1192 commits
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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> |
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d13d63d0a5 |
fix #389 review round: settings v3 FOV migration + live apply; AD-90
Dual-lens Opus review of
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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> |
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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> |
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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> |
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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> |
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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> |
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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> |
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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>
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b4edee970f |
feat(ui): Campaign OP slice OP8 — Configure Keyboard
Ports retail's Configure Keyboard screen (gmKeyboardUI, LayoutDesc 0x21000009) — its own separate full-screen window, not a fifth Options- panel tab. Retires OP3's INERT contract for the Gameplay tab's Configure Keyboard button (0x10000204). DAT reader (src/AcDream.Core/Input/RetailActionMap.cs): reads the ActionMap singleton (DID 0x26000000, empirically the only one — not 0x27000000 as GetDBOType's Turbine-internal tag would suggest) and both MasterInputMap defaults (0x14000000 "gmDefaultMap"/0x14000002 "DefaultMap"), union-merged per (InputMapId, ActionId) — proven order- independent since the two maps' one shared context (0x5) has disjoint action-id sets. Empirically resolved three lane-D unknowns against the live DAT: the six ActionClass values (1=Movement, 2=Camera, 3=UI, 4=Combat, 5=Emote, 7=CharacterSettings — 6 is genuinely absent), that the six unnamed InputMaps are 100% non-bindable (render nothing, not an unlabeled group), and that the enum-to-DID pairing for the two master maps is inconsequential to the merge result. Identity table (src/AcDream.UI.Abstractions/Input/RetailActionIdentityTable.cs): maps DAT (InputMapId, ActionId) pairs to acdream's InputAction where a live consumer exists (~140 of 306 user-bindable rows — Movement/Camera/ Combat map almost completely; UI/Quickslot/Chat partially; only 5 of 87 Emotes and none of 48 CharacterSettings hotkeys, since acdream has no general emote player or hotkey-to-option-toggle dispatcher yet). Every entry cross-verified by label match AND a DAT-default-vs- KeyBindings.RetailDefaults() byte comparison (RetailActionIdentityRoundTripTests), which caught a real off-by-one in the Quickslot 13-18 block before it shipped and found three genuine pre-existing RetailDefaults() gaps (walk-mode's Shift-echoed chord, ten CameraAlternateControls arrow-key alternates, and the Quickslot Ctrl+N use-vs-select ambiguity) — none introduced by this slice, all documented rather than silently patched. KeyboardConfigController: six ActionClass list boxes built from the DAT, merged with live KeyBindings for mapped rows (rebind applies immediately through the same InputDispatcher every other input path uses) and a new sibling RetailUnmappedKeyBindings store for rows with no InputAction yet. Left-click a key button opens real InputDispatcher modal capture; right-click erases that slot. N-way conflict detection scans every other row plus the live KeyBindings table for acdream-only actions (Ctrl+M mute, debug F-keys) as the non-user-bindable refusal analogue, using retail's own byte-verified "Could not overwrite " string (table 0x23000004). OK/Cancel/Defaults/Revert reuse the OptionPage/IOptionRow verb model via a new ActionKeyMapOptionRow. Persistence is keybinds.json only (D4 — no .keymap file interchange). Five register rows: AP-202 (.keymap interchange narrowing), AP-203 (store-only rows with no live consumer), AP-204 (silent auto-reassign instead of retail's confirm dialog; OK/Cancel ported as left-click not right-click-release). Small supporting additions: UiButton.OnRightClick (additive, no existing behavior changed), InputDispatcher.Bindings getter (the screen's single live-truth read seam), RetailScanCodeMap (DIK scan code <-> Silk.NET Key, keyboard + the one mouse-device row). 19 new tests (6 ActionMap reader conformance incl. live-DAT row-count/ label pins, 1 DAT-vs-RetailDefaults round-trip, 12 controller behavior tests against the committed keyboard_config_21000009.json fixture) — full solution suite 13,147 passed / 4 skipped / 0 failed (baseline 13,128/4/0, zero regressions). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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bc43fb1d1d |
fix(ui,runtime): OP4 review fixes — live re-seed, enable-gating, Combat panel re-point, universal timestamps
Both OP4 reviews converged on one headline bug (Character-tab rows never re-read live server truth after their pre-login constructor-word seed) plus overlapping MUST-FIXes. All ten converged/consolidated findings land here: MUST-FIX: - BoolOptionRow.SaveCurrentValue now re-reads its live binding (retail's GetValue()-into-SaveCurrentValue) on every OnShown — panel open, tab switch in, initial activation — instead of trusting the pre-login constructor word it was built with. Reset/tab-switch can now only restore values that were actually live at the last show. LockUI's host.Root.UiLocked one-shot mount seed now also converges on every PlayerDescription via the existing OnCharacterOptionsChanged hook. - Apply/Reset are wired to OptionPage.OnOptionChanged in production (Ghosted when nothing changed, Normal when dirty, run once at bind so both start disabled per retail's PostInit); Defaults stays ungated. - The Combat panel's three LEDs (Repeat Attacks/Auto Target/Keep in View) now read/write the same RuntimeCharacterOptionsState seam the Character tab uses instead of a disconnected client-local GameplaySettings copy — closes the "two writable copies" divergence. The three now-orphaned GameplaySettings fields and RuntimeSettingsController's mirror properties/SetCombatGameplay are deleted outright; the headless host's hardcoded AutoRepeatAttack/AutoTarget now read the live option bit. - RuntimeSettingsController.SetUiLocked's convergence guard now compares against the last value actually applied to the runtime target instead of the persisted GameplaySettings.LockUI snapshot, which could already match a server-derived request without ever having been pushed. SHOULD-FIX: - DisplayTimeStamps now prefixes every chat producer (ChatLog.Append is the one seam all of them funnel through), not just AddText's own callers — heard speech, emotes, Turbine channels, and combat text were previously missed. The prefix format escapes its colons and forces InvariantCulture instead of the culture-dependent TimeSeparator placeholder. - sky.frag now honors uFogParams.w (fog mode) like the mesh/terrain shaders, so Disable Distance Fog stops the sky dome's horizon band from blending toward fog color too. - Corrected the "byte-verified" overclaim on the timestamp format string doc comment (BN-sourced, wire doc U6) and the AP-194 anchor-column class-name typo; the RunAsDefaultMovement doc comments now cite retail's actual acclient.h enumerator name. - Added: DispatcherMovementInputSource's option x modifier truth table (incl. || AutoRunActive with the option off), the per-page Apply/Reset enable-gate tests, a real checkbox.OnClick/ToggleBehavior-driven click test, and hash-pins for the six header string keys. - Gate script step 8 corrected for the logout-flush false-failure (closing the panel before relogging is load-bearing); a new step documents the enable-gate sequence and the Combat-panel/Character-tab cross-check. Register: AP-196 (the Group-C default-source change + GameplaySettings retirement) and AP-197 (the ignored per-character timestamp format override) filed in this commit. Full Release suite: 13,044 passed / 4 skipped / 0 failed (was 13,008/4/0; net +36 tests from new coverage and legitimate assertion updates from the GameplaySettings retirement). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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22b86b9ff4 |
feat(ui): Campaign OP slice OP4 — the Character tab
Binds LayoutDesc 0x21000028 (gmCharacterSettingsUI) through OP2's template-list mechanism and OP3's OptionPage model: 6 authored group headers + 50 toggle rows (49 from the 2013 build + D3's "Listen to PK death messages", AP-193) in research doc §2's authored order, each row resolved by PlayerOption id through CharacterOptionTable, seeded from live RuntimeCharacterOptionsState, defaulted from CharacterOptionTable. ClientDefault (byte-verified against UIOption_Checkbox::SetPlayerOption @0x00486e80's own GetDefaultOptionValue call — AP-194 updated to confirm the directive was followed), labels/tooltips resolved by name from string table 0x23000003 (never hard-coded English), and registered with OptionsPanelController.CharacterPage. Apply/Reset/Defaults (0x100001FC/FD/FE) are now wired per-page via a scoped subtree search (UiElement.FindDescendant, promoted from UiTabPanel) since Character/ Chat/Config each author their own physical instance under the SAME element ids. Consumers: Group A (29 ids) wire+store only via the existing SetSingleCharacterOptionRuntimeCmd/TrySetOption seam. Group B: Display Timestamps prefixes new transcript lines (RuntimeCommunicationState. DisplayTimestampsSource); Disable Distance Fog forces FogMode.Off (WeatherSystem.DisableDistanceFogSource, retiring half of TS-73); Run as Default Movement inverts the walk-mode modifier's default (RuntimeLocalPlayerMovementState.RunAsDefaultMovementSource). Group C re-points AutoTarget/AutoRepeatAttack/ViewCombatTarget (CharacterOptionCombatSettingsSource), VividTargetingIndicator/ CoordinatesOnRadar/LockUI/AcceptLootPermits from the client-local GameplaySettings record to the canonical server bit — closing two previously-unfiled divergences where AutoRepeatAttack and AcceptCorpseLootingPermissions never reached the wire despite being retail auto-save ids. TS-73 narrowed to its two still-open cases; TS-75..TS-80 file the genuine gaps (no day/night force, no weather- particle/profanity-filter/salvage/housing/pickup-preference subsystem, fellowship-create's unaudited client-sourced field) rather than inventing stand-ins. Conformance: CharacterOptionsPageControllerTests pins all 50 rows against CharacterOptionTable in both directions (an invented or dropped row fails the build), the authored group/order row-by-row, and the build/seed/Apply/Reset/Defaults/wire-publish behavior end-to-end against the committed fixture. 52 new tests; full solution suite 13,008 passed / 4 skipped / 0 failed (was 12,956/4/0). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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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> |
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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> |
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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
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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> |
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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> |
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2cf94dbcd2 |
feat(audio): Ctrl+M instant mute + inn-chatter investigation closed as server content
Two items from listening-gate round 2. Mute: AcdreamToggleAudioMute (default Ctrl+M; bare M is selection) flips OpenAlAudioEngine.Muted, implemented as the AL LISTENER gain - unused since A2 moved all mixing to the CPU, so it is a free master switch that silences already-playing voices instantly and restores them exactly, without touching the retail mixing math, the -50 dB allocation cutoff, or any persisted volume setting. Rebindable like every other action; console line confirms each flip. Inn chatter: the user hears talk-and-laughter ambience in retail inns and not in acdream. Three installed-dat scans (pinned as conformance tests in EnvCellSoundEmitterInventoryTests) prove the mechanism is NOT client data: no interior static in the town landblock carries an ambient-slot sound table, no Setup among all 5,935 in the portal dat references one, and yet 23 sound tables carrying ONLY Ambient1..8 slots exist - pure soundscape banks with nothing client-side pointing at them. They are wire-bound: the server attaches one to an emitter object via CreateObject's sound-table field and fires the slots over 0xF750 - ACE implements exactly this (EmoteType.Sound heartbeat emotes -> GameMessageSound broadcast). Our 0xF750 receiver (slice A3) is live and now instrumented (ACDREAM_PROBE_SOUND_WIRE=1, via the new AudioDiagnostics owner per Code Structure Rule 5, with per-event drop reasons in AudioHookSink.PlayServerSound). A probed session against the local ACE received ZERO 0xF750 events across a town walkabout: the silence is server world-content (no emitters configured/firing), not a client drop. The first scan's assertion originally encoded the emitter-object hypothesis; the data refuted it, and the test now pins the negative so the conclusion cannot silently rot. Full Release suite green (the one failure during development was the hypothesis-pinning assertion, corrected to pin the finding). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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> |
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e42b99482e |
feat(audio): Campaign A slice A2 — retail's 2D pan+gain mixer replaces AL 3D
Retail is not a 3D audio engine. Every gameplay buffer is created with m_3D = 0 and the DirectSound 3D listener the client sets up is dead code; spatialization is two CPU scalars per voice, frozen at emission. This slice ports that math and demotes OpenAL to a voice bank. RetailSoundMixer (new, Core) carries the byte-decoded curve from SoundManager::GetAttenuation @0x00550020: g = dist < 5 ? vol : 25*vol/d2, clamped to 1 BEFORE the single master multiply, db = ceil(20*log10 g), with a hard -50 dB floor at which retail does not start the voice at all (audible radius ~94.2 m at unity). Pan is PlaySoundInternal @0x00550170's (int)(-15*sin(delta-bearing)) in whole decibels, truncating toward zero, forced to dead centre when (int)distance < 5, with no front/back and no elevation cue. Every AL source is now source-relative with rolloff 0 and the global distance model is None: AL's InverseDistanceClamped was first-power (2/d), quieter than retail up close and far louder at range with no cutoff whatsoever. That was the largest audible divergence in the subsystem (AP-28, retired here). RetailVoicePool (new, Core) ports the allocator at 0x0054FEC0: ring scan for a free or finished slot, then evict the first slot whose DAT priority is strictly lower, else drop. Eviction compared GAIN before, so a loud unimportant sound could silence a quiet important one. It lives in Core because the engine's play path talks to native AL handles and could not be tested; the pool now has 12 conformance tests. The listener keeps using the camera position, which the decode shows is retail-faithful (SmartBox::set_viewer @0x00452D36 hands the same collided camera Position to SoundManager) — only the heading extraction changes, since retail reads one compass bearing and never a forward/up basis. An earlier draft of the plan called this a defect; corrected in the plan so it is not fixed backwards. Opus review found and this commit fixes: a linear pan-to-azimuth mapping that saturated to full separation at 30 degrees (OpenAL Soft's own speaker angle) where retail gives 15 dB — now inverts the constant-power pan law, so full deflection reaches 0.776 of the arc and both channels stay live; the stale FUN_00550ad0 / gain-eviction class header, which contradicted the register row this commit writes; missing discriminating tests for clamp order and pan truncation; dead PlayingGain state whose comment invented a retail symbol; and a third in-tree copy of Position::heading, now delegating to MoveToMath.PositionHeading. MasterVolume folds into the mixer's one multiply instead of AL listener gain, so the cutoff, radius and dB quantisation move with the slider. Register: AP-28 retired; AP-173 (pan law), AP-174 (volume taxonomy), TS-64 (two unimplemented sound prefs), TS-65 (volume-squared quirk, applied on the ambient path only) filed. Research note corrected twice where its summary contradicted its own decode (30 m dB, floor vs trunc). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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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
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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> |
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6c6664a685 |
fix(app): #343 — a wounded render loop defers the native release instead of throwing over the real failure
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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> |
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52bdf4df71 |
fix(world): #344 — a mid-teleport world-frame disagreement defers the projection instead of crashing
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During a portal transit the two world-frame owners legitimately rebase on different edges (Runtime at TeleportAdvanced, streaming only after old-window retirement), and a spawn projection landing in that window hit the #283 invariant as an unhandled render-path throw — the crash the user hit entering a dungeon. The guard's check is unchanged; only the disagreement RESPONSE is discriminated on the canonical transit authority (RuntimeWorldTransitState.IsTeleportActive, the same field the App layer already reads for portal-in-flight): in transit -> the materializer's existing "not yet" return, parking the projection on its established retry rides (OnLandblockLoaded's re-attempt loop, whose ordering guarantees agreement on retry because the recenter coordinator adopts the new origin BEFORE unblocking new landblock loads — verified at source; plus OnPosition recovery and OnAppearance). Outside transit -> still throws: genuine corruption stays loud. The implementer explicitly ruled out riding the Runtime placement pump, which would have acknowledged-and-discarded the completion receipt and silently dropped the entity forever. Sabotage: removing the discriminator reddened the pre-existing #283 throw tests as well as the new not-in-transit test — the sabotage defeats the original contract, not merely the new coverage. Four new tests cover defer, defer-then-agree-then-succeed (projected exactly once), throw-outside-transit, and the agreeing pass-through. Clean-room suite: 11,261 passed / 6 skipped / 0 failed. #346 filed for a sixth, distinct load-sensitive allocation flake observed during the runs. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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205379c6d6 |
fix(streaming): #339 — a packed EnvCell geom id no longer misroutes into the 32-bit prepare arm
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The reveal hang (three live occurrences: portal-space, login twice) was an unhandled OverflowException on the render frame's readiness evaluation: EnsureRenderDataReady found a packed 64-bit EnvCell geometry id OWNED but DESCRIPTOR-LESS — the release path removes the descriptor while render data parks on the LRU, IncrementRefCount restores ownership on a revisit, and the scheduler's PrepareEnvCellGeomMeshDataAsync has not yet re-registered — and fell through to the Setup/GfxObj arm, whose checked((uint)id) cast threw. After that the reveal was never evaluated again. The fix corrects the TYPE DISPATCH rather than suppressing anything: packed ids (bit 33, GetEnvCellGeomId) answer "not yet" in the acquire-to-prepare window — the true answer, since the scheduler re-registers on the same landblock build — and PrepareMeshDataAsync's blind cast becomes a typed, loud invariant failure naming the id kind and the issue, so a future caller repeating the confusion gets a diagnosis instead of three live hangs. Validation: the crash was DETERMINISTIC at login cell 0xA8B4002F (two consecutive hard failures); with the fix the same login revealed cleanly and a full session — 16,585 entities, five portal generations, the user-passed Session-B dungeon gate — ran with zero overflows and zero guard fires. Clean-room suite: 11,253 passed / 6 skipped / 0 failed. Found because the Session-B gate launch finally captured the stack the earlier #339 hangs never printed. #343 (the wounded loop's Reset-in- render-loop shutdown) and #344 (the mid-teleport world-frame race the same evening surfaced) are filed separately and unfixed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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55b07f6a62 |
refactor(physics): hoist the live-entity collision builder to Runtime (#330 groundwork)
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LiveEntityCollisionBuilder and LiveEntityDefaultPoseResolver move from AcDream.App.Physics to AcDream.Runtime.Physics with no behaviour change — diff-verified byte-identical shape math by both review lenses. The Build signature's App-record parameter is replaced by presentation-free primitives with identical guard semantics, INCLUDING the FinalPhysicsState read the contract had missed and the implementer surfaced rather than dropped. Visibility stays internal: Runtime's existing InternalsVisibleTo grants already cover every consumer, so the implementation's public widening is reverted per the architecture review's finding 11. The registration WIRING is deliberately WITHHELD. Both Opus lenses failed it, converging: a shadow registered at spawn freezes there (RuntimeRemotePhysicsUpdater is Runtime-homed but App-driven — nothing headless ticks it), so a walking NPC becomes a phantom obstacle at its spawn point while the real NPC still passes through the bot; three of five shadow-lifetime edges leaked (pickup leaves a permanent invisible collider, supersession orphans a duplicate, generation reset never unregisters and the K-ledger convergence oracle only checks retained shadows AFTER disposal clears them); and headless cannot resolve BSP collision assets at all, so doors and chests would still be walk-through. The frozen-shadow root was the SESSION LEAD's contract error (fact 3), not the implementer's. #330 stays OPEN, rewritten as the seven-point scope map the reviews produced — the honest overnight deliverable is that map, not a half-mechanism carrying new divergences. Suite 11,235 passed / 4 skipped / 0 failed (the withheld seam's two tests account for the delta from the implementation run's 11,237). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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49a7e90652 |
probe(physics): ACDREAM_PROBE_SUPPORT + ACDREAM_WIRE_MESH — separate #337's three candidates
The user is wedged at the top of Neftet rock plateaus, jumps sink into the mesh, and a corpse falls straight through. ACDREAM_PROBE_REACH already ruled out its own domain: blocked=0, every candidate tested-ok. Three candidates remain — terrain support, a collision mesh not where its visual is, or the transition wedging on an unobstructed path. ACDREAM_PROBE_RESOLVE alone cannot separate them. It prints a three-value contact-plane token, no plane normal, no plane height, no terrain sample and no plane provenance, so all three produce the same line. Two additions: [support] — one line per resolve for EVERY body, not just the player. A corpse is a plain physics body with no player-specific logic, so its fall-through is the cheapest available control on "movement code vs geometry data", and it is invisible to any player-filtered probe. The line samples the outdoor terrain INDEPENDENTLY at the body's own out-XY and prints the contact plane's own height at that same XY. Two heights at one point make support=terrain / object / none a measurement rather than an inference, and cpSrc= names the site that asserted the plane so provenance and classification cross-check. [geom] — once per GfxObj that comes near a mover: the object's physics-BSP vertex cloud against its visual mesh AABB in the same local frame, through the same prepared accessors the resolver queries. verdict=coincident REFUTES the working hypothesis for that object outright; no-physics-bsp / empty-physics-bsp / displaced / extent-mismatch each name a specific data defect. Built to refute, not to confirm — two diagnoses on this defect's lineage have already been refuted by measurement. ACDREAM_WIRE_MESH upgrades the existing F2 overlay, which drew a broadphase proxy cylinder for BSP objects and so could not answer the question at all, to the real physics-BSP polygon edges (cyan) beside the visual mesh box (magenta) and the terrain surface (yellow). Own class per code-structure rule 1. The provenance latch lives on PhysicsDiagnostics, not on CollisionInfo. Two fields there first — the obvious home — broke the flat/graph differential referee and the scratch-reset poison test, both of which compare CollisionInfo member-for-member. Teaching either to skip a member is a one-line green fix that puts a permanent hole in a referee whose whole job is comparing everything. Captured as feedback_probe_state_off_compared_types. Seven tests cover the support classifier's boundaries: a wrong classifier does not fail to answer, it answers confidently wrong. Gates: Release build 0 errors; complete suite 11,225 passed / 4 skipped / 0 failed from a cleaned tree — baseline 11,218/4/0 plus exactly the seven new tests, skips unchanged. Issue #337 filed with the symptom set, what is ruled out, and a table of what each possible output means. All of this is TEMPORARY and recorded for stripping with the physics-probe family. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> |
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392c1e22c1 |
fix(physics): bind a parented child to the parent's live incarnation (#319)
A player-parented child never received a canonical cell. Its FullCellId stayed 0 for its whole attached lifetime, so it could not follow the player across a boundary. Scope was wider than the local player: every REMOTE player's equipment too. ROOT CAUSE. EquippedChildRenderController hardcoded ParentInstanceSequence: 0 for a parented CreateObject. Correct for creatures and statics, which really are sequence 0; wrong for players, whose ObjectInstance is Character.TotalLogins (ACE Player_Networking.cs:37). The relation filed under (playerGuid, 0) while the record carried TotalLogins, so both route-7 write sites — D1's attach re-cell and D2's propagation lookup — keyed on an incarnation that never matched. TryCommitParent did not validate the sequence, so the attach succeeded and printed normally. Silent. A ROUTE 7 REGRESSION ( |
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cd3129e9d6 |
fix(physics): C4 route 7 — child cell propagation moves from a render tick into Runtime
Retail re-cells children when their parent crosses a cell, recursively, to unbounded depth. acdream did it from a RENDER tick, so headless parented children were cell-less forever and the canonical cell had two writers. This slice makes Runtime the sole authority and demotes App's tick to presentation-only. Contract: docs/research/2026-08-04-c4-route-7-contract.md; the research that unblocked it is docs/research/2026-08-04-retail-parent-cell-propagation.md ( |
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6dc7ba51ee |
feat(physics): C4 route 4b-3 — remote teleport + cell-less through the canonical placement
Flips the last remote classification (SetPosition: teleport-advanced and
cell-less) onto 4b-1's RuntimeRemotePlacementDriveController, runs retail's
teleport_hook before the placement, and deletes the legacy remote-teleport
machinery. Contract: docs/research/2026-08-04-c4-route-4b-3-contract.md.
Retail: MoveOrTeleport @0x00516330's branch @0x00516386 -> teleport_hook
@0x005163EF -> SetFlags(0x1012) @0x00516414 -> SetPosition @0x00516420 ->
return 1 @0x00516438. The hook @0x00514ED0 runs BEFORE the placement and
regardless of its outcome. Retail places this branch unconditionally, at any
distance and any contact state (arg4 is read only @0x0051638E, after the
branch) — which is what retires AP-137's cell-less enqueue-vs-place delta.
D1 — the classifier's cell-less input is now the PRE-merge committed cell.
Retail's predicate is `this_1->cell == 0`, the BODY's own cell at
MoveOrTeleport entry (this_1 is assigned from this @0x00516334). acdream fed
the POST-merge canonical.FullCellId, which RefreshSnapshot ->
RefreshDerivedState -> SetFullCell has already stamped with the accepted wire
cell; a zero wire cell fails validation into RejectedData first. The shipped
remote cell-less predicate was therefore dead code, not merely different from
remotePlacementRequired. Threaded via a builder overload; route 1's overload
is untouched. The graphical !IsSpatiallyVisible arm of
projectionRequiresTeleportHook is deleted — a presentation predicate with no
retail analogue that fired the teleport machinery on a routine hot path.
Deleted: RemoteTeleportController (605), RemoteTeleportPlacement (85),
RemoteShadowPlacementSynchronizer (49), their 1,709 lines of tests, the
remotePlacementRequired predicate, the TeleportHookRequired plumbing, the
legacy pre-operation ConstrainTo fallback, and the player arm's legacy
!IsGrounded fallback. Net -2,030 lines.
Structural fix (two independent Opus reviews, round 1 FAIL/FAIL): three of the
four MAJORs were one defect — OnPosition carried two parallel inline copies of
the routing tail (player-guid, NPC-guid) that had drifted. Extracted
RunRemoteArmTail (3 call sites) and ApplyWireAirborneLeftoverBookkeeping (2),
both branches now share one implementation.
A1 ToConstraintArm mapped AirborneSnap -> AirborneNoOperation, so the NPC
arm armed ConstrainTo ZERO times for an out-of-contact wire-grounded
creature — a regression this slice introduced while closing a
structurally identical hole. Now maps to NearInterpolate; switch made
total with a throwing default proven unreachable.
R1 D2's write-nothing shape existed on the player arm only; NPC packets
fell through and wrote the body. Retail makes no player/NPC distinction.
R2 report_collision_end(this,1) @0x00514F31 was bound to
ShadowObjects.Suspend, a port of a DIFFERENT retail function
(remove_shadows_from_cells) that teleport_hook never calls. Now routes
to RuntimeCollisionReportingState.LeaveWorld, which wraps the private
ForceEnd in an admission-blocking transaction so a DoCollisionEnd
callback cannot recreate the contact table.
R3/A2 A teleported NPC synthesized ServerVelocity from the teleport distance
(~1,000+ m/s) and planned a run cycle from it. Both the install and
RemoteServerControlledVelocityCycle.Apply now gate on !isTeleportRoute.
BISECT HAZARD — A1's fix is correct only BECAUSE R1 landed. AirborneSnap is
reachable wire-airborne on the NPC arm only while D2's shape is missing there.
Reverting R1 alone silently inverts A1 into the opposite divergence: arming
where retail returns 0. Revert both or neither.
Also in the velocity hunk: the NPC block's two !IsPlayerGuid(update.Guid)
guards were dropped when it was wrapped in `if (!isTeleportRoute)`. Safe — all
five exit paths of the enclosing IsPlayerGuid block return, so the predicate is
unconditionally false below it — but it was unremarked by both reviews.
Register: AP-137 REWRITTEN (not deleted) to the surviving acdream-only
divergences — null classification during the login window and Rejected*
through UnroutedCatchUp keep a row. AD-42's RemoteTeleportController citation
retired; AP-136/AP-138 writer lists corrected to the two surviving non-Position
rebucket writers; AP-138 gains the teleport arm as a second producer of the
visible-without-collision residual (retirement path remains #309). AP-135 is
untouched and its two airborne bookkeeping writes are preserved on both arms.
AP-131 does not retire; #276 does not close.
Proof obligation 1: ParkCollisionResidents' overlap throw stays unreachable —
the teleport arm adds packets to the same TryBeginExclusiveAuthoredPlacement
one-operation-per-key machinery the far arm uses, opens no new operation shape,
and every DeferredCell outcome cancels synchronously with
restoreCancelledPark: true. The guarded property remains
HasOldPrefixPlacementDebt's stall, not a throw (4b-1's B2 caveat stands).
Correction to an earlier claim: LiveEntityPresentationController's
_activePlacementOwners was NOT write-never at HEAD —
remotePlacementRequired -> BeginPlacement -> Begin -> BeginAuthoritativePlacement
was a live writer chain. It becomes write-never BECAUSE this slice deletes that
chain, which is why deleting the dead half is behaviour-preserving.
Probe: ACDREAM_PROBE_REMOTE_TELEPORT=1 emits one [remote-teleport] line per
routed arm (guid, cause, hook-ran, placement status). TEMPORARY, strip with the
probe family.
Carried, disclosed not fixed: no dedicated bidirectional collision-partner test
for R2 (the wiring, not LeaveWorld itself, is what lacks coverage); the
stress test's teleport step drives hand-written field assignments rather than
the canonical arm; the per-packet runTeleportHook closure allocation (network
path, not the resolve path Slice I's 0 B discipline governs — file before
route 5 adds a fourth call site). B2: IRuntimeCollisionReportObserver has zero
production implementations, so retail's bidirectional DoCollisionEnd half still
reaches no gameplay consumer — this fix closes the wrong-function binding, not
that nobody listens.
Complete Release suite MEASURED at 11,013 passed / 4 skipped / 0 failed
(baseline 11,027/4/0; net -14 = ~33 deleted test cases against ~19 added).
Neither known flake fired (#302 PortalProjectionTests GC-allocation, #308
NakEmissionTests wall-clock).
STILL OWED: the two-client connected gate, which MUST use an NPC/creature
teleport target. Both round-1 MAJORs lived on the NPC arm and the velocity
cycle early-returns for 0x50xxxxxx guids, so a player target structurally
cannot observe A1, A2, or R3.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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89cf1e66d0 |
fix(physics): guard the world-frame agreement proven unreachable by measurement
Closes #283 (plan S3) - as UNREACHABLE, not by restructuring ownership. acdream has two owners that convert a landblock-local network origin into the streamed world frame: LiveWorldOriginState for presentation/streaming, and RuntimePhysicsState.TryGetWorldFrameOffset for placement. They rebase on different edges - Runtime the instant an accepted Position carries TeleportAdvanced, App only once StreamingOriginRecenterCoordinator observes old-window retirement completion, many frames later. A one-landblock disagreement places an entity 192 m from the geometry around it: the same failure family as the zero-offset bug |
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898ff18b26 |
diag(physics): probe whether Runtime's world frame and App's origin ever disagree
#283 step 1: prove or disprove reachability before restructuring ownership.
Runtime rebases its world frame the instant an accepted Position carries
TeleportAdvanced (RuntimePhysicsState.ObserveLocalWorldFrame). App's
LiveWorldOriginState rebases only once StreamingOriginRecenterCoordinator
.Advance observes IsOriginRecenterRetirementComplete - many frames later,
after the old window has fully retired. Between those two edges the owners can
disagree by the source-to-destination landblock delta, and anything converted
in the gap lands a multiple of 192 m from the geometry App is building. Same
failure family as the zero-offset bug
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3c36b4cc21 |
fix(vfx): resolve an entity's cell through one owner so effects follow it
Fixes #282 (plan S2). Adds register row AP-133. Retail gives a CPhysicsObj exactly ONE cell: ShouldDrawParticles @0x0050fe60 reads this->cell and calls IsInView on it, and set_cell_id @0x0050f4f0 / change_cell @0x00513390 are the only things that move it. acdream splits that into ParentCellId (render parent, deliberately null for outdoor dat stabs) and EffectCellId (the authored landcell those parentless stabs still need) - an adaptation, now recorded as AP-133. WorldEntity.EffectCellId documents itself as the stab field, with live and interior entities using ParentCellId. |
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f24532adf3 |
fix(vfx): bind effects after canonical placement
C3c created graphical effect, projectile, and static-animation sidecars before Runtime finished the entity's first SetPosition. One-shot F754/F755 packets could be discarded, projectiles could adopt a cell-less body, and animated statics could compete for body ownership. Keep effects behind an exact-incarnation presentation barrier, retry projectile/static binding on the committed visibility edge, and keep effect cells synchronized with canonical rebuckets. User verified spell, recall, arrow, projectile, portal, and static presentation; 90 focused App tests and the Release build pass. |
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529e0e9d88 |
feat(runtime): C3c - production placement cutover: both hosts on the residence conductors (routes 1+8)
Campaign P remaining-physics-divergence, placement cutover slice C3c
(docs/plans/2026-08-02-placement-cutover.md). Both production hosts now
register every initial Create through the residence + continuation-
executor + first-entry-conductor machinery (C0-C3b):
- Graphical (route 1): RegisterEntityWithInitialResidence at Create; the
shared RuntimeFirstEntryDriveController pumps both conductors from the
placement-receipt flow; MaterializeProjection and RebucketLiveEntity
are presentation-only while a residence is ACTIVE (ExecutorCompleted is
the presentation-binding receipt); post-residence entities take the
full legacy path including the prepare_to_enter_world clock edges.
PlayerModeController attaches presentation to the Runtime-published
controller; its legacy resolve/step-heights/host-construction path is
deleted; presentation-only rollback (retail has no entry-flow rollback).
- Headless (route 8): OnSpawned registers with residence when a drive
exists; content-less sessions keep the pre-flip direct registration;
SynchronizeLocalPlayer/CreateController/ApplySetupStepHeights deleted;
prepared-collision read failure is a typed AwaitingCollisionSource
retry; far remotes outside the service window complete celless.
- RuntimeLocalPlayerMovementState.Controller setter sealed internal; all
controller mutation flows through the publication lifecycle.
Fix slices landed within this cutover, each dual-gated:
- F1: live movement-stat/server-physics application routed through the
Runtime ownership seam (post-logout ingest crash on the retired
controller eliminated; RuntimeMovementSkillProjection deleted).
- F2: login activation wedge - collision-admission prefix gate factored
out of the seal (reentrant-commit RejectedAuthority), rearm generation
identity corrected, PlayerModeAutoEntry requires the Runtime-published
controller (world reveal can no longer seal unmaterialized).
- F3: landblock-prefix 0-sentinel replaced by explicit absent-id guards;
map-corner landblocks (grid row/col 0) fully legal through admission,
park/rearm/retire, quiescence, and outdoor shadow seeds.
- F5: local-player first-entry ground contact seeded by the shared
SpawnPlacementSettler (moved App->Core) at FinalizeActivation - the
retail first-gravity-frame touch (enter_world 0x00516170 carries no
seed); the legacy unconditional force-seed is overwritten by a real
floor-found contact; airborne spawns stay airborne; outbound contact
bit verified end-to-end. Fixes the standing-cast 'You can't do that
while in the air!' rejections.
- R1 (dual-review round): login constraint leash armed at the committed
placement (HandleReceivedPosition 0x00453FD0 analog); register rows
AD-61 (settle-timing compression now covering the local player) and
AD-42 (repointed off the deleted resolve split) in this commit;
residence-conversion owner API; wire-landblock guards; drive-pending
ledger in IsConverged; route attach/detach latch; executor-drain drift
model documented + source-pinned.
Gates: Runtime 1,003, App 4,039/3 skips, Headless 79, complete solution
10,816/0 failed/4 skips (Release, -m:1); connected lifecycle/reconnect
gate PASS (logs/connected-world-gate-20260802-175401; graceful exits,
world-visible, zero airborne rejections). The nine-stop soak remains red
for the pre-existing
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bb7b899bfe |
fix(physics): TS-23 - plumb real PK/PKLite/Impenetrable mover flags
Campaign P Slice P3 item 3. The wire parse (CreateObject's PublicWeenieDesc._bitfield), the decode (EntityCollisionFlagsExt. FromPwdBitfield), the per-GUID storage (ClientObjectTable. PublicWeenieBitfield), and the exemption logic (CollisionExemption. ShouldSkip) all already existed and were already correct -- every mover-flags call site just fed a GUID-prefix IsPlayer heuristic instead of the real per-entity PK/PKLite/Impenetrable state (retail OBJECTINFO::init 0x0050cf30 state |= 0x80/0x800/0x1000). Port: - EntityCollisionFlagsExt.ToMoverState translates the decoded PWD bit-space into the ObjectInfoState bit-space FindObjCollisions actually reads -- two different numberings that must not be confused. Deliberately does not translate IsPlayer (every call site already derives that correctly from its own GUID heuristic per #184 Slice 2b). - EntityCollisionFlagsExt.ResolveMoverPvpState is the one shared ClientObjectTable-backed lookup (guid -> ObjectInfoState), replacing what would otherwise have been three separate inline copies across GameWindow/LivePresentationComposition/RemoteTeleportController. - Threaded as a new optional moverPvpState parameter through RuntimeRemotePhysicsUpdater.Tick/TickHidden and RuntimeOrdinaryPhysicsUpdater.TryBegin (default None preserves every pre-P3 caller unchanged), and as PlayerMovementController.OwnPvpFlags for the local player's own two resolve call sites. - TS-23 section 12b: PlayerWeenie.JumpStaminaCost's pk parameter now reads the real PlayerKillerStatus(0x86)/LastPkAttackTimestamp(0x91) pair against retail's 20-second recency window (pkStatus in {4, 0x40} && (timestamp + 20.0) >= now), replacing the P1 hardcoded false. RuntimeMovementSkillState/Snapshot and LiveSessionEventRouter.RecomputePvpStatus push both the PWD bitfield and the PlayerKillerStatus pair reactively, riding the SAME ClientObject event triggers RecomputeBurden already uses. - A conformance test caught a genuine precision bug in the first PK-timer clock choice: DateTimeOffset.UtcNow's Unix-epoch seconds (~1.7 billion) loses ~128 seconds of precision in a 32-bit float, silently swallowing the entire 20-second window. Switched to Environment.TickCount64 (small, monotonic magnitude) -- also the more retail-plausible basis, since LastPkAttackTimestamp is itself a wire PropertyFloat and retail's Timer::cur_time is almost certainly a process/session-relative counter for the same precision reason, not an absolute epoch. Non-PK invariant (the acceptance criterion): an entity with no ClientObjectTable row, or a row whose PublicWeenieBitfield is null or 0, resolves to ObjectInfoState.None -- a no-op OR into moverFlags, bit-identical to every pre-P3 caller's hardcoded value. A dedicated test drives two real ClientObjectTable rows through CollisionExemption.ShouldSkip and confirms PK-vs-PK collides while PK-vs-non-PK and non-PK-vs-non-PK both stay exempt (walk through). Register: TS-23 retired (both the collision-flags and PK-timer halves); the stale "M2 combat must land TS-23" phase-gate note removed. dotnet build + dotnet test (Core.Tests 4008/2 skip, Runtime.Tests 425/0, App.Tests 3968/3 skip, complete solution build) all green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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dae5b1ea68 |
fix(physics): TS-46 - seed the sweep from the Setup's own sphere list
Campaign P Slice P3 item 1. Retail CPhysicsObj::transition (0x00512dc0) seeds the collision sweep from CPartArray::GetSphere (the Setup's own <=2-sphere list, each origin+radius scaled by m_scale) via SPHEREPATH::init_sphere (0x0050c670) -- not from a symmetric two-scalar (radius, height) capsule reconstruction. The human Setup 0x02000001's authored spheres are (0,0,0.475) r=.48 and (0,0,1.350) r=.48; the old reconstruction from (0.48, 1.835) produced (0,0,0.48) + (0,0,1.355), a 5 mm head-center offset the TS-46 register row documented as a residual. Port: - SpherePath.InitPath gains a sphere-list overload (ImmutableArray< FlatCollisionSphere>, scale) sharing a new InitPathCore with the existing (radius, height) overload, which is now the degenerate 2-scalar case of the same code -- byte-for-byte unchanged, so every captured-fixture replay (CellarUpTrajectoryReplayTests, DoorBugTrajectoryReplayTests, CellarLipWedgeTests) keeps passing unmodified. - PhysicsEngine.ResolveWithTransition gains optional sphereList/ sphereScale parameters; empty/default preserves the legacy scalar path for every pre-existing caller. - LiveEntityMotionRuntimeController.GetSetupMoverShape is a new sibling of GetSetupCylinder (left untouched) that resolves the Setup's own sphere list plus Setup-derived step-up/step-down (CPartArray::GetStepUpHeight/GetStepDownHeight, 0x005180d0/0x005180f0, x ObjScale, 0.4 m fallback matching the pre-existing literal). - Threaded through PlayerMovementController (both resolve call sites, new SphereList property set by PlayerModeController.ApplyStepHeights and the Headless world projection), RuntimeRemotePhysicsUpdater (Tick + TickHidden), and RuntimeOrdinaryPhysicsUpdater.TryBegin. Remote/ordinary step heights are now Setup-derived instead of a hardcoded 0.4f literal. Projectile and camera-probe sweeps are untouched (already single-sphere-exact). - PlayerModeController.ApplyStepHeights also now applies the x ObjScale multiply to the player's own step heights (previously only the remote/ordinary paths did), closing an adjacent gap the P3 research flagged. Ts46SphereListConformanceTests proves the sphere-list overload sees the exact dat spheres (not the reconstruction), that the scalar overload is unchanged, and that ResolveWithTransition's sphereList parameter actually drives the sweep (a decoy-scalar control pair using a head-height obstacle sphere). Register: TS-46 retired (both residuals it named are closed); header count corrected to 40 active TS rows. dotnet build + dotnet test (Core.Tests 3991/2 skip, Runtime.Tests 425/0, App.Tests 3968/3 skip, complete solution build) all green. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> |
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e6a87679b7 |
fix(render): read TransparentPartHook opacity by the real part ordinal, not 0
Some checks failed
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The user reported crystal shards hovering in the air above every Bind
Stone on Coldeve (setup 0x020010AC) that do not exist in the retail
client. The DAT truth, extracted with the new tools/SetupInspect probe:
the model authors SEVEN parts - pedestal, spinning column, inner
crystal, and four shard meshes parked in a static ring at Z=3.0 in the
placement frame and every frame of the idle cycle - and frame 0 of that
idle cycle fires four TransparentPartHooks (parts 3-6, start=end=1.0)
each loop. Retail hides the shards through those hooks; the model
simply ships with permanently-hooked-invisible parts.
acdream's hook chain was intact end to end - the static-animating
workset captures the hooks (RetailStaticAnimatingObjectScheduler ->
AnimationHookFrameQueue -> TranslucencyHookSink), and
TranslucencyFadeManager committed translucency 1.0 for parts 3-6 -
but BOTH dispatchers' bare-GfxObj branch read the fade with a
hard-coded part index 0 under a false #188-era assumption ("a bare
GfxObj entity has exactly one part"). Every live server object is a
FLATTENED multi-part entity in exactly that branch: SetupMesh.Flatten
emits one bare-GfxObj MeshRef per Setup.Parts[i], order preserved,
AnimPartChanges replacing in place - so the MeshRef ordinal IS the
retail CPartArray ordinal TransparentPartHook.PartIndex addresses.
The committed invisibility for parts 3-6 was never consulted and the
shards drew forever. Proof the ordinal was trustworthy all along:
click-selection in the same loops already publishes it as the part
identity (Slice 4 picking runs on it in production).
Fix: both the legacy classifier and the packed oracle now pass the
per-part ordinal (partIdx / packedPart.PartIndex) to the translucency
lookup. Single-part objects still read index 0; the #188 door fades
are unchanged; the Setup-expanded branch already indexed correctly.
Any other object hiding authored parts via idle-loop hooks gets its
retail appearance from the same change.
tools/SetupInspect is the new reusable DAT probe that cracked this:
dumps a Setup's parts, parent indices, GfxObj vertex bounds, placement
frames, motion-table default cycle, sampled animation frames, and all
animation hooks.
Closes task #32's code side; the connected visual gate (shards gone at
the Bind Stone, base crystals and spin retained) is the acceptance.
App Release suite 3,968 / 3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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16ed6e7c5c |
fix(render): keep authored surface translucency on composite textures
Some checks are pending
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The user reported wielded items subtly hiding particle effects, as if a translucent texture were missing. Root cause verified in source: the DAT authors a per-surface Translucency float, and the shared-atlas extraction honors it by baking (1 - Translucency) into the texture alpha (MeshExtractor). But a surface with an appearance override - ObjDesc subpalettes or texture changes, which wielded loot typically carries - routes through the per-instance composite paths instead (WbDrawDispatcher.ResolveTexture -> TextureCache GetOrUploadWithPaletteOverrideBindless / GetOrUploadWithOrigTextureOverrideBindless -> DecodeFromDats), and the textured decode there never saw the authored value: only the Base1Solid branch passed it (SurfaceDecoder.DecodeSolidColor); DecodeRenderSurface has no translucency input at all. Consequence: the part still classified translucent, still sorted in the RetailAlphaQueue, still drew with depth writes off - but with texture alpha = 1 it overwrote everything already composited behind it. Particles behind the part vanished; particles in front survived. The same GfxObj without overrides (atlas path) rendered correctly, which is why the loss was so selective and subtle. Fix: SurfaceDecoder.ApplyAuthoredTranslucency mirrors the atlas bake (in-place alpha scale, caller-owned buffers, Magenta sentinel guarded), and DecodeFromDats applies it behind an opt-in flag set by exactly the two world composite paths. The sky path stays unbaked (its shader applies the authored opacity separately - baking would double-apply, the AP-89 compounding class) and particle sheets stay unbaked (emitter-driven alpha, no authored-translucency consumer). Composite cache keys already include the surface id, so the baked alpha is cache-coherent. This closes an unregistered divergence (no register row existed; the fix restores parity with the shipped atlas mechanism, so none is added). Investigation evidence: equipped children and world objects share the same classification chain (ClassifyPackedBatches/GroupKey), so the gap was override-driven, not attachment-driven - a dropped item with the same ObjDesc was equally affected. Core SurfaceDecoder tests 22/22 (3 new); App Release suite 3,968 / 3 skips. Visual gate: a wielded item with authored-translucent parts must let its particle effects show through. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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b2b5e3d54a |
diag(render): composite-warmup stall probe for the session-3 tunnel hang
The 2026-07-29 Coldeve session 3 stuck the player in the portal tunnel forever: generation 2 (Town Network, 0x00070156) published render but composites/collision never became ready, and the reveal latch correctly held the tunnel. The composite warmup queue in WbDrawDispatcher has exactly two permanent-stall shapes - a GfxObj id that never resolves (silent load failure, e.g. custom-server content absent from the baked pak) or an upload budget that never reopens - and they are indistinguishable from the reveal log alone. ACDREAM_PROBE_REVEAL=1 (NetDiagnostics.ProbeReveal) now emits one [composite-warmup] STALL line per second while warmup blocks a reveal: pending count, queue depth, scan state, upload-budget gate, and the first four pending GfxObj ids. Zero cost when off. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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ce9445b270 |
fix(render): the near plane is col3, not col4 + col3 (#248)
`FrustumPlanes.FromViewProjection` extracted the near plane with the Gribb-Hartmann form written for OpenGL's `[-1,1]` clip-space z range. Every acdream projection comes from `Matrix4x4.CreatePerspectiveFieldOfView` or `CreateOrthographic`, whose range is `[0,1]`. Under `[-1,1]` the near plane is the locus of `clip.z = -clip.w`, which is `col4 + col3`; under `[0,1]` it is `clip.z = 0`, which is `col3` alone. Concretely, the mismatch put the effective near threshold at `-n·f/(2f-n)` — about 0.5 m where the retail chase camera asks for 1.0 m. That error only ever kept geometry the true frustum would have dropped, never the reverse, which is why it produced no visible defect and was filed instead of hot-fixed during Campaign V. It is still wrong, and it is the same mistake that *was* visible in `PortalProjection`, where it culled the cell behind a doorway the camera stood close to. The far plane is `col4 - col3` under both conventions and is untouched. A test pins it anyway, so that a future edit to this function cannot drift it while nobody is looking. The acceptance criterion asked for a unit test pinning the extracted near distance to the camera's near value, and that is what landed: a theory over four near/far pairs asserting the plane is unit-length, faces down -Z, and stands off the eye by exactly `nearDistance`, plus a kept/dropped pair straddling it. The test was checked against the old formula before commit and fails all four cases there — it measures the fix rather than merely accompanying it. The other half of the acceptance criterion — unchanged culling in the offline pixel gate and the connected route — could not be run: #259 has Win32 surface creation failing machine-wide, so no gate that needs a window is available tonight. Recorded as outstanding rather than assumed. Solution build 0 errors; `AcDream.Core.Tests` 3,898 passed / 2 skipped / 3,900. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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c265b52d4b |
docs(render): V11 closeout — register, architecture, code structure, issues
Retires the GL framing from the documents that described a two-backend,
two-UI-stack client, and files what the deletion left behind.
Divergence register:
* AD-46 (anisotropic tap pattern in dense alpha scenery) is REFRAMED rather
than retired. Its substance survives -- distant foliage may read denser
than retail's -- but it was measured GL-vs-Vulkan, and with GL gone it is
a Vulkan-vs-retail question against the D3D oracle it already cited. The
measurement is kept as the evidence that the residual is a driver tap
pattern; the row now records that it is no longer falsifiable by
self-differential, which is a real loss the deletion causes.
* AD-47 and AD-48 are NEW, and the campaign's own risk register scheduled
them here: MSAA sample positions (measured at 8.83% of the frame at 4x,
which is why every strict gate runs MSAA off -- and therefore why a
regression confined to the multisample path would not be caught) and
present pacing (#235 is the live instance).
* AD-17's justification moves from a GL clip-plane citation to Vulkan's
maxClipDistances floor, which is the same 8, so the divergence is
unchanged and only its authority moves.
* AP-92 keeps IUiViewportRenderer.TextureIsBottomUp rather than folding it
flat, because it is what let the origin question be answered by data.
Architecture and code structure: the layer diagram, the frame order, the
residency vocabulary and the reference table all said OpenGL. The UI section
said two stacks. Rule 3's rationale is rewritten around what actually
happened -- ImGui was deleted and not one panel, ViewModel or command had to
change, because none of them had ever imported ImGuiNET. That is the rule
paying for itself, so it is recorded as evidence rather than removed as
obsolete.
Issues: #258 files the dev-panel host as a decision rather than an accident,
and #255 is REOPENED. Its TaskCreationOptions.LongRunning fix asks the
scheduler for a thread but does not promise two callbacks overlap; under nine
concurrent test assemblies it still failed 2 of 5 whole-suite runs. The
earlier evidence tested a narrower pool, not a contended one. The fix it
needs is a rendezvous inside the read stub -- not a weakened assertion.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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7a0227c12e |
feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
Commit 2 deleted the GL rendering backend's implementations; this step removes the package references and shader vocabulary they leave behind, so nothing in the App project still spells Silk.NET.OpenGL. Silk.NET.OpenGL and Silk.NET.OpenGL.Extensions.ARB are dropped from AcDream.App.csproj. Chorizite.Core stays — the audit is NOT clean: its Render.Enums (TextureFormat, BufferUsage) and Lib.BoundingBox types are used directly and extensively across the Wb texture/mesh pipeline, independent of the deleted GL IUniformBuffer implementers the package comment used to cite. The stale comment is corrected in place. IMeshPipelineDevice.Gl is removed along with the GL? gl parameter threaded through WbMeshAdapter's four constructors, WorldRenderComposition's CreateMeshAdapter, and VulkanMeshPipelineDevice's Gl => null implementation — nothing read any of them once the legacy per-mesh upload bodies were gone (confirmed by grep: the sole non-doc-comment hit was a test assertion). While in WbMeshAdapter.Dispose(), found and fixed a real bug along the way: its teardown still pattern-matched the deleted GL GpuFrameFlightController to decide whether to wait for submitted work, which VulkanFrameFlightController replaced at slice V6a without this site being updated — so the wait had been silently dead on every Vulkan run since then. Retargeted to VulkanFrameFlightController, which carries the same WaitForSubmittedWork(). The GL pixel-format vocabulary (Silk.NET.OpenGL.PixelFormat/PixelType) that WorldTextureArray/TextureFormatExtensions/TextureAtlasManager used for upload validation is replaced by AcDream.Content's existing Silk.NET-free UploadPixelFormat/UploadPixelType enums (added at MP1a to keep the bake tool GL-free); two new members (Rgb, Red, Float) extend that enum with their GL ABI constants to cover the full vocabulary WorldTextureArray needs, since MP1a's original set only covered what the extractor itself emits. ObjectMeshManager's App-boundary cast `(Silk.NET.OpenGL.PixelFormat?)batch.UploadPixelFormat` becomes a direct pass-through now that both sides share the type. GpuBindingModel.StorageTextureTable (the GL-only binding=9 emulation of the Vulkan texture table) is deleted and StorageBindingCount drops from 10 to 9; the descriptor-set-layout code that builds from that count (VulkanPipelineLayouts, VulkanFrameBindings) is untouched and just allocates one fewer always-dummy-seeded, always-unused binding. Several fully dead GL-only classes came along for the ride, confirmed by zero construction sites: SilkFramebufferViewportTarget (NullFramebufferViewportTarget is the sole production IFramebufferViewportTarget), SilkRenderGlStateReader (NullRenderGlStateReader.Instance is the sole IRenderGlStateReader), RuntimeRenderFrameClearPhase (VulkanRenderFrameClearPhase is the sole IRenderFrameClearPhase, expressing the same atmosphere-clear logic as a pass load-op instead), and GpuFrameTimer plus FrameProfiler's GL-owning FrameBoundary(GL) overload and BeginGpuFrame/EndGpuFrame bracket (RecordGpuSample is the only GPU-timing path any backend uses now — the ACDREAM_WB_DIAG nested-query exclusion these existed for no longer applies, since WbDrawDispatcher's own diagnostic GPU sampling already moved to the device's Vulkan timer pool). GpuFrameFlightController itself stays (never constructed with a real fence API in production, but its retirement-ledger/serial-ring logic is backend-neutral and still covered by its own unit tests) — only its GL-specific parts (the public GL constructor overload, SilkGpuFenceApi) are deleted, since removing the whole class would mean restructuring the frozen Slice-8 composition shape's GpuFrameFlightController? threading, which is out of this commit's scope. TextureParameters.cs and BufferUsageExtensions.cs (zero callers each) are deleted outright. common.glsl is deleted: nothing in the actual Vulkan .spv build reads it. tools/ShaderCompiler/Program.cs compiles each .vert/.frag pair directly and tools/ShaderCompiler/VulkanGlslPreamble.cs injects its own complete self-contained preamble per file; common.glsl's textual concatenation was exclusively Shader.cs's GL-only mechanism, deleted at Commit 2. The five shader files that named it in comments (mesh_modern.vert, particle.vert, particle.frag, sky.frag, terrain_modern.frag) are corrected to point at VulkanGlslPreamble.cs instead. mesh.vert/mesh.frag — the pre-N.5 legacy shader pair the mandatory modern path already made unreachable, with zero C# consumers and no compiled .spv — are deleted too. Regenerated via tools/compile-shaders.ps1: 9/9 remaining shader pairs compile (previously 9/10, with mesh the sole failure — the VulkanShaderManifestTests doc comment's "nine of ten are not Vulkan-expressible" was already stale before this commit). Test fallout: dead-subject test methods/files are deleted rather than patched (TextRendererFailureSafetyTests.cs, ClipFrameUploadTests.cs, GpuResourceRetirementTransactionTests.cs's GL queue tests, one WorldRenderDiagnosticsTests source-order test, one RenderFrameResourceControllerTests clear-phase-order test); tests whose subject moved or was renamed are updated in place rather than deleted (GpuContractTests, VulkanCapabilityGateTests, MeshPipelineDeviceSeamTests' pinned seven-member surface now reads six, ParticleBindlessInstanceTests' cross-dialect check now covers the one surviving dialect, WbMeshAdapterTests' misleadingly-named null-gl test — gpuDevice was always the parameter that actually threw). Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors, with the Silk.NET.OpenGL/.Extensions.ARB package references physically removed from the csproj (not just unreferenced in code). Tests: full-solution `dotnet test` green across every project. Zero remaining `using Silk.NET.OpenGL` anywhere in src/ or tests/. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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8a7a0837e1 |
feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
Vulkan is the sole, user-signed-off backend (V10 landed) and step 1 already removed ImGui/Studio/DevTools. This step deletes the GL rendering backend itself: every Gpu/Gl/** implementation, the Wb ManagedGL*/GLHelpers/GLSLShader/GLStateScope/RenderStateCache/ BindlessSupport family, Shader/ShaderProgramConstruction/SamplerCache, RenderBootstrap, and RenderFrameGlStateController. GameWindow.cs's Run()/CreateGraphics()/CreateBackbufferReader()/ OnLoad() collapse to their Vulkan-only arm; GameWindowGraphics loses its OpenGlGameWindowGraphics subclass. RuntimeOptions.RenderBackend and RenderBackendKind (incl. the Gl member of GpuBackendKind) are gone — there is nothing left to select between. The five world-draw dual-arm renderers (WbDrawDispatcher, EnvCellRenderer, TerrainModernRenderer, ParticleRenderer, SkyRenderer) and the composition roots (WorldRenderComposition, HostInputCameraComposition, LivePresentationComposition, FrameRootComposition) collapse to their RHI-only arm. GL-only diagnostic properties with a live external reader (DynamicBufferCount and friends) simplify to a documented `=> 0`/no-op rather than disappearing, since the reader is out of this commit's scope. A few GL-flavored mechanisms turned out to be backend-neutral once isolated: GlConstructionCleanupLedger is renamed ResourceConstructionCleanupLedger (exception-chain walking has nothing to do with GL), and GlfwNativePlatformProbe moved out of the otherwise GL-only GraphicalCapabilityRecord.cs into GraphicalWindowBackendSelection.cs before the rest of that file was deleted. Test files with no surviving subject are deleted outright (GraphicalCapabilityRequirementsTests, ShaderProgramConstructionTests, PortalDepthShaderParityTests, TextureCacheBindlessTests, TextRendererFailureSafetyTests, ClipFrameUploadTests, every Gpu/Gl/*Tests, GlTextureOwnershipTests, RenderFrameGlStateControllerTests); others get their dead GL-only members trimmed while their live assertions stay (ClipFrameLayoutTests' MeshClipSsboBinding check now reads GpuBindingModel.StorageClipRegions, the same binding index under its new backend-neutral name; GpuResourceRetirementTransactionTests drops its OpenGLGraphicsDevice-subclassing test double and the two GL queue tests it existed for). EnvCellRendererTests' construction helper now builds a real ObjectMeshManager via VulkanMeshPipelineDevice instead of passing null through a null-forgiving operator, since the RHI constructor never tolerated a null mesh manager and the old GL constructor (which did) is gone. Deferred to the next two steps, deliberately not touched here: the Silk.NET.OpenGL/.Extensions.ARB package references, IMeshPipelineDevice.Gl (WbMeshAdapter's GL? threading stays in place), Chorizite.Core's stale csproj comment (the package itself is still load-bearing — TextureFormat and friends are used well beyond the deleted ManagedGLUniformBuffer), and the CI/gate scripts. Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors. Tests: full-solution `dotnet test` green across every project (App.Tests 3937/3940 + 3 skips, Core.Tests 3296/3298 + 2 skips, all others 100%); the 2 App.Tests names that flake under full-suite parallel execution (#250-family, documented pre-existing) pass in isolation. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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844cf092a1 |
feat(render): Campaign V slice V11 commit 1 - delete ImGui, Studio, and the DevTools frontend
The ImGui developer-tools stack (AcDream.UI.ImGui), UI Studio (src/AcDream.App/Studio), and the DevToolsFramePresenter/ SettingsDevToolsCompositionPhase ImGui composition machinery are removed. Vulkan never composed a DevTools frontend (DevToolsEnabled already forced false whenever the backend was Vulkan); this commit makes that permanent by deleting the only implementation rather than leaving a dead branch behind. What moved: Studio/SampleData.cs is a live production dependency (InteractionRetainedUiComposition's character-sheet fallback, plus three UI.Layout test files) - git mv'd to src/AcDream.App/UI/Layout/SampleData.cs, namespace AcDream.App.UI.Layout, and trimmed to the SampleCharacter API that is actually still called (BuildObjectTable/AddItem/AddEquipped/the item-guid and icon constants had zero callers left once the Studio fixture provider that used them was deleted). What survives as backend-neutral seams, per the tests that still exercise them: IDevToolsFrameLifecycle (moved into RenderFramePreparationController.cs, now always bound to null), IFramebufferDevToolsTarget/FramebufferDevToolsBinding in FramebufferResizeController.cs (its concrete DevToolsFramebufferTarget adapter is deleted), and IDevToolsGameplayCommands in GameplayInputCommandController.cs (DevToolsGameplayCommands becomes a documented no-op instead of forwarding to the deleted presenter). A follow-up re-homes Settings/Debug onto the retained UI through IPanelRenderer; until then keybind remapping falls back to editing keybinds.json. DevToolsEnabled is now `private const bool DevToolsEnabled = false`. RuntimeOptions.DevTools is unchanged and still reaches VulkanGraphicsContext for the optional debug-utils extensions; Program.cs now logs one line when ACDREAM_DEVTOOLS=1 explaining that the ImGui UI is gone and the flag is Vulkan-only now. Removed: AcDream.UI.ImGui (project + ImGui.NET/Silk.NET.OpenGL.Extensions.ImGui package refs), src/AcDream.App/Studio (minus SampleData.cs), DevToolsFramePresenter.cs and everything only it constructed (ISettingsDevToolsCompositionFactory, RetailSettingsDevToolsCompositionFactory, DevToolsCompositionOwner, IGameWindowSettingsDevToolsPublication, SettingsDevToolsOptionalDependencies, the "developer tools" shutdown-ledger stage and its DevTools-typed fields on IngressShutdownRoots/ RenderShutdownRoots), the ui-studio Program.cs verb, and the cimgui native manifest entries in GraphicalHostPlatformServices. GameWindow.cs's DevTools composition branch, its _vitalsVm/_debugVm/_devToolsComposition/ _devToolsFramePresenter/_devToolsCommandBus fields, and every settingsDevTools .DevTools?.* access across FrameRootComposition.cs/SessionPlayerComposition.cs are gone with it. Build green; complete Release solution suite 8,830 / 5 skips (App Tests 4,097/3 skips run standalone - one #250-family zero-allocation test flakes under the full parallel `dotnet test AcDream.slnx` run, a pre-existing, documented class unrelated to this change). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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00e1b32177 |
perf(render): Campaign V slice V8 commit 1 - the Vulkan arm gets an instrument
V8 is the performance gate, and it opened on a plain fact: the Vulkan arm
emitted no [frame-prof] line at all. V6h wired it to
NullRenderFrameGpuMeasurement, whose BeginFrame does nothing - and that method
is the ONLY caller of FrameProfiler.FrameBoundary. So a Vulkan run produced no
CPU frame distribution, no allocation-per-frame column, no frame-history CSV
and no GPU sample. The campaign's own performance vehicle,
tools/run-connected-r6-soak.ps1, waits on [frame-prof] boundaries to time its
samples, so it could not be pointed at the backend V8 exists to judge. You
cannot measure what you have not instrumented, so the instrument lands first.
The bracket is deliberately identical on both arms. On GL,
FrameProfilerGpuMeasurement begins a TimeElapsed query at BeginFrame and ends
it at EndFrame, spanning resource preparation, the world scene and private
presentation, and NOT the swapchain present. VulkanFrameGpuMeasurement opens
and closes a Vulkan timestamp scope at exactly those two points. Two
differently-bracketed numbers in one comparison table would have been worse
than reporting none.
Vulkan timestamps resolve two or three frames late, so the sample carries the
profiler frame index that ISSUED it rather than being credited to the frame
that happened to read it - the pairing GpuFrameTimer already performs
internally on GL. VulkanGpuDevice opens the whole-frame scope tagged with that
index, reads the previous use of the slot back in BeginFrameResources BEFORE
the tag is overwritten, and hands completed (tag, microseconds) pairs to the
adapter through a bounded queue that never blocks.
VulkanGpuTimerPool gains TryTakeResolved, which consumes the value it reports.
TryResolve deliberately reports the last known measurement forever, which is
right for a diagnostic readout and wrong for a percentile: counting one
measurement into the distribution twice is how an instrument flatters itself.
FrameProfiler gains a GL-free FrameBoundary() overload and RecordGpuSample.
Every other line of its bookkeeping - the CPU delta, the per-thread allocation
delta, the stage buffers, the history row, the five-second report - is the same
code the GL arm runs. The GL path is byte-for-byte unchanged in behaviour:
FrameBoundary(GL) still owns and creates the query ring.
Gates: Release build green. App tests 4,152 passed / 3 skipped, exactly the
pre-slice baseline. Strict GL offline pixel gate against
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a13cff884f |
ci(render): Campaign V slice V9 - the Vulkan gate runs on lavapipe
The first CI job in this project's history that renders a frame.
The whole row rests on a decision V6g already made and paid for. When
section 5.5.8 cut set 0 from ten dynamic storage descriptors to four, four
was not merely under the RX 9070 XT's eight - it is Vulkan's guaranteed
minimum, so no conformant device can fail the layout. That is what makes a
software-device row possible at all. Every other requirement was then
checked against Mesa's lvp_device.c rather than assumed, and all seventeen
features the gate demands are true on lavapipe - including
samplerAnisotropy, which V7 made load-bearing eight commits ago and which a
software rasterizer would have been entirely within its rights to decline.
Three things had to exist before the job could:
1. The harness could not stop. VulkanBringUpHost presents until its window
closes, which is right at a desk and impossible in CI, where nothing ever
closes a window. ACDREAM_VULKAN_PROBE_FRAMES gives it a budget; unset or
malformed is zero, which keeps the interactive behaviour, so no existing
invocation changes. The budget never cuts the capture short - the loop
stays open until the screenshot has been attempted - because a run whose
entire product is a PNG must not be able to exit green with an empty
artifact directory. The decision is a pure static method, tested without
a window or a driver.
2. tools/compile-shaders.ps1 was Windows-only and nobody had noticed,
because nothing had ever run it anywhere else. It built its paths from
embedded 'src\AcDream.App\...' literals; a backslash is a separator on
Windows and an ordinary filename character everywhere else, so on Linux
that is one long nonexistent file name.
3. The report's jq paths were invisible to the compiler. Renaming a record
property or swapping the enum converter would have left every test green
and turned CI red on someone else's branch days later, with a failure
that reads like a driver problem. VulkanCapabilityReportContractTests
pins the exact strings the job greps and pins its packed-version
arithmetic against VulkanApiVersion's own unpacking.
The job, eleven steps: install lavapipe and Xvfb; record vulkaninfo as
evidence; publish linux-x64; run the Gpu.Vk tests on a second operating
system; probe the gate under a 24-bit Xvfb screen (the default is 8-bit,
which leaves the X11 WSI without a usable visual) and assert an accepting
verdict on a Cpu device at API >= 1.3 with a clean active probe; assert the
captured PNG is a real frame by IHDR dimensions and byte count; re-run with
ACDREAM_VULKAN_FORCE_UNSUPPORTED=timelineSemaphore and assert exit 4 with an
actionable refusal; recompile the shaders and compare. Artifacts upload on
always(), so a red run ships its own diagnosis.
The .spv step is what ties the committed binaries to their sources. The
existing App test hashes GLSL against the manifest, which catches "edited a
shader, forgot to recompile"; nothing caught a stale or hand-edited .spv.
Verified on Windows before shipping: 19/19 artifacts byte-identical to a
fresh compile, zero drift.
No GL-versus-Vulkan pixel compare, for two independent reasons recorded in
section 5.5.20: linux-graphical asserts exit 4, so there is no left-hand
side, and the probe renders synthetic scenes rather than the DAT world CI
cannot have. The two jobs now say something sharper than a pixel diff would
have - on the same software Mesa stack, GL is refused and Vulkan is accepted
and draws. Physical Linux GPU and Wayland rows stay deferred on the Slice L
precedent; no hosted runner offers either.
Gates: Release build green, zero errors. App tests 4,152 / 3 skipped against
a 4,134 / 3 baseline at this branch's base (
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1f25a60999 |
fix(diag): Campaign V slice V7 commit 2 - pin the world clock, because the route never did
THE ROUTE'S TIME PIN NEVER HELD, AND EVERY V7 NUMBER SO FAR WAS TAKEN THROUGH IT.
connected-backend-differential.route.txt opened by pressing
AcdreamCycleTimeOfDay three times, on the stated theory that the cycle walks
live -> 0.00 -> 0.25 -> 0.50 and lands on noon. The mechanism underneath is
WorldTimeService.SetDebugTime, and SyncFromServer clears it -- deliberately,
because that setter is the /time slash command and the command is meant to be a
look-at-dusk-for-a-moment affordance rather than a mode. There is even a test
pinning that behaviour: WorldTimeDebugTests.SyncFromServer_ClearsDebugOverride.
ACE sends TimeSync every few seconds. The clock was therefore un-pinned again
long before the route reached its first stop, on every run this campaign has
taken, including V6m's smoke pair.
The Dereth clock does not only move the sky. It moves the SUN, so it moves the
directional term of every lit surface in the scene.
MEASURED, rather than argued. A probe route captured each stop TWICE, 45 seconds
apart, in the same run on the same backend:
GL, Holtburg, capture 1 vs capture 2: 205,772 px 22.33%
Vulkan, Holtburg, capture 1 vs capture 2: 218,732 px 23.73%
GL, Facility Hub, capture 1 vs capture 2: 108,795 px 11.81%
Vulkan, Facility Hub, capture 1 vs capture 2: 130,206 px 14.13%
One backend, one stop, nothing moving, and a fifth of the frame changes while
you watch. No cross-backend number means anything against that noise floor, and
the cross-backend numbers taken during that probe run were duly absurd -- 56% at
Holtburg, where the two launches happened to be at different times of Dereth day.
THE FIX IS A PIN THAT OUTRANKS THE SERVER CLOCK AND SURVIVES SYNC.
WorldTimeService.PinnedDayFraction is a nullable day fraction that wins over both
Calendar.DayFraction(NowTicks) and SetDebugTime, and that SyncFromServer does not
touch. ACDREAM_WORLD_TIME -> RuntimeOptions.PinnedWorldDayFraction ->
WorldEnvironmentController, which writes it once: the Runtime environment owner
and its clock are session-scoped, so one write outlives every teleport and every
reveal generation. Values outside [0, 1) are REJECTED rather than clamped -- a
day fraction of 12.5 is a typo, and silently pinning the world at it would be
worse than ignoring it.
Unset is the default and every ordinary run. The calendar DATE still advances,
which is intentional: the date drives day-group selection, and ACDREAM_DAY_GROUP
already pins that. The differential gate forces the pin at 0.5 -- noon, which is
what the three presses were aiming at -- on both launches, and the route's
presses are deleted rather than left in as decoration.
This is instrument determinism on the footing of ACDREAM_DAY_GROUP and V7's
ACDREAM_SKY_PHASE_SECONDS, not a workaround: it is off by default, nothing in the
shipping client reads it, and the alternative was to keep measuring two backends
through a fifth of a frame of sunlight.
WHAT IT MOVED. The same three-stop route, same commit otherwise, before and after:
holtburg_town 9.05% -> 2.86% (83,438 -> 26,330 px)
facility_hub_interior 12.16% -> 0.78% (112,075 -> 7,176 px)
aerlinthe_island 23.09% -> 6.82% (212,824 -> 62,892 px)
The interior stop is the headline. V6m recorded it as a route defect on the
theory that the indoor spring-arm camera settles to different distances in two
runs; that theory is now refuted. The camera was fine. The interior was lit
differently because the sun had moved, and with the sun held still the stop drops
by a factor of 15 to 0.78% -- close enough to the 0.001 threshold that its
remaining population is worth naming rather than guessing at. No route change was
needed and none was made.
WHAT REMAINS, per the difference maps, all of it now attributable by eye:
the animated portal beside the Holtburg stop; distant scenery foliage; wandering
NPCs and a chimney smoke plume, which are animation and emitter phase; the vitals
readouts, whose stamina and mana genuinely regenerate at different rates across
two logins minutes apart; and, at Aerlinthe, a dense low-magnitude speckle in a
scene whose mean luminance is 28/255 -- half of its differing pixels are exactly
delta 3, one step over a tolerance that is absolute rather than relative.
Gates. Release build green. App tests 4,134 passed / 3 skipped (one new: the
day-fraction range check); AcDream.Core.Tests WorldTimeDebugTests 6/6, including
the two new ones that assert the pin survives a sync and outranks the transient
override. GL offline pixel gate against the pre-slice tree: 2.66e-05, 15 pixels
of 563,200, inside the documented 9-31 band -- GL did not move.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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ad5f8b68dc |
fix(render): Campaign V slice V7 commit 1 - world anisotropy, and the sky's second clock
Two changes, one measurement. The V6m smoke pair put GL versus Vulkan at Holtburg at 18.52% of the frame differing at tolerance 2 with MSAA off. The same stop on the same instrument now measures 9.05%, and the two populations these address are gone from the difference map rather than merely smaller. 1. THE WORLD ATLASES WERE SAMPLED WITHOUT ANISOTROPY ON VULKAN, AND WITH THE DEVICE MAXIMUM ON GL. RhiWorldTextureArray -- the backend-neutral shared object/material atlas, and the only IWorldTextureArray the Vulkan arm ever constructs -- registered its clamp and repeat slots with GpuSamplerDescription.WorldClamp/WorldRepeat as written, which carry MaxAnisotropy 1. The GL arm asks for the driver's own GL_MAX_TEXTURE_MAX_ANISOTROPY twice over: ManagedGLTextureArray sets GL_TEXTURE_MAX_ANISOTROPY on the image, and the two sampler objects its resident bindless handles are built from (OpenGLGraphicsDevice.WrapSampler/ClampSampler) set it again, which is the one that actually wins. V6i-2 knew it was asking for 1 and said so in a comment -- "the world arm that draws through these arrays is the next slice, and it is the one that can gate a filtering change visually." That slice was V6j, the gate is V7, and this is it. Retail settles the question rather than the GL arm settling it. RenderDeviceD3D::SetDefaultD3DStates (0x005a3800) loops all sixteen sampler stages and issues SetSamplerState(stage, 0xA, this->m_D3DCaps.MaxAnisotropy) at 0x005a4230. 0xA is D3DSAMP_MAXANISOTROPY and the argument is the device's reported cap, not a setting -- so "as much anisotropy as this device has" is retail's own rule, the GL arm is faithful to it, and asking for 1 diverged from retail as well as from the shipping backend. No divergence-register row is owed in either direction: this retires a Vulkan-only gap and lands on retail's value. The fix asks for a ceiling rather than reading a limit back, because the pinned RHI contract (plan section 3.3) carries no anisotropy field and is frozen. It does not need one: VulkanGpuSampler already clamps MaxAnisotropy to VkPhysicalDeviceLimits.maxSamplerAnisotropy, Vulkan guarantees that limit is at least 16 wherever the samplerAnisotropy feature is supported -- which this backend requires -- and 16 is where every desktop driver caps. The request and the GL arm's read therefore land on the same number. What it was worth, from the difference map at the same stop: the roof shingles of both Holtburg cottages, which had been dense hatching across the whole surface, and the stone courses of the near building are now black. Measured as high-frequency energy (mean absolute neighbour difference, GL versus Vulkan) the right-hand roof went from visibly blurred to a ratio of 0.999 and the wall to 1.023; every other textured region in the frame is between 0.99 and 1.02. Grazing-angle surfaces are where anisotropy is the whole difference, which is why a roof was the loudest thing in the frame. 2. THE SKY HAS TWO CLOCKS AND ONLY ONE OF THEM WAS PINNABLE. ACDREAM_DAY_GROUP and the route's AcdreamCycleTimeOfDay presses pin the Dereth date, which chooses the day group, the keyframe and the sun angle. The cloud sheet does not read that clock: SkyRenderer accumulates TexVelocityX/Y against DateTime.UtcNow minus its own construction time, by design, because retail's clouds drift with real time regardless of the date. Two launches minutes apart therefore cannot agree about where the clouds are no matter what the route does, and the V6m smoke measured the cost -- 89% of its 18.52% sat in the top 240 rows. ACDREAM_SKY_PHASE_SECONDS (RuntimeOptions.SkyAnimationPhaseSeconds -> SkyRenderer.AnimationPhaseSecondsOverride) replaces that elapsed-seconds value with a fixed one. Unset -- the default, and every ordinary run -- keeps the wall clock, so nothing a user or the offline gate sees changes. The differential gate forces it on both launches alongside MSAA and the day group; the offline gate keeps its top-280 mask, because a same-commit GL pair still has the sun to disagree about. This is instrument determinism on the same footing as ACDREAM_DAY_GROUP, not a workaround: it is one input to a UV offset, it is off by default, and no shipping path reads it. The alternative on the table was -MaskTopPixels, which would have permanently blinded the campaign's strictest instrument to the entire sky -- one of the five surfaces the offline gate already cannot see. Rows 0-32 of the Holtburg pair went from 23,090 differing pixels to 1,211, and what remains up there is roof and portal rather than cloud. WHAT THE SAME PAIR STILL SHOWS, unattributed and carried to the next commit: the distant treeline, the player and the NPCs, and the animated portal. The portal is phase and expected. The treeline is not filtering -- sharpness now matches within 5% and a shift search finds no sub-pixel offset -- and the two runs entered the world at different last-logout positions (0xC95B0001 versus 0x09040008), so the far-tier streaming history differed. That is the next thing to prove or refute. Gates. Release build green. App tests 4,133 passed / 3 skipped against the 4,132/3 baseline (one new: the sky-phase parse). GL offline pixel gate against the pre-change tree: 2.31e-05, 13 pixels of 563,200, inside the documented 9-31 band -- GL did not move. One offline Vulkan run with VK_LAYER_KHRONOS_validation proven inserted by the loader: zero validation errors, zero warnings. Full three-stop differential recorded at artifacts/v7-diff-c1. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
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59c6b2ae94 |
feat(render): Campaign V slice V6m commit 1 - portal space draws on Vulkan
PortalTunnelPresentation was the last raw-GL world-adjacent renderer. It now
draws on both arms, and the composition that used to hand the Vulkan arm a
portal-less teleport presentation is gone with it.
Nothing about the scene changed. Same synthetic DAT Setup resolved through the
same client-enum mapping, same 40 fps CSequence, same retail rotation cadence,
same distant light, drawn through the same already-dual-arm WbDrawDispatcher.
What forked is only where the draw is recorded:
* GL keeps its GLStateScope, its viewport/scissor/depth/cull/blend statements
and its depth-only glClear, untouched.
* The RHI arm opens a backbuffer pass of its own and publishes it on
IWorldPassScope for the span of the draw - the shape V6l gave the two
offscreen viewports, and required for the same reason: the dispatcher's RHI
arm borrows its pass rather than opening one. Publication comes after
BeginPass and before UploadRetailLight, because publishing resets the
frame-global sections and this scene wants its own light, not the world's.
The one substantive decision is the pass's COLOUR load op, and it is a Clear
rather than a Load. Retail preserves the colour target and only clears depth
(UIViewportObject::DrawContent @ 0x006950A5 -> Clear(4) = D3DCLEAR_ZBUFFER), and
so does the GL arm. A Vulkan pass cannot inherit an image the way a bound
framebuffer can: under MSAA the frame's world pass RESOLVES into the swapchain
image and stores DontCare into the multisampled scratch, so a second
multisampled pass declaring Load would load undefined contents - plan section
5.5.12 item 5, the same hazard that merged the clear into the world pass.
Re-clearing is exact rather than approximate because of an invariant the frame
graph already enforces. RenderFrameFoundation.PortalViewportVisible and this
scene's IsVisible are the same value, read once at the top of the frame, and
WorldSceneRenderer returns without drawing when it is set. So whenever portal
space draws, the backbuffer holds exactly the opaque black
SceneTool::BeginScene @ 0x0043DAD0 establishes and nothing else, and clearing to
that same black changes no pixel. The alternative - a single-sampled Load pass
over the resolved image - would have been both a silent MSAA divergence and
invalid, since the backbuffer's depth attachment is multisampled.
The pass takes IWorldPassScope.SampleCount, so WbDrawDispatcher's sample-count
pipeline variants (V6l) select the backbuffer set, and depth matches the
attachment.
CreateRequired becomes internal: its two new seams are internal RHI contracts
and composition is its only caller. The TYPE keeps its visibility - plan section
7.1 rule 3.
Gates. Release build green. App tests 4,132 / 3 skips against the 4,129
baseline (three new: the retail black constant, the RHI arm's composition
precondition, and the both-arms composition assertion). Complete Release suite
9,195 / 5; one AcDream.Content failure in the solution-wide run that passes
124/124 rerun alone - the documented rerun-singly flake class, not carried
forward as a claim. Strict GL offline pixel gate against
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