in all three places: the register's TS-83 retirement clause,
ChargenPreviewAnimator's class doc, ChargenPreviewZoomController.IsZoomedIn's
doc. Recorded the retail quirk this implies: the character starts framed
close-up while not-zoomed-in, so the first Zoom In click (once mounted)
tweens close-eye->close-eye (visually null) while still freezing the
animation — the port reproduces this faithfully.

F2 — ChargenPreviewZoomController and ChargenPreviewAnimator kept
independent _zoomedIn bools synced only via a nullable animator parameter,
risking desync. Retail's m_bZoomedIn is a single field gating both camera
and animation, so the fix makes the animator the sole state owner:
ChargenPreviewZoomController now takes its ChargenPreviewAnimator as a
required constructor dependency, IsZoomedIn reads straight through to it,
and ZoomIn/ZoomOut no longer take a parameter at all — there is no second
bool left to disagree.

F3 — documented the DoRotation counter-clockwise branch's x87-stack
decompiler artifact (BN renders x87_r7_1 = x87_r6_3 at 0x0047CAEB, which
would store delta-degrees instead of the timestamp for CCW only); the port
already stores "now" in both branches, cited against
feedback_bn_decomp_field_names.md.

F4 — ChargenPreviewAnimator.ApplyIdleFrame now double-buffers two
List<MeshRef> instead of allocating fresh every 30fps tick.

F5 — filed docs/ISSUES.md #402 tracking the RetailAnimationCyclePlayback /
LiveEntityAnimationPresenter duplication as an owned post-CC follow-up,
referenced from the new type's own doc.

F6 — reworded the ChargenPreviewEntityBuilder.TryBuild "byte-identical"
claim to result-identical (TryBuildAnimated now also resolves the idle DID
and loads the idle Animation before the wrapper discards them).

F7 — added the missing clockwise >360 clamp test (readable decomp
polarity, unlike F3's CCW artifact).

ALSO — rewrote the CC6b ledger row's m_alternateSetupID MUST-COVER note per
the reviewer's F11 concession: all five write sites belong to gmBarberUI
(the post-creation barber shop), not gmCGAppearancePage, which has no
option-checkbox-equivalent field at all. Added the enclosing-function
citations and an explicit directive that CC6b-mount must NOT build a
crown/no-flame checkbox on the Appearance page.

Tests: ChargenPreviewRotationControllerTests +1 (10 total),
ChargenPreviewZoomControllerTests +2 and every case rewritten for the
required-animator constructor (9 total). Core.Tests 4786/1 skip (unchanged),
Content.Tests 147/0, App.Tests 5152/6 skips (+3) — zero failures in
isolation, full solution Release build green. Two pre-existing flakes
observed across repeated full-solution runs, neither caused by this round
and neither reproducing standalone: Core.Net.Tests' NakEmissionTests loss
soak, and Content.Tests' DecodedTextureCacheTests concurrency race.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 19:32:48 +02:00
Erik
8dfee1118f feat(chargen): Campaign CC slice CC6b-PRE — idle loop, rotation, zoom (mount-independent half)
Idle animation loop: decomp re-read of gmCGAppearancePage::Update's trailing
StartAnimation/StopAnimation gate (~0x0047EF01-0x0047EF12) plus the ctor
evidence that m_bZoomedIn is a decompiler-elided bool (never explicitly set
away from its zero default, unlike its two sibling bools) establishes that
retail's chargen preview defaults to the idle loop PLAYING, not the frozen
rest pose CC6a shipped as a deliberate simplification (TS-83) — the rest pose
only appears once Zoom In fires. New Core primitive
RetailAnimationCyclePlayback ports CPhysicsObj::set_sequence_animation's
advance-with-wrap + lerp/slerp effect (the same algorithm
LiveEntityAnimationPresenter's legacy NPC-idle branch already carries inline;
not consolidated this round — out of blast radius for a preview-only
feature, noted in the new type's own doc). New ChargenPreviewAnimator drives
the per-tick swap; ChargenPreviewEntityBuilder gained TryBuildAnimated
alongside the byte-behavior-unchanged TryBuild. Olthoi/OlthoiAcid use the
SAME enum key for idle and rest DIDs (decomp-confirmed quirk). TS-83 retired
in the register (§4 count 50->49).

Rotation controller: ChargenPreviewRotationController ports
Rotate/DoRotation (0x0047CB50/0x0047CA80) verbatim — toggle-to-stop,
deltaDegrees = ((now-last)/RotationSecondsPerRevolution)*360, single-pass
+-360 clamp (not a full modulo, matching retail's own tail), the -1.0
invalidation sentinel. Applies to the entity's heading via the existing
MoveToMath.SetHeading port, not the camera, confirming CC6a's own note.

Zoom tween: ChargenPreviewZoomController ports ZoomIn/ZoomOut/
DoZoomAnimation (0x0047CF00/0x0047D050/0x0047C960) — a LINEAR 0.6s tween
(no easing curve in the decomp) between the already-recorded camera eye
profiles, calling into the animator's zoom swap IMMEDIATELY at button-press
time, matching retail's call order exactly.

m_alternateSetupID (research correction): re-reading the decomp
function-by-function found all five m_alternateSetupID write sites —
including the two the CC6a review cited — belong to gmBarberUI (the
post-creation barber shop), not gmCGAppearancePage, which has no
m_pOption1Checkbox-equivalent field and never writes the field. For
character creation the field is always INVALID_DID in retail. TryCompose
still gained a real, decomp-cited alternateSetupIdOverride parameter
(default no-op) implementing gmCG3DView::Update's generic override
precedence, for a future non-chargen consumer.

RetailHeldPose extraction: shared ResolvePoseDid/ComposePartTransform
between RetailPaperdollPoseApplicator and ChargenPreviewEntityBuilder — a
clean mechanical extraction, behavior-identical on the paperdoll side.

Bookkeeping: CC6a ledger row now cites its real commit SHAs (55bfd9ca,
1774d8b2); new CC6b-PRE ledger row records scope done + the page-mount half
still owed.

Tests: RetailAnimationCyclePlaybackTests (10, Core), ChargenAppearanceFactoryTests
(+4), ChargenPreviewRotationControllerTests (9), ChargenPreviewZoomControllerTests
(7), ChargenPreviewAnimatorTests (7, hand-built fixtures), ChargenPreviewEntityBuilderTests
(+5, installed-DAT). Core.Tests 4786/1 skip, Content.Tests 147/0, App.Tests
5149/6 skips — zero failures, full solution Release build green. One
pre-existing, unrelated flake noted: Core.Net.Tests' NakEmissionTests loss
soak failed once in the full-suite run, passed 1/1 isolated.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 19:05:56 +02:00
Erik
1774d8b298 fix(chargen): Campaign CC CC6a review fix round — F1-F12
Addresses the CC6a dual-lens review (architectural PASS with reservations,
retail fidelity PASS with reservations, merge after F1/F2/F3).

F1 (BLOCKING) - AlternateSetup/setupId tested the wrong sentinel (0)
instead of retail's INVALID_DID (0xFFFFFFFF, CharGenState::GetSetupID
@0x005C5B22). A hair style storing that value would have been adopted as
a literal Setup id, nulling Get<Setup> and killing the whole preview.
Fixed both sites with a new InvalidDid constant; added two hand-built
tests plus an installed-DAT sweep of every hair style across all 26
heritage/gender combinations (869 selections, zero unresolved Setup ids).

F2 (BLOCKING) - TS-82's register row, ChargenClothingTable.cs's doc, and
the plan's ledger row all understated Undead's measured clothing-coverage
gap as "headgear/trousers/footwear" (3 slots) with a self-contradicting
"4 of 4 non-shirt slots" aside. Corrected everywhere to the true measured
ALL FOUR slots (headgear, trousers, shirt, footwear).

F3 (BLOCKING) - the palette-math "three independent sources" claim
overcounted: ACViewer's ClothingTableList.xaml.cs:97 computes a different
expression for a different problem, and its vendored PaletteSet.cs is
ACE's own file, not an independent implementation. Rewrote the evidence
paragraph in ChargenPalSetMath.cs to the two sources that actually hold
(decomp control flow + ACE's "Taken from acclient.c" port).

F4 (MEDIUM) - ChargenPreviewEntityBuilder.TryBuild did unlocked dat reads;
DatCollection is not thread-safe and every sibling dat-touching resolver
in this layer takes a shared datLock. Added a required datLock parameter;
every dat read now happens inside one lock, mirroring
RetailPaperdollPoseApplicator.Apply's shape.

F5 (LOW) - noted the pre-existing Streaming.LandblockBuildFactoryTests
timing flake in the ledger so a future session doesn't chase it.

F6 (LOW) - fixed ChargenPreviewCamera.cs's rotation doc, which cited a
nonexistent identifier in a dimensionally-wrong expression; corrected to
retail's actual DoRotation @0x0047CAC7 per-tick formula.

F7 (LOW-MEDIUM) - the TS-82 measurement was WriteLine-only; pinned with
real assertions (zero gaps for the 9 standard heritages, exactly the 4
measured Undead table ids on both genders). Kept the existing env-gated
skip pattern (confirmed house convention).

F8 (LOW) - the inner PalSet-miss loop recorded-and-continued past a miss;
retail's own loop returns immediately on a miss (~0x005A7B32), aborting
every remaining choice in that garment. Changed continue to break; added
a test proving a subsequent present PalSet is correctly not applied.

F9 (LOW) - fixed three dangling <see cref="...Compose"/> doc references
(the method is TryCompose).

F10 (LOW) - the packed (byte)(range/8) narrowing was unchecked; a real
NumColors of 2048 happened to wrap to the correct "whole palette" 0
sentinel by unchecked-cast accident. Replaced with explicit PackOffset/
PackNumColors helpers that document the 2048->0 equivalence deliberately
and throw on any other unrepresentable shape.

F11/F12 (LOW, CC6b scope) - noted in the plan's CC6b row: the second
m_alternateSetupID override source is unmodelled, and a shared
RetailHeldPose helper is worth extracting before a fourth consumer.

Test counts: Core.Tests 4772/1 skip (+5), Content.Tests 147/0 (+1),
App.Tests 5121/6 skips (unchanged; F5's named flake did not reproduce) -
zero failures, full solution Release build green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 17:51:14 +02:00
Erik
55bfd9ca82 feat(chargen): Campaign CC slice CC6a — index→ObjDesc factory + preview renderer foundation
Delivers the CC6a foundation half of the chargen 3D preview: the missing
index->ObjDesc appearance factory the campaign plan's acdream-seams
section named, plus a static-pose offscreen renderer following
PrivateEntityViewportRenderer's proven paperdoll/appraisal architecture.
Page mount, spin/color-wheel controls, and rotate/zoom behavior stay out
of scope per the CC4-parallel worktree contract (CC6b, after CC4 merges).

Core (src/AcDream.Core/CharGen/, pure, no Chorizite on public surfaces):
ChargenAppearanceFactory.TryCompose ports gmCG3DView::Update @0x004EE9D0's
ObjDesc rebuild in its exact decompiled order - base body, hair style,
clothing in retail's own Headgear/Trousers/Shirt/Footwear order (not the
UI tab order or the wire's field order, both of which differ), eyes
(bald-aware), nose, mouth, then the unconditional skin subpalette, hair
color, eye color. ChargenPalSetMath ports PalSet::GetPaletteID's
shade-to-index formula, cross-checked three ways (decomp control flow,
ACE's PaletteSet.GetPaletteID "Taken from acclient.c" citation, ACViewer's
identical slider math). ChargenPalSet/ChargenClothingTable are pure
projections behind IChargenPalSetSource/IChargenClothingTableSource so the
factory itself never touches a dat.

Content (src/AcDream.Content/CharGen/): ChargenAppearanceCatalog is the
cached dat-backed implementation of those two source interfaces, mirroring
ChargenTableReader's no-leak discipline.

App (src/AcDream.App/Rendering/): ChargenPreviewRenderer is a third facade
over PrivateEntityViewportRenderer beside PaperdollViewportRenderer and
CreatureAppraisalViewportRenderer - no existing rendering file touched.
ChargenPreviewCamera carries the four retail-verbatim per-heritage eye
profiles from gmCGAppearancePage::Update @0x0047E8F0 (cross-checked
against ZoomIn/ZoomOut's identical literals) plus the recovered rotation
(3.0 s/revolution) and zoom-tween (0.6 s, reconstructed from the
decompiler's garbled float literals - the plan's own "measure if it
matters" note is resolved, not garbled beyond recovery). Rotation applies
to the character model, not the camera, per gmCGAppearancePage::DoRotation.
ChargenPreviewEntityBuilder resolves Setup/GfxObj/Surface/Animation itself
(there is no live entity yet), reusing DatLiveEntityProjectionMaterializer's
surface-override algorithm and RetailPaperdollPoseApplicator's held-pose
technique, generalized to chargen's per-heritage rest-pose DID.

Two register rows filed: TS-83 (the plan-named CC6a static-pose-vs-retail-
idle-loop staging, CC6b to retire) and TS-82 (measured, not assumed - the
un-ported clothing Setup-substitution fallback chain costs nothing for the
9 standard heritages with clothing UI, but Undead's default gear choices
genuinely lack ClothingBaseEffects coverage for Undead's own body Setup).

Tests: ChargenPalSetMathTests, ChargenAppearanceFactoryTests (hand-built
fixtures), ChargenAppearanceCatalogInstalledDatTests (installed-DAT sweep,
all 26 heritage/gender combinations, zero missing PalSet/ClothingTable
ids), ChargenPreviewCameraTests, ChargenPreviewEntityBuilderTests
(installed-DAT-gated, proves a real 34-part Aluvian mesh resolves).
Core.Tests 4767/1 skip, Content.Tests 146/0, App.Tests 5121/6 skips - all
pre-existing skips, zero failures, full solution Release build green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 17:22:06 +02:00
Erik
308f40a3fb fix(ui): Campaign LA gate round 2 — fixed-canvas stretch filters bilinearly like retail's presentation blit
AD-98's fixed-canvas stretch (73041d70) scales every retained-UI quad at
TextRenderer.AppendQuad, but the live gate reported it JAGGED — text
especially. Cause: dat-font glyph atlases and IconComposer's composited
icons upload nearest (TextureCache.UploadUiTexture's UiNearestRepeat
sampler) — correct at the native 1:1 scale (pixel-exact retail art), but
aliased once magnified 2.4x1.8. Chrome/background art was already fine:
it uploads through GpuSamplerDescription.WorldRepeat (linear) by default.
Retail's own fixed-canvas presentation is a single bilinear-filtered
frame blit, never a per-texture stretch — this closes that gap one step
earlier, at the source texture, without adding RHI surface area.

- TextureCache.GetOrCreateLinearUiTwin: lazily registers a SECOND table
  slot for a nearest handle's IGpuTexture, sampled WorldRepeat (linear)
  instead of nearest — no re-decode, no re-upload, no extra memory-ledger
  bytes. Returns the handle unchanged for anything never registered
  nearest (chrome, UiTextureTableHandle.None), so it's a cheap
  unconditional probe. Twin slots are released in Dispose without
  double-disposing the shared texture.
- TextRenderer.LinearTwinResolver + the DrawSprite chokepoint: swaps a
  sprite's texture handle through the resolver only while
  CanvasScale != One. At CanvasScale == One the resolver is never even
  called — zero overhead on the ordinary in-world/UI path.
- InteractionRetainedUiComposition wires the resolver to TextureCache
  right after every UiHost acquisition (the lease can hand back a host
  from a prior session against a fresh TextureCache).
- AD-98's register row gets one added sentence recording the fix.

Tests: TextRendererLinearTwinTests pins the renderer-side handle-swap
seam GPU-free (segment handle selection); TextureCacheLinearTwinTests
pins twin creation/reuse/dispose against RecordingGpuDevice. App suite
5097/3 skips (Release, ACDREAM_PROBE_LIVE_MOUNT=1 live-DAT probes
included). Full solution builds clean.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 11:05:59 +02:00
Erik
73041d7015 fix(ui): Campaign LA gate round 2 — character-select scales as one authored canvas
Third iteration on the screen, completing AD-98. The previous substitution
stretched only the root BACKGROUND while the child widgets stayed at their
authored 800x600 pixel positions - and the background painting carries
visual anchors (the World/Characters captions are art), so the user gate
showed captions overlapping the listbox and every widget misaligned
against the stretched art.

Retail model (established at 71bf24fb): fixed-canvas pre-world screens
render at authored 800x600 and the whole composed frame stretches once at
presentation; the blitter has no stretch mode. Our equivalent now does the
same one stage earlier:

- UiRoot.FixedCanvasSize: while the char-select screen is active, the
  retained tree lays out in its authored canvas and Draw scopes a uniform
  scale onto TextRenderer.CanvasScale; the mouse entry points apply the
  exact inverse so MouseX/MouseY and every hit test live in canvas space.
- TextRenderer.AppendQuad is the single emission chokepoint - sprites,
  rects, AND glyphs scale together, including retail-authentic non-uniform
  aspect distortion and stretched text. World-space HUD stays native (the
  scale resets outside UiRoot.Draw).
- CharacterManagementUiController stops resizing Root to the viewport;
  activate/deactivate/dispose set and clear the host canvas.
- UiDatElement returns to retail-pure copy-or-tile; the interim
  StretchOwnBackgroundToFill flag is deleted.
- AD-98 updated to describe the completed substitution.

Tests: canvas-scale quad math, inverse input mapping (window click lands
on the canvas-space widget), degenerate-size guards, controller keeps
authored extent + sets/clears the canvas. App suite 5085/6 skips; live-DAT
char-select probes 3/3.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 10:39:19 +02:00
Erik
9ce7292570 fix(ui): Campaign LA gate round 2 — character-select screen media resolution
Root cause: the LA8 character-select screen's root background RenderSurface
(0x06007576, LayoutDesc 0x21000004 element 0x1000039A) is PFID_CUSTOM_RAW_JPEG
— a complete JFIF byte stream (confirmed live: 414,230 bytes, FFD8...FFD9,
Width=0/Height=0 on disk) that SurfaceDecoder.DecodeRenderSurface had no case
for, so it fell through the switch's `_ => DecodedTexture.Magenta` default arm
with nothing logged. Retail's RenderSurface::CreateFromSourceData
(named-retail decomp @0x004440a0) hands this exact byte stream to the Intel
JPEG Library (`_ijlInit`/`_ijlRead`/`_ijlFree`) at runtime and reads the real
pixel dimensions from the JPEG's own SOF header rather than this
RenderSurface's Width/Height fields, which are legitimately 0 for this
format — the same reason the decoder's generic non-positive-Width/Height
guard was also wrong to apply here.

A per-id media sweep of the installed DAT (new EveryDeclaredMediaId_
ResolvesToADecodableTexture test) showed this was the ONLY unresolved id
among the screen's 25 distinct media ids — the listbox (0x1000039D) and every
button face resolve fine. The listbox interior and the ENTER button's
circular fill are both transparent regions layered on top of the root, so
the one broken root background bled through everywhere nothing opaque
covered it, producing all three symptoms (full-screen background, listbox
interior, ENTER circle) from one cause.

Fix: SurfaceDecoder now special-cases PFID_CUSTOM_RAW_JPEG before the
Width/Height guard and decodes it with StbImageSharp (dual Unlicense/MIT,
pure managed, no native dependency — works on the Linux headless/graphical
targets Slice K/L commit to). JPEG is ITU T.81-standardized, so any
conforming decoder reproduces the pixels IJL would; round-tripped a
synthetic fixture through the real decode path to confirm. Verified against
the live DAT: 0x06007576 now decodes to 800x600, exactly the screen's
LayoutDesc-authored size.

Guard: per claude-memory/feedback_ui_resolve_zero_magenta.md, an unresolved
id reaching the draw path should be loud. That memory's existing guard
("guard on the id, not the handle") only covers a DIFFERENT trap — a
zero/absent id — and could not have caught this one, which has a real,
non-zero, DAT-resolved id. No guard existed for "id resolves but can't
decode" or "id doesn't exist in either dat" before this change, so both were
silent. SurfaceDecoder now logs once per surface id on every magenta-return
path (null data, JPEG decode failure, unsupported format, no-palette
paletted format, decode exception); TextureCache.GetOrUploadRenderSurface
logs once per id when a RenderSurface isn't found in Portal or HighRes at
all.

Tests: CharacterManagementLiveDatTests.EveryDeclaredMediaId_
ResolvesToADecodableTexture (installed-DAT gate, ACDREAM_PROBE_LIVE_MOUNT=1)
sweeps every StateMedia id in the char-select root + listbox row template
and asserts none decode to the magenta placeholder — this class of gap now
fails the gate instead of shipping silently. SurfaceDecoderTests adds
PFID_CUSTOM_RAW_JPEG coverage (real decode via a synthetic from-scratch
JPEG fixture — not retail art, generated with StbImageWriteSharp and
round-tripped before being pasted in as a literal; corrupt-data and
null-SourceData magenta paths) plus PFID_P8/PFID_INDEX16 no-palette cases
that now flow through the same logged path.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-15 09:12:10 +02:00
Erik
fbe9c8a288 fix(plugins): close LA5 host lifecycle review 2026-08-14 19:05:13 +02:00
Erik
95f4be94db feat(plugins): complete Campaign LA5 cross-host hosting 2026-08-14 18:12:59 +02:00
Erik
d511e4c348 fix(launcher): close Campaign LA LA1 review findings 2026-08-14 17:00:09 +02:00
Erik
db9ad53c1c docs: Campaign LA — pinned launch-contract schema COMMITTED into plan LA1
The LA3 Opus review process note was right: the contract both sides
implement lived only in orchestrator prompts, which is exactly the drift
mode the pin exists to prevent (and it produced the paths-key CRITICAL).
The schema, field rules, probe-mode discriminator, and status vocabulary
are now a binding plan section; amendments change this text first,
implementations second. Ledger: LA3 fix round dispatched.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 16:04:32 +02:00
Erik
cb6502c8a5 feat(platform): Campaign LA LA0 — extract ApplicationPathSet to AcDream.Platform
The launcher (LA3/LA4) needs the XDG/Windows path contract
(ApplicationPathSet/IApplicationPathEnvironment) without pulling in any
gameplay assembly. Move it out of AcDream.Runtime into a new BCL-only
AcDream.Platform project so the launcher-side Launcher.Core project can
reference it directly per the campaign plan (docs/plans/2026-08-14-launcher-campaign.md,
LA0). Namespace renamed AcDream.Runtime.Platform -> AcDream.Platform;
code is otherwise byte-identical (no logic changes).

AcDream.Runtime now carries a ProjectReference to AcDream.Platform and
re-exports it transitively, so App and Headless keep resolving the type
without a direct reference and K0's Headless single-ProjectReference
guard (HeadlessAssemblyReferencesOnlyTheRuntimeProject) stands unchanged.
The sibling Runtime dependency-boundary guard
(RuntimeProjectDeclaresOnlyApprovedProjectDependencies) does assert
Runtime's own project-reference set, so it needed a deliberate,
documented addition of AcDream.Platform to its expected list.

Moved tests/AcDream.Runtime.Tests/Platform/ApplicationPathSetTests.cs to
a new tests/AcDream.Platform.Tests/ project (namespace
AcDream.Platform.Tests) referencing only AcDream.Platform. Registered
both new projects in AcDream.slnx.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-14 15:19:02 +02:00
Erik
d13d63d0a5 fix #389 review round: settings v3 FOV migration + live apply; AD-90
Dual-lens Opus review of 7e0c1303 (reports committed under
docs/research/). The law, gate, and vertical application are CONFIRMED
at instruction-byte level against the PDB-paired acclient.exe (the BN
text FPU-elides this whole area); the fix round addresses the findings:

- Blast MUST-FIX 1: real schema migration instead of a hand-edited dev
  file. SettingsStore v2->v3: a pre-v3 display.fieldOfView was the
  applied vertical FOV in degrees; v3 means retail's m_fGameFOV.
  LoadDisplay migrates on read - the untouched old default 60 maps to
  the retail default 90; a deliberate other value preserves its visible
  16:9 framing (x (16/9 - 0.1)), clamped to the registered [10,160];
  the next save stamps v3 and migration never reruns. The dev
  settings.json hand-edit was reverted so the migration owns it.
- Blast MUST-FIX 2 / mechanism M2: the Field of View now applies LIVE on
  Save (retail: Render::GRPCallback_OnRenderPreferenceChanged @0x0054d999
  -> SmartBox::SetDefaultFov). RuntimeSettingsTargets gains the camera
  graph and applies through ApplyDisplayWindowState - the update-phase
  seam, deliberately NOT the render-phase preview path (the review's
  WATCH-3 cull-vs-raster landmine).
- Mechanism M1 -> register row AD-90: retail's divisor aspect runs
  through the Render.AspectRatio preference (ComputeAspectForViewport
  @0x0054f150, (w/h) x pref x 0.75) - exactly raw w/h at the registered
  default, which is what acdream assumes; retail's NaN-through-the-gate
  quirk (M3) is folded into the same row as deliberately not reproduced.
- Docs: RetailFieldOfView now cites the decisive vertical proof
  (D3DXMatrixPerspectiveFovLH fovy slot @0x0059ab71), the unconditional
  SmartBox::RenderNormalMode site, and M4's exact horizontal numbers
  (89.0/83.9/80.6 deg); the Config FOV row comment updated to LIVE.
- Blast WATCH 4 disposition: the 15 replay-harness PI/3 constants stay -
  they are CAPTURE-TIME camera parameters for recorded fixtures, not
  production framing; changing them would invalidate the replays.

Tests: +6 SettingsStore migration facts, +1 live-apply fact.
App suite 4,962/3 skips; UI.Abstractions 922.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 17:27:15 +02:00
Erik
13d388e5a9 fix #391: curated modern-only resolution list from the monitor's modes
User-directed (2026-08-13): "we should only support modern resolutions.
Not any old format." New DisplayModeCatalog enumerates the window's
monitor (Silk IMonitor.GetAllVideoModes) once at GameWindow load and
curates via a pure, tested rule: modern widescreen families only
(16:9/16:10/21:9/32:9 within 2.5%), at least 1280 wide, must fit the
desktop (an impossible windowed pick is not offered - the measured
3840x2160-on-2560x1440 silent clamp class), desktop mode always
included, refresh-rate duplicates collapsed, ascending order.

The Config Resolution row consumes the catalog through two new optional
Bind parameters; its Defaults value becomes the desktop's own mode.
Fixture/headless callers keep the static preset ladder, which now drops
800x600 and is pinned by test to pass the same curation rule (the OP6 S4
"default must be re-selectable" invariant holds on both paths).

Deliberate retail deviation, register row IA-22: retail listed the
adapter's complete enumeration including 4:3 legacy modes and authored
800x600 as the Config default (gmConfigUI::InitOptions
SetDefaultValue(0x03200258); gmClient::Init @0x004047af). The catalog is
also the designated fullscreen mode-switch validation source for
#376/#388 - an offered mode is supported by construction.

Tests: DisplayModeCatalogTests (8 - filter/clamp/dedupe/sort/ultrawide/
desktop-inclusion/fallback-consistency); ConfigOptionsPageControllerTests
row-12 default updated. App suite 4,961/3 skips; UI.Abstractions 916.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 17:16:09 +02:00
Erik
7e0c130344 fix #389: port retail's SmartboxFOV law; retire AD-89 (display slice 1)
Retail's world-camera FOV is not a constant: the applied vertical FOV is
m_fGameFOV / (viewportAspect - 0.1), recomputed on every aspect or
game-FOV change (CreatureMode smartbox sites 0x00452b2f/0x00453b14),
gated by Render::SetFOVRad's open (0, pi) acceptance (0x0054b2d0 -
rejected results keep the previous FOV). m_fGameFOV defaults to pi/2 =
90 degrees (0x00454649) and is what the Field of View option sets in
degrees (0x00451e6a; registered range [10,160] default 90 -
gmClient::InitUIPreferences @0x004035b0). Net effect: the horizontal
view stays ~85-90 degrees across aspect ratios; wide screens trim the
vertical slice instead of ballooning the sides.

acdream hardcoded FovY = pi/3 = 60 degrees on all four world cameras,
aspect-independent, and the Config slider wrote raw vertical-FOV
degrees. New: RetailFieldOfView (the law + gate, decomp-cited),
CameraController.GameFovRadians + SetGameFov + one ApplyProjection
chokepoint recomputing every camera on SetAspect/SetGameFov/
EnterChaseMode/RestoreState; ApplyFieldOfView now feeds the law;
DisplaySettings.Default.FieldOfView 60 -> 90 (the retail registered
default; the stored number changed MEANING with this commit).

The same seam closes a second latent bug the 2026-08-13 "squished" gate
report exposed: SetAspect only ever updated Orbit/Fly - the CHASE
cameras (the ones the player looks through) kept their creation-time
aspect across every mid-session resize, drawing the world at the old
shape stretched onto the new viewport.

The paperdoll camera stays outside the law by design (retail portrait
mode is UseSharpMode, not smartbox - DollCamera's own doc).

Tests: RetailFieldOfViewTests (golden law values at 4:3/16:9/21:9, the
constant-horizontal property, the rejection gate, controller propagation
incl. chase attach/restore + rejected-law aspect-still-propagates);
DisplaySettingsTests + RuntimeSettingsControllerTests updated to the new
semantics. App suite 4,953/3 skips; UI.Abstractions 916/0. AD-89 retired
in this commit; user settings.json migrated 60->90 by hand (stale
pre-port default).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 17:08:41 +02:00
Erik
a57287f8ad fix: move the #387 resize evidence line into the typed owner
GameWindowSlice8BoundaryTests.FramebufferResize_IsOneTypedOwnerHandoff
correctly rejected the log line added to GameWindow.OnFramebufferResize
— the window callback is contractually a one-line handoff. The line now
lives in FramebufferResizeController.Resize after its zero-size gate,
which is also the better home (one owner, all callers covered). Full
Debug App suite 4,941/3 skips.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 09:18:30 +02:00
Erik
11e26c909d diag #387: permanent evidence lines on the resize chain (event, swapchain recreate, resolution apply)
Three rare-event log lines so any future resize report is diagnosable
from the launch log alone: 'window: framebuffer resize event WxH',
'vulkan: swapchain recreated WxH ok=', and 'display: resolution pick
WxH (window was WxH)'. An instrumented live run on the Windows AMD box
shows the full chain firing for both the programmatic resolution apply
and external window resizes, and screen captures at 784x561 vs 1584x861
confirm fixed-pixel UI with a true pixel-count re-render.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 09:15:17 +02:00
Erik
a7ae756b44 fix #387: window resize never recreated the Vulkan swapchain (stretch)
User report: resolution picks (and window drags) stretched the image
instead of changing the pixel count. Root cause: Campaign V slice V11
deleted the GL viewport target and left a null target, assuming the
driver's OUT_OF_DATE/SUBOPTIMAL acquire/present results would drive
swapchain recreation on resize. That is driver-dependent and
spec-insufficient — this machine's Windows AMD driver keeps presenting
the stale-extent swapchain scaled to the new window indefinitely, so
OnFramebufferResize only ever updated the camera aspect while every
pass (UI included) kept rendering at the old extent.

Fix: SwapchainRecreateViewportTarget implements the existing
IFramebufferViewportTarget seam for Vulkan and arms
VulkanGraphicsContext.RequestRecreate() on every resize event; the next
PrepareFrame rebuilds the swapchain at the live FramebufferSize (bursts
collapse to one recreation, stale events cannot install a stale extent,
minimised sizes stay gated by FramebufferResizeController).

Tests: SwapchainRecreateViewportTargetTests (target contract, size-
agnostic arming, null hook, controller-to-target end-to-end with the
minimised gate). Full Debug App suite 4,941/3 skips.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-13 09:05:13 +02:00
Erik
07f2b3f72e fix(settings): OP9 review residuals — restore SaveAudio live-apply pin, delete dead residues
Closes the OP9 combined review's findings (docs/research/2026-08-11-op9-review.md,
APPROVE-WITH-FIXES):

- MUST-FIX 1: SaveAudio -> ApplyAudio (OP6's Config-tab live-apply) lost
  its ONLY assertion when the retired SettingsVM save-order test was
  deleted. Restored directly on the now-public seam:
  SaveAudioPersistsThenPushesLiveApplyAudioWithTheSavedSnapshot pins
  persist-then-push order + the pushed snapshot;
  SaveAudioSkipsTheLivePushWhenPersistenceFails pins the failure ordering
  (a failed persist pushes nothing and commits nothing). Also closes
  SF-5: the OP6 effective-volume comment's 'target-audio assertion above'
  reference is real again and now names the restored test.
- SF-3: dead residues deleted — RuntimeSettingsController's private
  SaveCharacter (zero callers post-371197a3), ISettingsStorage.SaveCharacter
  + its JsonRuntimeSettingsStorage/FakeStorage implementations (the deleted
  private method was the only caller), and IngressShutdownRoots.Settings
  (zero readers since the view-model shutdown stage died). SettingsStore's
  PUBLIC SaveCharacter stays: it is the tested storage-API seam, and
  per-toon entries in existing settings.json files still load through the
  live LoadCharacter path.
- SF-2: code-structure.md's presentation-seam list no longer routes the
  settings preview through 'optional SettingsVM'.
- NIT 6: AP-196's retirement note now attributes LockUI (/lockui +
  PlayerDescription SetUiLocked convergence) and UseMouseTurning
  (Gameplay-tab macro + Config-tab row) to their real channels instead of
  folding all 13 members into the Character tab.

Full Release suite: 13,077 passed / 4 skipped / 0 failed (13,075 + the two
restored tests). One unnamed App-assembly failure appeared on the first
post-fix full run and did not reproduce on the isolated assembly rerun nor
a second full run — consistent with the known #250-class parallel-load
flake, recorded here for honesty rather than silently rerun.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 13:42:39 +02:00
Erik
371197a345 refactor(settings): OP9 — retire the dead F11 settings surface + fully-superseded GameplaySettings
Campaign OP slice OP9 code retirement (docs/plans/2026-08-10-options-panel-campaign.md
§OP9). The retail four-tab Options panel (OP1-OP8) is now acdream's one
in-client settings surface (D1) — this commit deletes the pre-retail-UI
surfaces it fully superseded. Pure retirement: no behavior change to
anything live, verified by dispositioning every one of the 15 src files
and 8 test files that referenced the deleted types before touching any
of them.

1. SettingsVM + SettingsPanel (the old F11 IPanel surface, unrendered
   since Campaign V slice V11's ImGui deletion) deleted outright, plus
   their two dedicated test files. IPanel/IPanelRenderer stay — ChatPanel/
   DebugPanel/VitalsPanel still implement IPanel, so the contract does NOT
   become unreferenced.

2. RuntimeSettingsController's SettingsVM binding seam deleted:
   CreateViewModel, CreateViewModelBinding, RuntimeSettingsViewModelBinding,
   the _viewModel field, UnbindViewModel, and every _viewModel? notification
   call (ToggleFrameRate, LoadCharacterContext, RestoreDefaultCharacterContext,
   SyncChatFromServerOptions). CreateViewModelBinding had zero production
   callers (test-only). HasDraftPreview/DisplayPreview/AudioPreview stay on
   IRuntimeSettingsPreviewSource (WorldRenderFrameBuilder and
   SettingsParticleRangeSource still consume it) but now trivially mirror
   the committed Display/Audio snapshot — HasDraftPreview was already
   always false in production. GameWindowLifetime's matching
   "settings view model" shutdown stage is deleted.

3. IDevToolsGameplayCommands + DevToolsGameplayCommands deleted from
   GameplayInputCommandController.cs. All three members were dead:
   ToggleSettingsPanel() had ZERO dispatch sites (ToggleOptionsPanel always
   routed to _retained, never to _devTools); ToggleDebugPanel()/
   FocusChatInput() had dispatch sites (F1/Ctrl+F1, Tab) but empty no-op
   bodies (their ImGui DebugPanel/ChatPanel targets were already gone).
   The two live dispatch sites are kept as inert `return true;` cases
   (still consuming the key, matching the prior no-op's "handled"
   contract) instead of falling through to a lower-priority scope.
   SessionPlayerComposition.cs's `new DevToolsGameplayCommands()`
   construction is removed. No `ToggleSettingsPanel` InputAction exists
   (only `ToggleOptionsPanel`, rebound at OP3) — nothing to remove there
   or from KeyBindings.RetailDefaults()/keymap fixtures.

4. GameplaySettings deleted entirely (the type, SettingsStore's
   LoadGameplay/SaveGameplay/BuildGameplayObject, RuntimeSettingsController's
   Gameplay property/SetAcceptLootPermits). Verified all 13 remaining
   members (ToggleRun, AdvancedCombatUI, ShowTooltips,
   VividTargetingIndicator, SideBySideVitals, CoordinatesOnRadar,
   SpellDuration, AllowGive, ShowHelm, ShowCloak, LockUI, UseMouseTurning,
   AcceptLootPermits — the three combat ones already died at OP4/AP-196)
   were ALREADY bound through CharacterOptionTable/
   CharacterOptionsPageController's server-bit seam at OP4 before deleting
   the client-local mirror — no (c)-case genuinely-client-local member
   was found; disposition (b) covers 100% of the surface. SetUiLocked
   rewritten to compare only against the last value actually pushed to
   _runtimeTargets (MUST-FIX 4's guard), with no second store left to
   read or write. LiveSessionRuntimeFactory's SetAcceptLootPermits binding
   now sends the wire option only (the GameplaySettings write-behind call
   removed as dead output). CharacterSettings/DisplaySettings/
   AudioSettings/ChatSettings and their SettingsStore Load/Save surfaces
   are UNTOUCHED per the campaign contract.

   Per-file disposition (15 src + 8 test files that referenced
   GameplaySettings before this commit):
   - GameplaySettings.cs, SettingsVM.cs, SettingsPanel.cs: the types
     themselves — deleted.
   - SettingsStore.cs, RuntimeSettingsController.cs,
     LiveSessionRuntimeFactory.cs: real usage — API deleted/rewritten.
   - RetailUiRuntime.cs, InteractionRetainedUiComposition.cs,
     SessionPlayerComposition.cs, CombatUiController.cs,
     LiveCombatAttackOperations.cs, LivePresentationComposition.cs,
     FrameRootComposition.cs, RuntimeCharacterState.cs,
     CombatCameraTargetSource.cs: doc-comment-only or interface-name
     substring matches (ICombatGameplaySettingsSource) — left as accurate
     historical record, no forward reference to the deleted type.
   - Tests: RuntimeSettingsControllerTests.cs and SettingsStoreTests.cs
     rewritten (Gameplay-specific tests deleted; SaveDisplay/SaveAudio/
     SaveChat tests re-targeted off the now-public methods instead of the
     retired SettingsVM draft/Save() indirection); GameplaySettingsTests.cs/
     SettingsVMTests.cs/SettingsPanelTests.cs deleted; the remaining three
     (CharacterOptionCombatSettingsSourceTests.cs,
     CombatCameraTargetSourceTests.cs, LiveCombatAttackOperationsTests.cs)
     were comment/interface-name-only, untouched.

5. Register: AP-196 (OP4's partial GameplaySettings retirement, which left
   five fields as write-behind mirrors) is fully retired now that the
   record is gone outright — marked ~~AP-196~~ RETIRED with its retirement
   note, active-row count 143 -> 142. No other row cited the deleted types
   directly (AP-194/AP-193 cite CharacterOptionTable.cs, not
   GameplaySettings.cs).

6. Settings.json migration honesty: SettingsStore no longer reads or
   writes the "gameplay" top-level key, so an existing file carrying one
   from a pre-OP9 build is neither parsed nor dropped — the existing
   SaveSection raw-JSON-text preservation mechanism (unknown top-level
   keys survive every subsequent save) carries it forward untouched.
   Two new targeted tests
   (LeftoverGameplaySection_FromAnOlderSettingsJson_DoesNotBreakOtherLoads,
   LeftoverGameplaySection_SurvivesAnUnrelatedSave) pin this.

InputAction.ToggleOptionsPanel's stale doc comment (still describing the
retired ImGui SettingsPanel) and a handful of other dangling doc
references (DisplaySettings.cs, ChatOpacityLink.cs,
SettingsDevToolsComposition.cs, InputDispatcherCaptureTests.cs) are
reworded to point at the current retail Options panel / OP8
KeyboardConfigController.

Build: dotnet build -c Release green, 0 errors. Tests: dotnet test -c
Release --no-build — 13,075 passed / 4 skipped / 0 failed (13,079 total),
down from the stated baseline of 13,155 passed / 4 skipped / 0 failed
(13,159 total) — the -80 delta is exactly the deleted SettingsVM/
SettingsPanel/GameplaySettings test surface (three whole files plus the
Gameplay-specific cases trimmed from RuntimeSettingsControllerTests.cs/
SettingsStoreTests.cs), with zero regressions elsewhere.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 13:18:53 +02:00
Erik
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>
2026-08-11 09:19:54 +02:00
Erik
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>
2026-08-11 05:30:26 +02:00
Erik
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>
2026-08-11 04:31:34 +02:00
Erik
bcc34ee301 feat(chat): retail text style — two-plane glyph outlines, authored SpewBox/chat styles
Campaign CH round 4, user-gate items 1+2. Root cause: retail ships a
second (background) glyph atlas per font, dilated 2px on every side,
plus two border-pixel scalars (Font.NumHorizontalBorderPixels/
NumVerticalBorderPixels) that acdream's font reader never read — so
even the pre-existing outline parameter drew almost nothing once
enabled. Landed together (either half alone is a no-op or a
regression):

- UiDatFont carries BorderX/BorderY from the DAT font resource.
- UiRenderContext.DrawStringDat inflates the background blit's source
  and destination rect by that margin and restructures into retail's
  exact two-pass whole-string outline-then-fill model
  (UIElement_Text::DrawSelf), plus the 8-neighbour +-1px fallback for
  fonts with no background atlas. Corrects the stale "property 0xd"
  comment to the real ids, 0x21 (Outline) / 0x22 (OutlineColor).
- LayoutDesc property 0x21/0x22 import (ElementInfo.Outline/
  OutlineColor, LayoutImporter.ReadState, ElementReader.Merge/
  ApplyCanonicalLegacyProjection, DatWidgetFactory.BuildText) so every
  authored-outline element across the DAT set is correct at once.
- SpewBox: RetailFontId corrected from a round-3 heuristic
  (0x40000025) to the actually-authored 0x40000001 (18px bold serif),
  Outline=true set on the controller's UiText. Fill colour stays the
  user-gate-round-1-pinned yellow — font atlases are alpha-only
  (PFID_A8), so there is no baked shading that could explain the
  screenshot's gold as anything other than the outline itself.
- Chat transcript: default fill now seeds from its authored
  ARGB(255,204,204,204) instead of an unrelated color-table slot
  (ChatTranscriptRenderer.BuildLines takes the transcript's own
  DefaultColor as a parameter); the 34-entry LogTextType table is
  untouched, and every existing CH1 conformance test stays green
  unmodified.

Regenerated the committed chat_2100006f.json fixture from the real
installed DAT, confirming end to end (not by missing-field default)
that the transcript carries no outline.

Tests: font-reader border fields + inflation math pinned against the
real DAT font, two-pass draw ordering/tint/inflation via a new
TextRenderer.DebugSpriteSegmentVerts test seam, property 0x21/0x22
import at both the ElementReader.Merge and StateDesc-property layers,
SpewBox font/outline, and the chat default-shade seed with the color
table proven untouched.

Full Release suite: 12,610 passed / 4 skipped / 0 failed
(AcDream.slnx, complete solution).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 19:28:34 +02:00
Erik
cc58289967 fix(chat): CH6c review fixes — opaque default, opacity-transition register clauses
BLOCKER: ChatSettings.DefaultOpacity shipped retail's base ChatInterface
value (0.5) as ONE shared global default applied to every
RetailWindowManager-registered window, not just the four floating chat
windows retail itself fades. That faded the whole out-of-box registered
UI (radar, vitals, toolbar, main chat, ...) to 50% opacity, including
several windows that can never take keyboard focus and so were stuck at
0.5 permanently. Fixed to gmMainChatUI's 1.0/1.0 override
(0x004CD0F0) instead — retail-identical opaque presentation for the 11
non-chat windows and the main chat window; only the four floating chat
windows now diverge from retail's 0.5-while-idle default, and the
Settings -> Chat transparency slider remains fully user-settable.

AP-190 reworded and gains two new decomp-verified clauses: (3) retail
eases opacity toward its target by 5% of the delta per tick
(ChatInterface::ListenToGlobalMessage @0x004F3840, armed from the focus
element-messages at @0x004F5275) where acdream snaps -- deferred, needs
a UI frame-tick hook the opacity controller doesn't have; (4) retail's
focus predicate is the chat ENTRY FIELD specifically
(ChatInterface::IsTextEntryFocused @0x004F30A0) where acdream uses
any-focusable-descendant. Both findings + the pre-existing UiMenu.cs
PushAlphaAbsolute(1f) popup bypass are folded into the window-shell
research doc's opacity section.

NITs: fixed the stale "text bypasses the alpha" comment in
UiElement.DrawSelfAndChildren (CH6c already routed DrawStringDat/
DrawString through the same ApplyAlpha chokepoint as sprites/rects);
added RetailWindowManager.WindowUnregistered + wired
RetailWindowOpacityController to detach and forget a window unregistered
while it held focus (previously only Dispose detached, leaking any
window unregistered mid-focus for the rest of the session); added
post-Dispose no-op guards to the three Set* opacity mutators; added a
DrawString (BitmapFont path) alpha regression test and a DrawStringDat
outline/background-pass alpha test (the existing tests only ever
exercised the foreground/fill pass).

Also fixes RuntimeSettingsControllerTests.SettingsViewModelSavePreserves
SectionAndTargetOrder's now-stale "target-chat-opacity:0.5:1" expectation
(caught by the full-suite run this fix requires) to match the new 1.0
default.

Campaign ledger CH6c row updated to APPROVE-WITH-FIXES.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 14:48:39 +02:00
Erik
a819687cf0 feat(chat): Campaign CH slice CH6c — window opacity + transparency setting
Retail's ChatInterface::SetOpacity (0x004F3120) fades the WHOLE composited
window surface with one alpha; UiRenderContext.ApplyAlpha already gated
DrawSprite/DrawRect/DrawFill (since 1da697ec, pre-CH6) but DrawStringDat and
DrawString still passed applyAlpha:false, so text stayed sharp over a
translucent window. Both now route through the same chokepoint.

RetailWindowOpacityController (new) subscribes to a new
RetailWindowManager.WindowRegistered event and drives every registered
window's live Opacity from keyboard-focus state, applied to EVERY window
(chat, floaties, vitals, toolbar, ...) rather than retail's ChatInterface-only
scope — register row AP-190, retiring the stale AP-40 "fixed 0.75, no focus
transition" row in the same commit.

Verified retail's shipped opacity defaults from the decomp (constructor
literals, no cdb needed): the base ChatInterface ctor sets
DefaultOpacity=0.5/ActiveOpacity=1.0, kept unmodified by the four floating
windows; gmMainChatUI's own ctor overrides the main window to 1.0/1.0
(always fully opaque). acdream ships one shared global default (0.5/1.0)
rather than replicating the per-class override — also AP-190. The linking
invariant (raising default above active drags active UP; lowering active
below default drags default DOWN — never a clamp) is ported verbatim as
ChatOpacityLink in AcDream.UI.Abstractions, shared by the live controller
and the new Settings -> Chat tab's two linked opacity sliders.

Persistence: ChatSettings.DefaultOpacity/ActiveOpacity round-trip through
SettingsStore; Save pushes both through IRuntimeSettingsTargets.SetChatOpacity
into the live controller, no restart required.

Rider (CH6a/b re-review): strengthened the grip-media regression guard past
a bare SpriteFile != 0 check — ChatLayoutConformanceTests now drives each
live grip through a real UiRenderContext/TextRenderer (backed by the
in-memory RecordingGpuDevice test double) and asserts the draw call chain
actually queued sprite geometry, via a new TextRenderer.DebugSpriteSegments
test-only accessor.

Full Release suite 12,459 passed / 4 skipped / 0 failed (baseline
12,420/4/0). No subagents, no client launches (session hard constraints);
pending the next connected user gate for visual confirmation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 14:00:55 +02:00
Erik
c1f1582576 fix(chat): Campaign CH user-gate round 2 -- portal notice rerouted to SpewBox, verbatim /help extraction, jump-in-air evidence
Item 2: retail's portal-space "In Portal Space..." notice is the SpewBox
(ECM_UI::SendNotice_DisplayStringInfo(0x1A,...) -> AddTextToScroll(str,
0x1A, 1, 0), hardcoded to the SpewBox per the decomp), not a dedicated
centered overlay. PortalWaitNoticeController and its lease are deleted;
PortalTunnelPresentation's per-rotation-segment cadence now writes
straight into RuntimeCommunicationState.AddText(ClientLocal) -- the
SpewBox's own dedupe-at-index-0 handles the repetition exactly as
retail's does. Register row AP-184 records the surface fix and the AP-178
scope extension.

Items 4+5: /help text was partially fabricated -- the user caught the
"/help death" meta-message. Generalized
tools/pdb-extract/sweep_weenie_strings.py to decode narrow
PStringBase<char> literals (the ClientCommunicationSystem::Help* family's
shape) alongside its original UTF-16LE support, then swept every
HelpXxxGroup function's exact byte extent against the PDB-paired
acclient.exe. 4 of 7 group topics (death/status/text/allegiances) are now
complete verbatim listings; the other 3 (channels/chatting/commands) keep
an honest UNVERIFIED note citing HelpStupidChannelHack @0x0056f290 (a
genuinely undecodable BN-mislabeled-fragment mechanism) instead of the
old fabricated sentinel. 7 of ~35 channel one-liners are also now
verbatim. ISSUES.md #364 tracks the remainder;
RetailCommandHelpTableTests.cs pins every result byte-exact.

Item 1: jump-in-air refusal still silent live is NOT reproduced and NOT
speculatively fixed. Exhaustive static re-audit found the mechanism
correct by construction (single-writer OnWalkable, exactly-once-per-frame
Update()/Capture(), no interfering edge-history resets). A live headless
repro (new jump-probe bot policy, real ACE connect) was blocked --
probeaccount2 has no character, and the graphical client already owned
testaccount this session so the task's own fallback rule forbade using
it. Two temporary probes are left behind ACDREAM_PROBE_JUMP=1 (blocked
entirely in Headless by the existing multi-session static-state guard --
graphical-only for the next round).

Item 3 confirmed fixed, no regression. Item 6 (resize: no diagonal
cursors, cannot grow Y from bottom-right) folded into CH6a's existing
scope.

Full Release suite: 12,267 passed / 4 skipped / 0 failed (up from
12,221/4/0).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-10 08:40:24 +02:00
Erik
47e40900f3 fix(chat): Campaign CH user-gate round 1 — jump-in-air edge, portal cue cadence, wrap/prefix/color fixes
The user tested Campaign CH's CODE-COMPLETE build live and reported ten
defects (docs/plans/2026-08-09-chat-parity-campaign.md, "User gate —
round 1"). Items A-G are fixed here; the remaining three (extra chat
windows on 1/2/3/4, resize working in only one corner, transparency/
artifacts) are out of scope for a fix and filed as slice CH6.

A. Jump-in-air refusal never fired live: the jump block only ever
   evaluated input.Jump inside the grounded-charge or already-charging
   branches. PlayerMovementController now detects the press RISING EDGE
   while airborne and reports WeenieError.NotGrounded once per press,
   leaving the grounded charge/fire path untouched.
B. ChatVM's invented "[System] " prefix is dropped — retail prints
   system text bare. [Popup] is unchanged (AP-175).
C. SpewBoxController's color is now the user-pinned exact value
   (1, 1, 0.247, 1), the same bright yellow as an incoming Tell.
   Register row AP-178 updated: color CLOSES, size/position/font stay
   open per the user's live report that they still differ.
D. Closes #329: PortalTunnelPresentation now emits the portal wait cue
   unconditionally on every rotation-segment boundary, matching
   gmSmartBoxUI::UseTime's decompiled else-arm exactly instead of gating
   on a 5-second hold local transits never reached. PortalWaitNotice
   Controller now renders it in the same pinned yellow as item C.
   Register row AP-150 retired.
E. Closes #362: new ClientCommandResponses.cs parses and renders the
   four previously-unhandled inbound GameEvents (ChannelIndex,
   ChannelList, AvailableHouses, AllegianceInfoResponse), each ported
   line-for-line from the named-retail decomp's inbound handlers.
   Register row TS-70 retired.
F. ChatWindowController.WrapText now splits on embedded '\n'/'\r\n'
   first, then word-wraps each segment independently — server text like
   /help's reply no longer collapses onto one line.
G. The chat input field's right edge no longer holds a fixed absolute
   pixel position across a window resize; Bind now upgrades it to
   retail edge-mode 1 (UiLayoutPolicy) or the AnchorEdges.Right stretch
   fallback so it tracks the window's client width instead of
   overflowing past a narrower resize.

Full Release suite: 12,247 passed / 4 skipped / 0 failed (baseline
12,221/4/0 + 26 new tests across items A, E, F, G).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-09 23:42:32 +02:00
Erik
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>
2026-08-09 14:09:24 +02:00
Erik
8bc458fb88 feat(audio): Campaign A slice A3 — the server sound channel (0xF750)
acdream never parsed retail's Sound event, so every server-driven cue was
silent: melee hits and wounds, wield/unwield, pickup/drop, lockpicking,
lifestone bind, spell resist, trap triggers, item mana depletion.

SoundEvent parses the 16-byte message (guid, SoundType, f32 volume) whose
layout three oracles agree on: retail CM_Physics::DispatchSB_SoundEvent
@0x006AC760 reading buf+4/+8/+0xC, ACE's GameMessageSound at declared
length 16, and holtburger's PlaySoundData.

Playback reuses EntityEffectController's existing per-guid queue rather
than adding a second one, because retail routes sounds through the SAME
CObjectMaint blob queue as F754/F755: an event for a guid the client does
not know yet is parked and drained by HandleCreateObject, so a creature
that spawns and immediately grunts still grunts. Dropping it — the
obvious alternative — would silently lose the cue. Sound joins Direct and
Typed as a third PendingEffect kind so one readiness edge releases the
whole mixed stream in order.

AudioHookSink.PlayServerSound reproduces two decoded asymmetries with the
animation-hook path: the sound plays at the WIRE volume and the
SoundTable entry's volume is ignored (the hook path does the opposite),
while the entry's probability still gates it and its priority still
drives eviction. An object with no SoundTable plays nothing, matching
CPhysicsObj::play_sound @0x0050F460's early return.

The no-window host parses and discards, exactly as it does for F754/F755
— sound is presentation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 22:07:23 +02:00
Erik
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>
2026-08-08 21:58:50 +02:00
Erik
58c8de264e fix(render): #350 — the shadow ledger's lifetime counters are 64-bit; the 2h42m overflow is closed
RenderDeltaApplyResult's nine counters accumulate for the lifetime of
a world generation (the cumulative sum is never reset in place) yet
were int where every sibling lifetime counter in the same class was
already ulong/long. A 2h42m single-generation session (login to crash
with zero portals) overflowed one through ordinary per-tick churn from
SynchronizeActiveSources' two call sites per frame. Introduced
0eb66485 (2026-07-24); first reached by the vendor buy gate because
parking at a shop for hours produced the project's first multi-hour
unbroken generation. The vendor materializer was exonerated by routing
analysis (shop-item Ingest/Remove reaches inventory deltas only, never
the render journal).

Widened to long; the per-tick builder stays int and widens implicitly;
the arithmetic stays checked. All 68 render-shadow tests green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-08 10:29:39 +02:00
Erik
9d3df5f627 fix(app): #348 — cursor switches ride a process-lifetime native cache; the per-flip Win32 handle leak is closed
Silk's per-mouse ICursor recreates the native Win32 cursor on every
Image assignment; a per-frame cursor alternation (the pick cursor
flickering between kinds while hovering an ANIMATED NPC — exactly the
stand-at-a-vendor posture) allocated a fresh USER handle each flip
until CreateCursor died with "Not enough memory" and took the render
loop with it (vendor-gate.log, exit 82 — surfaced as one clean stack
by #343's fix, as designed).

GlfwCursorCache restores retail's own shape: each distinct
MediaDescCursor is created ONCE for the process lifetime
(glfwCreateCursor, rejected media cached as permanent misses) and
switching is an O(1) zero-allocation glfwSetCursor. The AP-72
missing-art standard-cursor fallback rides the same cache
(Arrow/Hand/Crosshair/IBeam; anything else keeps the Silk path).
Graphical hosts attach after the native window exists; tests and
windowless hosts keep the Silk path untouched. RetailCursorManager's
dedup and PlanApplication logic are unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 18:26:17 +02:00
Erik
6c6664a685 fix(app): #343 — a wounded render loop defers the native release instead of throwing over the real failure
Some checks are pending
Headless portability / portable-headless (ubuntu-latest) (push) Waiting to run
Headless portability / portable-headless (windows-latest) (push) Waiting to run
Headless portability / linux-graphical (push) Waiting to run
Headless portability / linux-vulkan (push) Waiting to run
Root cause pinned by IL-decompiling Silk.NET.Windowing.Common:
ViewImplementationBase._inRenderLoop is set at DoRender/DoUpdate entry
and cleared ONLY on normal return, so a throwing frame callback leaves
it armed forever and any later Dispose -> Reset throws "You cannot call
Reset inside of the render loop", exit 82, replacing the original
wounding exception in the report.

The fix mirrors Silk's own bracket exactly: GameWindow._renderLoopArmed
set at OnUpdate/OnRender entry, cleared only on their normal return —
deliberately NOT in a finally, so it tracks the wound the same way
Silk's private field does. ReleaseNativeWindow checks it before
disposing: armed -> best-effort Close() (swallowed so it can never
become the reported failure), no Dispose, and a new terminal status
CompleteWithDeferredNativeRelease with Error kept null — the original
exception stays the primary report. Healthy paths (OnClosing's
in-loop completion, Run()'s tail release) are byte-unchanged, and the
new PublishNativeWindow parameters default to null so every existing
caller and test behaves identically.

Sabotage: disabling the armed-check flipped the deferral test to
Expected CompleteWithDeferredNativeRelease / Actual Complete —
the guard is what the test exercises. Clean-room suite 11,262 / 6 / 1,
the 1 being #340's documented load flake (passed standalone; second
recorded firing noted in its entry).

Queue: #344 done, #343 done; next #345's instrumented mechanism
session, then #341's boundary hunt.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 10:28:29 +02:00