Port retail's three-stamp inbound gate for 0xF74C UpdateMotion:
- MotionSequenceGate (Core/Physics): CPhysicsObj::is_newer (0x00451ad0)
wraparound u16 compare, verbatim per ACE PhysicsObj.is_newer (the BN
pseudo-C setcc returns are garbled; ACE + branch structure are the
oracle). Gates: INSTANCE_TS at dispatch (stale incarnation drops
before any stamp is touched), MOVEMENT_TS strictly-newer (stamped
BEFORE the server-control check, per CPhysics::SetObjectMovement
0x00509690), SERVER_CONTROLLED_MOVE_TS drop-when-stored-newer.
- Seed from CreateObject's PhysicsDesc timestamp block (index 1 =
ObjectMovement now parsed; ACE WorldObject_Networking.cs:411-420
order) — without seeding, entities whose movement sequence is past
0x8000 at spawn would drop every UM against a zero stamp.
Adopt-on-first / advance-only-after, so the #138 rehydrate replay of
retained spawns cannot regress live stamps.
- UpdateMotion + EntitySpawn now carry instance/movement/serverControl
sequences + isAutonomous (was parsed-past; isAutonomous feeds the
S2 funnel's last_move_was_autonomous). Gate wired at the top of
OnLiveMotionUpdated before any state mutation; [UM_STALE] diag under
ACDREAM_DUMP_MOTION / ACDREAM_REMOTE_VEL_DIAG; gate dropped with the
entity on DeleteObject.
Register: AD-32 added (adopt-newer-incarnation instead of retail's
QueueBlobForObject); TS-26 updated (UM side closed, UP side open).
Deviation map: docs/research/2026-07-02-inbound-motion-deviation-map.md.
19 new gate tests + parser coverage; full suite 3276 green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Ports retail's raw->interpreted motion normalization and routes the local
player's velocity through it, so backward/strafe come from the retail source
instead of hand-mirrored controller code (retires register TS-22 + UN-5).
MotionInterpreter (decomp-verbatim, Ghidra/ACE-cross-checked):
- adjust_motion (0x00528010): WalkBackward->WalkForward (x-0.649999976),
TurnLeft->TurnRight (x-1), SideStepLeft->SideStepRight (x-1), sidestep scale
0.5*(WalkAnimSpeed/SidestepAnimSpeed), RunForward early-return, per-channel
holdkey fallback to CurrentHoldKey.
- apply_run_to_command (0x00527be0): WalkForward->RunForward when speed>0 +
UNCONDITIONAL *runRate; TurnRight *1.5; SideStepRight *runRate clamp +/-3.0.
- apply_raw_movement (0x005287e0): copy raw->interpreted, adjust the 3 channels
with per-channel hold keys.
- WalkAnimSpeed unified to the retail-exact 3.11999989f (was 3.12f).
PlayerMovementController: build ONE RawMotionState from MovementInput at
forward_speed=1.0 (apply_run_to_command applies the run rate — a pre-scaled
speed would double-scale), run apply_raw_movement, then take grounded + jump
velocity straight from get_state_velocity (now correct for all directions) and
drive the keyboard turn omega from the interpreted turn_speed (BaseTurnRate x
turn_speed = the same pi/2 formula the remote path uses; numerically identical
to the old TurnRateFor). Deleted the hand-mirrored backward(x-0.65) /
strafe(x+-1.25) formulas in both the grounded and jump blocks. Mouse turn and
the auto-walk path are untouched.
Retail-faithful behavior changes (confirm in smoke): strafe is now
1.25 * ~1.248 * runRate = ~1.56*runRate, clamped via SideStepSpeed<=3.0 so
|v.X|<=3.75 (was 1.25*runRate, no scale/clamp); backward is unchanged
(3.12*0.65*runRate); backward/strafe-left velocity now comes from the pipeline
instead of returning zero. Forward run pace unchanged (4.0*runRate).
Tests: MotionNormalizationTests (17, adjust_motion/apply_run_to_command) +
MotionVelocityPipelineTests (10, apply_raw_movement->get_state_velocity golden
velocities incl. the strafe clamp + turn speeds). Full suite green (3255).
Register: TS-22 + UN-5 deleted (retired); TS-34 added (adjust_motion creature
guard is a no-op — IWeenieObject has no IsCreature; correct for the only caller,
the player). Pseudocode: docs/research/2026-07-01-d6-motion-interp-pseudocode.md.
NEXT D6.2b: the echo-gated wire forward_speed=1.0 question (evidence suggests
ACE relays rather than recomputes; verified via the smoke echo).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Ports the three retail outbound-movement packers verbatim (decomp-derived
golden bytes, confirmed via the Ghidra bridge, cross-checked vs holtburger):
- D1 — RawMotionState::Pack (0x0051ed10): new AcDream.Core.Physics.RawMotionState
data type (11 fields + actions, retail defaults) + RawMotionStatePacker that
sets a flag bit only when the field DIFFERS from its default. MoveToState.Build
now takes a RawMotionState instead of presence-based nullable params, so the
over-sent forwardSpeed=1.0 / currentHoldKey=None / default per-axis holdkeys are
no longer emitted. num_actions packs into bits 11-15 (not "bits 11-31").
- D3 — MoveToStatePack::Pack (0x005168f0) trailing byte =
(standingLongjump ? 0x02 : 0) | (contact ? 0x01 : 0); explicit contact/
standingLongjump params (standingLongjump=false honestly until the feature lands).
- D4 — JumpAction rewritten to retail JumpPack::Pack (0x00516d10): extent,
velocity, full Position, four u16 timestamps, align. Removed the spurious
objectGuid/spellId u32s; Position is now packed (it was absent). Body 56 bytes.
- Position::Pack (0x005a9640) / Frame::Pack (0x00535130) verified already-correct
(cellId, origin xyz, quaternion wxyz); locked with a golden test, no change.
GameWindow callers adapted minimally: build the RawMotionState from the existing
MovementResult values (behavior preserved except the intended D1 omissions) and
pass cellId/position/rotation to the Jump send. Pre-existing MotionInterpreter
placeholder struct RawMotionState renamed LegacyRawMotionState (D6/Phase-2 scope,
pure rename) to free the name for the retail-faithful type.
D5 audit: confirmed a real divergence — retail SendMovementEvent (0x006b4680)
stamps only last_sent_position_time after an MTS while SendPositionEvent
(0x006b4770) stamps all three; acdream's NotePositionSent stamps all three on
both paths. Left unchanged (comments added at both call sites), recorded as
register TS-33, deferred to a dedicated cadence-port slice.
Tests: RawMotionStatePackTests / MoveToStateGoldenTests / JumpActionTests /
PositionPackTests + updated MoveToStateTests / AutonomousPositionTests. Full
suite green (Core.Net.Tests 372, full solution 3228 passed / 4 pre-existing skips).
Register: TS-24/TS-25 refreshed (packer now supports actions/style; runtime
emission still deferred), TS-33 added. Roadmap L.2b shipped note added.
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (2-6)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Splits MotionCommandResolver's single ACE-modern lookup into an
IMotionCommandCatalog seam with two implementations:
- AceModernCommandCatalog (runtime default): built cleanly from the
DatReaderWriter MotionCommand enum (mirrors ACE + local DAT MotionTables)
with a documented class-priority tiebreak. The old blind 0x016E-0x0197
per-range override is DELETED — verified the ACE matrix (LifestoneRecall
0x0153 to 0x10000153, MarketplaceRecall 0x0166, AllegianceHometownRecall
0x0171, OffhandSlashHigh 0x0173) resolves correctly straight from the enum
with no override. Stale shift-start comment corrected to SnowAngelState
(0x43000115 to 0x43000118), not AllegianceHometownRecall.
- Retail2013CommandCatalog (conformance/reference): full verbatim extraction
of command_ids[0x198] at 0x007c73e8 (acclient_2013_pseudo_c.txt:1017259-1017667),
direct wire-low to full index lookup. 408 entries, anchors verified against
source ([0x150]=0x10000150, [0x153]=0x09000153, [0x197]=0x10000197).
MotionCommandResolver.ReconstructFullCommand stays a static facade delegating
to an AceModern singleton — all ~10 runtime callers unchanged.
Removing the override exposed a pre-existing bug: CombatAnimationPlanner's
late-combat command block uses 2013 numbering, not ACE/DRW. Corrected the one
catalog test assertion pinned to the override's output (wire 0x0170 to
0x09000170 IssueSlashCommand, its true DRW identity) and filed the planner bug
as #159 rather than silently patching out-of-scope code.
Tests: +catalog matrices (ACE/2013), class-priority collisions, boundary
cases, real-DAT availability (gap-doc hit counts reproduced). Build + full
suite green (Core.Tests 1718, no regressions).
Spec: docs/superpowers/specs/2026-06-30-movement-wire-parity-design.md (1)
Research: docs/research/2026-06-26-ace-vs-2013-motion-command-gap.md
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
UI Studio (preview panels through the production renderer), importer dat-fidelity (Fix A/B/C/4/5:
the importer carries dat font/justification/color; boundary look=importer / state=runtime), and the
Character window Attributes tab (reads as retail). 3062 tests green.
Handoff: docs/research/2026-06-26-mockup-stage-handoff.md.
# Conflicts:
# docs/ISSUES.md
# docs/architecture/retail-divergence-register.md
LayoutImporter.BuildWidget gains a UiMeter-specific branch after the
ConsumesDatChildren gate: Type-3 slice containers (already consumed by
DatWidgetFactory.BuildMeter to extract sprite ids) are skipped, but all
other children (Type-12 UIElement_Text overlays) are built normally,
registered in byId, and attached as UiElement children of the meter.
This fixes the XP meter (0x10000236): its two Type-12 children
0x10000237 "XP for next level:" label
0x10000238 XP-to-next-level value
are now real UiText widgets in the tree, findable via FindElement.
CharacterStatController.Bind now uses FindElement + LinesProvider binding
instead of injecting runtime AddChild nodes. The two previously-injected
UiText overlays are removed; the controller binds Padding=0, ClickThrough,
RightAligned on the dat-origin widgets instead.
New constants XpNextLabelId + XpNextValueId replace the old comment block.
TAB GROUPS (SKIPPED — documented): UiText.ConsumesDatChildren flipping is
NOT safe globally (risks chat/vitals) and the page-visibility pass in
CharacterStatController depends on tab group Children.Count==0. Tab sprite
injection onto layout.Root stays and is explicitly commented as deliberate.
VITALS SAFE: health/stamina/mana meters have only Type-3 children → new
loop finds nothing → zero UiElement children added → byte-identical render.
VitalsController.BindMeter AddChild(number) pattern unchanged.
Tests: 3 new LayoutImporterTests (slice-only, Fix-5 text children,
vitals regression guard) + 3 CharacterStatControllerTests (label bound,
value bound, missing children no-throw). 715 tests pass.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
DatWidgetFactory.Create now accepts an optional fontResolve: Func<uint,UiDatFont?>
parameter. When supplied and the element has a non-zero FontDid, the element
receives its own dat font instead of the shared global datFont fallback.
Null = original single-font behavior (the live GameWindow path passes null —
provably unchanged). LayoutImporter.Build/BuildFromInfos/Import all thread
the optional resolver down to the factory.
RenderStack gains a lazy font cache (ConcurrentDictionary, pre-seeded with
VitalsDatFont + LargeDatFont) and a ResolveDatFont(uint) method. StudioWindow
wires stack.ResolveDatFont into LayoutSource so every studio import gets
per-element fonts. GameWindow import calls left passing null (follow-up todo).
CharacterStatController font-hack cleanup (diagnosed via one-shot console dump
then removed):
- Name (0x10000231): dat FontDid = 18px font — remove datFont override (null)
- Heritage/PkStatus: dat FontDid = 14px fonts — remove override
- LevelCaption: dat FontDid = 16px — remove override (same font, no visual change)
- Level (0x1000023B): dat FontDid = 36px (the big retail gold font) — was forced
to rowDatFont/LargeDatFont (18px); now drops to null so the dat 36px font drives
- TotalXpLabel/TotalXp: dat FontDid = 16px — remove override
- FooterTitle (0x1000024E): dat FontDid = 20px — remove datFont override
- KEEP: synthesized elements (XP meter overlays, 9 attribute rows, tab sprites)
still use datFont directly since they have no dat origin
All Label/LabelTwoLine/LabelLeft/LabelProvider helpers updated: null = keep
build-time dat font; non-null = controller explicit override (backward-compat).
8 new tests in DatWidgetFactoryFontResolveTests:
- null resolver → DatFont == global datFont
- FontDid=0 → resolver not called
- resolver returns null → fallback to global datFont
- resolver called with element's FontDid
- controller DatFont override wins after build
- LayoutImporter.Build threads fontResolve to factory
- meter element fires resolver for non-zero FontDid
- BuildFromInfos without fontResolve param = original behavior
Build + all 710 App tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
LayoutImporter.ReadState now reads Properties 0x1B (ColorBaseProperty, ARGB bytes) and stores the normalized Vector4 in ElementInfo.FontColor (nullable). ElementReader.Merge propagates it with the same non-null-derived-wins rule as FontDid and HJustify. DatWidgetFactory.BuildText seeds UiText.DefaultColor from FontColor when present.
Diagnosis for LayoutDesc 0x2100002E: ALL 12 header and footer text elements carry NO dat color. Every color is runtime set by CharacterStatController. Comments added at each callsite. No hardcoded colors deleted.
Tests added: 3 ElementReader FontColor Merge + 3 DatWidgetFactory DefaultColor. 702 passed, 0 failed. Screenshots: character window, vitals, toolbar all unchanged.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
LayoutImporter.ReadState now reads Properties[0x14] (HorizontalJustification,
EnumBaseProperty: 0=Left, 1=Center, 3/5=Right) and Properties[0x15]
(VerticalJustification: 2=Top, 4=Bottom; else Center) into two new ElementInfo
fields HJustify/VJustify. Merge propagates them with the same non-default-wins
rule used for FontDid.
DatWidgetFactory.BuildText applies the resolved justify at build time:
HJustify=Center sets Centered=true, HJustify=Right sets RightAligned=true,
VJustify=Top/Bottom sets VerticalJustify. Controllers that FindElement and set
those properties afterward continue to override - backward-compat preserved.
UiText gains VerticalJustify (Top/Center/Bottom, default Center). The Centered
and RightAligned single-line paths call UiText.VOffset() for the Y coordinate,
so VJustify.Top renders text at y=Padding rather than the fixed (H-lh)/2 center.
CharacterStatController: footer title (0x1000024E, H=55 dat box) previously
used Height=18 + Anchors=None to prevent center-vertical overlap with line-1/2.
Diagnostic confirmed dat says HJustify=Center, VJustify=Center. The hack is
replaced with one minimal explicit override: VerticalJustify=Top on the
already-Centered element. Text now renders at top of the 55px box natively.
Centered=false and RightAligned=false hand-sets removed where dat supplies them.
Dat justify values (studio diagnostic, 2026-06-26):
0x1000024E footer title: HJustify=Center, VJustify=Center
0x10000235/0x10000243/0x10000245 value fields: HJustify=Right
header name/heritage/pk/level: HJustify=Center
+13 tests: ElementReader Merge propagation; DatWidgetFactory BuildText
justify application + controller-override backward-compat; UiText VOffset.
696 passed, 0 failed.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replaces the translucent-gold BackgroundColor tint with sprite 0x06001397
(Button state 6 — the retail dark horizontal bars) for the selected-row
background. When spriteResolve is provided to Bind(), clicking a row now
applies BackgroundSprite=0x06001397 + SpriteResolve on that row and clears
it on all others. Falls back to HighlightBg tint when no resolver is passed
(tests, or contexts without GL).
UiPanel.BackgroundSprite / SpriteResolve added so any panel can host a
sprite background in place of the solid BackgroundColor rect. HandleRowClick
updated to accept spriteResolve and apply the sprite or tint branch
depending on availability. Two new tests verify the sprite / deselect paths.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Name label color changed from gold to white (retail "Horan" is white; 2026-06-26 ref)
- Level caption now provides 2 lines ("Character" / "Level") so neither truncates in the 65px element
- "Total Experience (XP):" caption (TotalXpLabelId 0x10000234) now visible; fixed Padding=0 on
LabelLeft so the dat-font line is not clipped by the bottom-pin scroll math in small-height elements
- "XP for next level:" caption + value injected as UiText children ON the UiMeter (0x10000236);
the meter's ConsumesDatChildren=true only gates the importer — AddChild at runtime works fine;
framework draws children after OnDraw so the text overlays the red bar faithfully
- Selected footer title (State B) renders WHITE per retail spec; State A title stays body/parchment
- Maxed attribute (raise cost = 0) shows "Infinity!" in Experience To Raise line per retail spec
- 5 new tests; 1 existing LevelCaption test updated to expect 2 lines; 681/683 pass (full suite green)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
BUG 1 (tab bar): Tab group elements (0x10000228/229/538) are UiText with
ConsumesDatChildren=true so their 3 button children are consumed at import.
Fix: inject 3 sprite UiTexts per tab as CHILDREN OF LAYOUT ROOT at absolute
tab rects, ZOrder=8/9 so they draw over dat-imported UiTexts (ZOrder=1-3).
Original tab groups hidden. Active tab (Attributes) gold; inactive parchment.
BUG 2 (footer): Three root causes, all fixed.
(a) _byId stores LAST registered copy per id: stateA (0x10000240) was
the Titles-page copy, hidden by the page-visibility pass. Fixed by
walking root.Children to find the Attributes page (contains NameId)
then FindInSubtree for stateA within that subtree.
(b) Attributes-page stateB/stateC siblings (stacked at y=545) were still
Visible=True, drawing over stateA line-1/line-2. Fixed with
HideAllById walking the Attributes page subtree for ids 241/247.
(c) Footer label elements (H=17-18px, Padding=4f) were routed through
UiTexts scroll path: bottom-pinned baseY ended above the top clip
boundary, silently blanking all text. Fixed: LabelProvider sets
Padding=0f for directly-bound footer single-line labels.
UiDatElement.ElementId exposes _info.Id for subtree id-based walks.
676 tests pass, vitals panel unaffected (regression screenshot clean).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Gap 1 — Header captions:
- 0x1000023A ("Character Level") above the level value: bound via LabelLeft().
- 0x10000234 ("Total Experience (XP):") left of total XP: bound via LabelLeft().
- 0x10000237/0x10000238 (XP-to-level label + value) are children of the UiMeter
(0x10000236, ConsumesDatChildren=true) and cannot be bound — documented in
code comments; XP meter fill still bound via Fill=XpFraction.
Gap 2 — Tab bar sprites:
- Tab group elements 0x10000228/229/538 are Type-12 UIElement_Text in the dat
(ConsumesDatChildren=true), so the three button children (left-cap, center,
right-cap) are consumed at import and absent from the widget tree. Old
SetTabState/SetButtonStateRecursive found no UiButton children to set.
- Fix: AddTabSprites() injects three UiText sprite-children per group using
the known RenderSurface ids confirmed from the retail UI layout dump:
Open (active) 0x06005D92/0x06005D94/0x06005D96
Closed (inactive) 0x06005D93/0x06005D95/0x06005D97
Source: dump nodes 0x10000439/0x100000E9/0x10000215 in layout 0x2100002E,
state_id 11=Closed, 12=Open per gmTabUI::SetActive(bool).
Gap 3 — Footer legibility:
- The shared footer child ids (0x1000024E etc.) appear in THREE footer-state
groups (A/B/C). ImportedLayout._byId stores the LAST duplicate = narrower
State B/C copies (145px labels). Fix: hide State B/C groups (footerB/footerC
Visible=false), walk State A container (0x10000240) positionally to bind the
wider State A labels (195px). FooterLine1Label now reads "Skill Credits
Available:" and FooterLine2Label reads "Unassigned Experience:" at full width.
Tests: 3 old tab-state tests (SetButtonStateRecursive expectation) replaced by
4 new sprite-injection tests + 2 caption-binding tests. Full suite: 676 pass,
0 fail (was 673 pass after 3 failures).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- UiClickablePanel: new UiPanel subclass with OnClick action + HandlesClick=true
so row clicks survive whole-window-Draggable ancestor frames.
- CharacterStatController overhaul (Pass 2):
- Tab bar button states: SetButtonStateRecursive walks each tab group container
(0x10000228/229/538) setting UiButton.ActiveState="Open" (Attributes) or
"Closed" (Skills/Titles) via UIStateId enum string names from DatReaderWriter.
- Row click: 9 rows become UiClickablePanel; sel[] mutable box drives footer/highlight.
- Toggle: clicking the same row deselects (→ footer State A); click a new row
updates title="Attrib: value", line-1 label="Experience To Raise:", line-1
value=cost, line-2="Unassigned Experience:" in both states.
- Row highlight: BackgroundColor=HighlightBg (semi-translucent gold) on selected row.
- Raise buttons (0x10000246 ×1 + 0x100005EB ×10): hidden initially; shown on
selection with ActiveState="Normal" (affordable) or "Ghosted" (cost=0 or unaffordable).
CollectButtonsById tree-walk finds ALL copies of the button across tab-page mounts
(not just the last-registered _byId copy) so all instances are controlled.
- CharacterSheet: AttributeRaiseCosts long[] (Strength…Mana raise costs in retail
display order; cost=0 → max/disabled row demos the Ghosted button state).
- SampleData.SampleCharacter: fills AttributeRaiseCosts[9] — Strength/Quickness=0
(maxed), Focus@10→110 matching the retail screenshot (spec §4).
- 35 new tests (total 673 pass) covering: row click→footer B title/line1/line2,
toggle deselect→footer A, switch row, highlight set/clear, raise button
hidden/Normal/Ghosted/deselect, tab Open/Closed states, GetRaiseCost helper,
GetRowName helper, SampleData fixture sanity.
Console.WriteLine("[CharacterStat] Row click: index=N → selected=N (Name)") fires
on every click for the user's live verification in the studio.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Canvas clicks now reach the panel UiHost so buttons, tabs, and slots
respond to user interaction. Previously only UiRoot.Pick (inspector
selection) received click events; the panel itself was inert.
Key changes:
- StudioInspector.DrawCanvas now returns a CanvasInputEvent struct
(was nullable click tuple) — carries isHovered, move position,
leftDown/Up, and scroll delta, all in panel-local pixels.
- Coordinate mapping: panel_local = mouse_screen - GetItemRectMin()
(1:1, no scale factor). V-flip (uv0.Y=1, uv1.Y=0) makes screen
top = panel Y=0, so NO extra Y inversion. Documented in comments.
- StudioWindow.OnLoad: removed WireMouse — raw Silk window coords are
offset by the canvas sub-window position and land in the wrong place.
WireKeyboard kept (keyboard input needs no spatial remapping).
- StudioWindow.OnRender: forwards OnMouseMove always (hover states),
plus OnMouseDown/Up/OnScroll in Interact mode. Console.WriteLine
on each forwarded left-click for live verification.
- Interact/Inspect toggle: checkbox in the Studio toolbar (default
Interact). Inspect mode restores old click-to-select-element behavior
while still forwarding OnMouseMove for hover states.
- CanvasCoordMappingTests: 7 pure-math unit tests covering the
origin, interior points, corner, chrome OOB, and the no-extra-flip
invariant (no GL required).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Root cause: the sub-layout 0x2100002C (design H=337px) mounted into tab slot
0x1000022B (H=575px) via ShouldMountBaseChildren. ElementReader.Merge takes the
derived (sub-layout) H=337 as canonical, so the background element's first
ApplyAnchor call captured _amB=238 and the list box captured _amB=65 — both
stayed at their 337px-parent sizes even though the slot is 575px.
Fix: CascadeHeight in LayoutImporter.Resolve mirrors retail's
UIElement::UpdateForParentSizeChange. When ShouldMountBaseChildren fires and the
slot is taller than the base design, every full-stretch background child has its
height cascaded: Top+Bottom anchors → stretch, Bottom-only → pin-to-bottom,
Top-only/None → unchanged. This propagates the correct bottom margins through the
entire subtree before the first render frame.
Layout result (confirmed via headless screenshot):
- List box grows from 160px → 398px (9 rows × 44px ≈ 396px)
- Footer elements move from abs Y≈307 → abs Y≈545 (matching retail dump)
- Separator moves to abs Y≈535
Row constants updated: RowHeight 44px, IconSize 24px, RowPadX 4px, IconGap 6px.
Footer State-A text corrected per spec: title="Select an Attribute to Improve",
line-1 label="Skill Credits Available:", line-1 value=SkillCredits (96),
line-2 label="Unassigned Experience:", line-2 value=UnassignedXp (formatted N0).
CharacterSheet.UnassignedXp (long, retail InqInt64(2)) added.
SampleData.SampleCharacter().UnassignedXp = 87_757_321_741L.
5 footer tests renamed + assertions updated; SampleCharacter_UnassignedXp_IsSet added.
639 tests green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Redo of the character pilot per faithful-port rules. The previous pilot GUESSED a text
report and put it on the wrong window. The decomp (verified by dumping acdream's
importer-resolved tree) shows LayoutDesc 0x2100002E is the tabbed Attributes/Skills/Titles
window: its tab-content slot 0x1000022B mounts sub-layout 0x2100002C (gmAttributeUI) which
chains into the gmStatManagementUI header. The importer ALREADY mounts every content element
(FindElement resolves name 0x10000231, heritage 0x10000232, PK 0x10000233, level 0x1000023B,
total-XP 0x10000235, XP meter 0x10000236 → UiMeter, list box 0x1000023D) — EventId was a red
herring (the dat id lives in _byId, not the widget's EventId field).
CharacterStatController (port of gmStatManagementUI::UpdateCharacterInfo 0x004f0770 +
UpdateExperience 0x004f0a70 + UpdatePKStatus 0x004f00a0) binds those real elements: name,
heritage, PK status, level, total XP, the XP-to-level meter fill, and the six innate
attributes in the list box. Studio (--layout 0x2100002E) now renders the actual panel
content, not an overlay. 16 controller tests green; full App suite stays green.
Refinements with known decomp sources (follow-ups): tab-button active/inactive state so the
3 tabs draw their sprites; exact label wording from the StringTable (table 0x10000001 →
dat 0x31000001); the full AttributeInfoRegion row template (column-aligned values + raise
buttons). CharacterController (text-report 0x2100001A) retained for that separate sub-panel.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The character report element m_pMainText (0x1000011d) is created at RUNTIME by
gmCharacterInfoUI — it is NOT in any static LayoutDesc (confirmed: acdream's
dat-import of both 0x2100002E and 0x2100006E lacks it; only a runtime UI-tree
capture has it). So CharacterController.Bind now CREATES the UiText report
element + attaches it to the panel body (Left 12 / Top 44 / fills, ZOrder above
chrome) and fills it via LinesProvider — replicating what the retail gm*UI does.
Verified: the studio (--layout 0x2100002E) renders the full report — identity,
birth/age/deaths, vitals, the 6 attributes, skills, augmentations, encumbrance.
Tests rewritten to assert the CREATED element (10 pass); full App suite 619 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Task A — CharacterController (LayoutDesc 0x2100002E)
- CharacterSheet.cs: data record for all fields used by the report sections,
with retail property-id citations per field (DateOfBirth 0x62, TotalPlayTime
0x7d, NumDeaths 0x2b, SkillCredits 0xb5/0xc0, AugmentationStat 0x162,
EncumbranceVal 0x5/0xe6).
- CharacterController.cs: static Bind(layout, data, datFont) wires element
0x1000011d (m_pMainText, confirmed gmCharacterInfoUI::PostInit 0x004b86f0) as
a UiText; LinesProvider builds the report. Report section order mirrors
gmCharacterInfoUI::Update (0x004ba790):
1. UpdatePlayerBirthAgeDeaths 0x004b8cb0 — birth/age/deaths
2. UpdateEnduranceInfo 0x004b8eb0 — vitals (H/S/M cur/max)
3. UpdateInnateAttributeInfo 0x004b87e0 — 6 attrs InqAttribute 1,2,4,3,5,6
= Strength, Endurance, Quickness, Coordination, Focus, Self
4. UpdateFakeSkills 0x004b8930 — skill credits (InqInt 0xb5 / 0xc0)
5. UpdateAugmentations 0x004b9000 — aug name (InqInt 0x162 switch 1..0xb)
6. UpdateLoad 0x004b8a20 — burden cur/max/pct
Element 0x1000011d imports as UiText (Type 12); multi-line text set via
LinesProvider — same pattern as ChatWindowController transcript.
- SampleData.SampleCharacter(): plausible retail-scale CharacterSheet fixture.
- FixtureProvider.Populate case 0x2100002Eu: CharacterController.Bind with
SampleData.SampleCharacter + VitalsDatFont.
- CharacterControllerTests.cs: 10 pure data-wiring + content tests (no GL/dats).
Task B — Studio panel picker → main menu bar
- StudioWindow.OnRender: replaced the floating "Studio" toolbar window (kToolbarH
40px) with ImGui.BeginMainMenuBar / EndMainMenuBar (kMenuBarH 22px). Panel
picker combo now lives in the always-on-top menu bar and cannot be occluded by
Tree/Canvas/Props panes. paneY reduced from 40→22, freeing ~18px for the canvas.
Build: dotnet build green (0 CS errors; DLL-lock warnings are AcDream.App being
live — not compile errors). Full suite: 619 passed, 2 skipped.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds Task 4b: a second load path for the UI Studio that reads the committed
retail UI layout dump (docs/research/2026-06-25-retail-ui-layout-dump.json)
and renders any of the 26 retail windows as a static sprite hierarchy.
New files:
- src/AcDream.App/Studio/UiDumpModel.cs — POCOs + System.Text.Json parse of
the dump (UiDump, DumpPanel, DumpNode, DumpRect, DumpStateSet, DumpImage,
DumpState + UiDumpModel static helpers: Parse, ListSlugs, PickImageId).
- src/AcDream.App/Studio/DumpLayout.cs — DumpLayout.Load(path, slug, resolve,
out err): parses the dump, finds the panel by slug, builds a UiElement tree.
Internal DumpSpriteElement draws its sprite via DrawSprite (not reusing
UiDatElement — avoids the ElementInfo/StateMedia dat-import dependency for
this static mockup). DumpGroupElement is a transparent container for Group
nodes. Rect basis is ABSOLUTE in the dump (verified: inventory root at
absolute x=500 and its children also start at x≈500 — child offset from
parent is 0–50px, not 500px); DumpLayout subtracts parent rect to produce
parent-relative Left/Top for each child.
- tests/AcDream.App.Tests/Studio/DumpLayoutTests.cs — 5 tests covering:
inventory load with 0x100001D5 check + >= 40 nodes, unknown slug → null+err,
root at origin, children are parent-relative, all 26 slugs smoke-load.
Modified files:
- StudioOptions: adds DumpSlug + DumpFile fields; --dump <slug> and
--dump-file <path> args; ResolveDumpFile() walks up to the solution root
to find the default dump JSON (mirrors ConformanceDats.SolutionRoot()).
--dump suppresses the default vitals layout so the two modes are exclusive.
- StudioWindow.OnLoad: when DumpSlug is set, loads via DumpLayout (no
FixtureProvider, no controllers — static structure only); else falls
through to the existing LayoutSource + FixtureProvider path.
Results: DumpLayoutTests 5/5 passed; full AcDream.App.Tests 609 passed, 2
skipped (same as before); dotnet build green, 0 warnings.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
FixtureProvider.Populate for 0x21000023 was binding only
InventoryController and omitting PaperdollController, so the
~21 equip slots rendered empty even though sample equipped items
existed in the table. Also, the three per-list empty-slot
sprites were not being resolved from the dat (contentsEmpty /
sideBagEmpty / mainPackEmpty all defaulted to 0), so the slot cells
had no background art.
Fixes:
- FixtureProvider.Populate gains a DatCollection dats param
(mirrors the GameWindow.OnLoad lookup at line 2233-2235).
The 0x21000023 case now resolves all three empty sprites via
ItemListCellTemplate.ResolveEmptySprite and passes them to
InventoryController.Bind.
- PaperdollController.Bind is now called after InventoryController
in the same 0x21000023 case, matching GameWindow:2257-2265
(same layout subtree, contentsEmpty as the equip-slot placeholder,
sendWield: null since there is no live session in the studio).
- StudioWindow.OnLoad passes _dats! to the updated Populate signature.
SampleData.AddEquipped was already correct: MoveItem(guid, PlayerGuid,
-1, equipMask) at ClientObjectTable.cs:134 sets
CurrentlyEquippedLocation = newEquipLocation and calls Reindex which
places the item in _containerIndex[PlayerGuid]. No SampleData change
needed.
Tests: 2 new assertions in FixtureProviderTests —
sideBags_matchInventoryControllerFilter (Type.HasFlag(Container)
|| ItemsCapacity > 0 filter must match both bags) and
equippedItems_retainLocationAndAreInContents (equipped items have
CurrentlyEquippedLocation != None AND appear in GetContents so the
paperdoll controller can find them). 604 pass / 2 skip / 0 fail.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Task 4 of the UI Studio plan: adds SampleData (static ClientObjectTable
builder with a synthetic player, 6 loose items, 2 side bags, and 3 equipped
pieces) and FixtureProvider (switches on layoutId and calls the production
controller Bind methods — VitalsController, ToolbarController,
InventoryController — so the studio previews panels with plausible data
instead of empty widgets).
Icon ids approach: raw-resolve stub — resolves the base iconId via
RenderStack.ResolveChrome and returns the GL handle directly. This is v1
(single-layer icon); the full 5-layer IconComposer composite is a live-game
concern, not a layout-preview concern.
StudioWindow wires FixtureProvider.Populate after _source.Load; the
ClientObjectTable is stored on _objects so controller event subscriptions
(ObjectAdded/ObjectMoved) remain live for the window's lifetime.
4 new FixtureProviderTests (SampleTable_hasPackContents,
SampleTable_hasWeaponAndArmor, SampleTable_hasEquippedItems,
SampleTable_hasSideBags) — all pass. Full App suite: 602 passed / 2
skipped (pre-existing) / 0 failed. Build green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Task 2 of the acdream UI Studio plan. Adds three new files under
src/AcDream.App/Studio/ and one new test file:
- StudioOptions.cs: record + Parse() for the ui-studio CLI args (positional
dat dir or ACDREAM_DAT_DIR, --layout 0xNNNN, --markup <path>; defaults to
vitals 0x2100006C when neither layout nor markup given).
- LayoutSource.cs: wraps LayoutImporter.Import for dat-backed layouts; markup
path sets LastError "markup unsupported (Task 6)" and returns null for now.
Exposes Kind / LayoutId / MarkupPath / LastError / CurrentLayout / Reload().
- StudioWindow.cs: Silk.NET 1280×720 GL 4.3 window; boots RenderBootstrap,
wires input to UiHost, loads the panel via LayoutSource, adds the root to
UiHost.Root.AddChild. QualitySettings resolved the same way GameWindow.Run()
does (SettingsStore → QualitySettings.From → WithEnvOverrides).
- Program.cs: ui-studio dispatch at the top of top-level statements (before
the dat-dir parse) so `dotnet run -- ui-studio` routes to StudioWindow.
- LayoutSourceTests.cs: dat-gated test (skips when dats absent); verifies that
the vitals LayoutDesc (0x2100006C) loads, root is non-null, byId contains the
vitals root element (0x100005F9), and Kind == DatLayout. Passes (1/1 with dats
present; silently skips on CI).
Note: the spec asserts FindElement(0x2100006Cu) — that id is the LayoutDesc
dat id, not a widget element id. The actual vitals root element id is 0x100005F9
(confirmed from the vitals_2100006C.json fixture). The test uses the correct
element id and documents the discrepancy.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The paperdoll doll now matches retail: correct held pose, framing, and
facing. Three decomp-sourced fixes closed the visual gate.
Pose: cdb-confirmed m_didAnimation = 0x030003C0 (gmPaperDollUI), played
once + HELD (set_sequence_animation framerate=0, RedressCreature
0x004a3c22). Dumping the dat showed the 29-frame anim has only two
distinct keyframes — frame 0 (transitional, bent arm) and frames 1..28
(byte-identical: the settled stance, arms down + leg back) — so
ApplyPaperdollPose applies the LAST frame statically (no looping).
Camera: ported verbatim from UIElement_Viewport::SetCamera (decomp
0x004a5a39). position (0.12,-2.4,0.88); direction (0,0,0) => IDENTITY
view frame => look straight down +Y, ZERO yaw; FOV pi/4 (CreatureMode
ctor default 0x004543cf); ambient 0.3. The prior hand-tune aimed the
camera at mid-body, adding a ~2deg yaw that turned the doll's face away
— full-body framing comes from eye-height + FOV, not aiming.
Heading: retail Frame::set_heading(h) (0x00535e40) builds facing
(sin h, cos h); System.Numerics CreateFromAxisAngle(+Z, +h) rotates the
body's default +Y forward to (-sin h, cos h) — the X-lean was MIRRORED
(~22deg), the real cause of the turned-away face. Negate the angle to
land on retail's facing.
Wrap-up: stripped the temporary O/P pose-frame stepper + Slice2
diagnostics; divergence register AP-66 reworded, AP-67 (RTT doll render
vs in-cell CreatureMode::Render) + AP-68 (per-race UpdateForRace
unimpl) added; DollCameraTests pinned to the retail values + a zero-yaw
guard. tools/cdb/paperdoll-pose.cdb = the pose-DID capture script.
Build + full suite green (Core 1579 / Core.Net 343 / App 597 / UI 425).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brings the 134 D.2b UI commits onto the physics/collision development line so
main can fast-forward. Today's #149 (BSP-less static collision) + #150 (open
doors fully passable) + the full collision/streaming/dense-town-FPS arc meet
the paperdoll/inventory work.
# Conflicts:
# docs/ISSUES.md
# docs/architecture/retail-divergence-register.md
RegisterLiveEntityCollision had a premature gate at the top of the method:
if (!hasCyl && !hasSphere && !hasRadius) return;
This fired BEFORE ShadowShapeBuilder.FromSetup ran. The builder emits a BSP shape
for every Part whose GfxObj has a PhysicsBSP, regardless of CylSpheres/Spheres/Radius.
A furniture weenie with only a physics-BSP mesh (candle holder, candelabra, etc.)
has no CylSpheres, no Spheres, and Radius=0 -- so it was always dropped, making it
fully passable (invisible wall that lets the player walk through it).
Fix: remove the premature gate. The three `bool` locals (hasCyl, hasSphere, hasRadius)
are retained -- `hasRadius` is still used by the Radius fallback lower in the method
for entities with no CylSphere/Sphere/BSP but a non-zero setup.Radius. The correct
final gate at shapes.Count==0 (after builder + Radius fallback) handles all cases:
- BSP-only entity: builder emits BSP shape -> shapes.Count>0 -> registered.
- Truly shapeless (no BSP, no cyl, no sphere, no radius): builder empty, no Radius
fallback fires -> shapes.Count==0 -> return (not registered, passable). Correct.
Retail anchor: CPhysicsObj::FindObjCollisions (acclient_2013_pseudo_c.txt:276917) --
the gate at pc:276917 is on the MOVER's CPartArray, not a target-side shape filter.
CPartArray::FindObjCollisions (pc:286236) iterates ALL parts; each part's
find_obj_collisions tests physics_bsp when present. There is no retail equivalent of
our premature gate that skips BSP-only targets.
Tests (ShadowShapeBuilderShapeSourceTests): two new cases.
Setup_WithBspPart_NoCylSpheres_EmitsBspShape -- proves the builder emits the shape
the premature gate was discarding.
Setup_WithPartButNoBsp_NoCylSpheres_YieldsEmptyShapeList -- regression guard proving
truly shapeless entities are still not registered (the shapes.Count==0 gate holds).
Full Core suite: 1595 pass / 0 fail / 2 skip.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
CPhysicsObj::FindObjCollisions at pc:276961-276989 has a two-layer mechanism for
ethereal doors. Layer 1 (BSPQuery Path-1 sphere_intersects_solid, pc:323742) already
ported in Task 3 handles the open-gap case. Layer 2 (pc:276963-276977) is a
force-reset that catches the residual case: when the player's sphere CENTER crosses
a thin ethereal slab, sphere_intersects_solid can still return Collided via
HitsSphere (polygon contact on the slab face). Without Layer 2, the opened door
remains an invisible wall until the player's center passes ~0.48m beyond the slab.
Port: in FindObjCollisionsInCell, immediately after the shape dispatch (BSP / Sphere /
Cylinder branches), insert the Layer-2 gate:
if (result != OK && sp.ObstructionEthereal && !sp.StepDown && (obj.State & 0x1u) == 0)
{ result = OK; ci.CollisionNormalValid = false; }
The STATIC_PS (0x1) guard (pc:276969) ensures static-ethereal env geometry still
blocks. Cylinder/Sphere shapes already return OK from their own ObstructionEthereal
early-outs so Layer 2 is effectively BSP-only in practice, but is written
unconditionally matching retail.
Tests (ObstructionEtherealTests): three new BSP Layer-2 cases using a synthetic
wall polygon in local-space coordinates. (A) ethereal non-static: passable. (B)
ethereal+static: still blocks. (C) non-ethereal: still blocks. All 11 tests pass;
DoorCollision/CellarUp/CornerFlood/HouseExitWalk regression gate: 25/25 pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Part A (D4): CObjCell::check_entry_restrictions (pc:309576) gate is omitted from
FindEnvCollisions. Investigation confirmed the gate requires restriction_obj (per-cell
access-lock entity id) + weenie-object-table dispatch (CanMoveInto / CanBypassMoveRestrictions)
— neither exist in acdream. CellPhysics has no restriction_obj field; DatReaderWriter
models no per-cell access locks. Gap is inert in all dev content (ACE starter area has
no access-locked env cells). Documented as AP-50 in the retail divergence register.
Part B (W1): Replace the hardcoded-false smell in BspOnlyDispatch with named internal
helpers PvpExempt() and MissileIgnore() that return false with retail oracle citations
(pc:276808-276841 and pc:274385 respectively). BspOnlyDispatch now folds all three
terms in retail's exact predicate structure. Behavior is byte-identical in M1.5 scope
(both stubs false ⇒ reduces to HAS_PHYSICS_BSP_PS check alone, same as before).
A6.P7 door dispatch unchanged.
Tests: 3 new guard tests in A6P7DispatchRulesTests — W1_PvpExempt_ReturnsFalseInM15Scope,
W1_MissileIgnore_ReturnsFalseInM15Scope, W1_BspOnlyDispatch_DoorStateStillDispatchesBspOnly.
Suite: 1590 pass / 0 fail / 2 skip (was 1587 + 3 = 1590).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mirrors RemoveBuildingsForLandblock (#146) for indoor CellPhysics entries.
_cellStruct is first-wins (CacheCellStruct's ContainsKey guard); without
eviction a dungeon's BSP WorldTransform is permanently locked to the
_liveCenter value at first streaming — a teleport recenter leaves cells at a
stale offset (~source↔dest distance), and foot-sphere collision queries miss
the geometry that visually renders correctly.
PhysicsDataCache.RemoveCellsForLandblock iterates _cellStruct.Keys and
TryRemove-s every entry whose high-word matches the evicted landblock prefix.
PhysicsEngine.RemoveLandblock now calls it alongside ShadowObjects.RemoveLandblock
so cell BSPs rebase on the next CacheCellStruct pass, same as buildings.
No divergence register row needed: this closes a gap introduced when the #146
building-eviction pattern was created without the symmetric cell eviction.
Tests: RemoveCellsForLandblockTests (3 cases): evicts-matching-prefix,
empty-cache no-throw, no-matching-cells leaves-others. Core suite: 1587 pass / 0 fail.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail oracle greps confirmed:
- CSphere::intersects_sphere @ 0x00537ae4 (pc:321692): the ethereal branch
is `void __thiscall` — all paths return void (no COLLIDED). The function
performs a proximity check only; no blocking result is produced.
- CCylSphere::intersects_sphere @ 0x0053b4a0 (pc:324573): same void-return
pattern — ethereal branch calls collides_with_sphere (check only, no slide),
all returns are void = passable.
Change: added `if (sp.ObstructionEthereal) return TransitionState.OK` at the
top of SphereCollision and CylinderCollision in TransitionTypes.cs, mirroring
the void-return semantics of both retail functions. The existing per-object
clear at pc:276989 (line 2837) still fires after the early OK return.
Before this fix: an ethereal-alone NPC/ghost with a Cylinder or Sphere shadow
shape would BLOCK the player (regression introduced when Task 3 made ETHEREAL-
alone fall through ShouldSkip instead of instant-skipping). After: all three
shape types — BSP (via BSPQuery Path 1), Sphere, and Cylinder — correctly pass
through when obstruction_ethereal is set.
Tests: added 4 tests to ObstructionEtherealTests.cs verifying:
- Ethereal Cylinder → passable (sweep passes through, no CollisionNormalValid)
- Ethereal Sphere → passable (same)
- Non-ethereal Cylinder → still blocks (regression guard)
- Non-ethereal Sphere → still blocks (regression guard)
Full Core suite: 1584 pass, 0 fail, 2 skip (pre-existing dat skips).
Pseudocode doc updated with confirmed cyl/sphere ethereal contracts and the
complete set/clear/consume flow summary.
Retail refs:
- CSphere::intersects_sphere @ 0x00537ae4 / acclient_2013_pseudo_c.txt:321692
- CCylSphere::intersects_sphere @ 0x0053b4a0 / acclient_2013_pseudo_c.txt:324573
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail CPhysicsObj::FindObjCollisions (0x0050f050) only instant-skips when
BOTH ETHEREAL_PS (0x4) AND IGNORE_COLLISIONS_PS (0x10) are set (pc:276782).
ETHEREAL-alone sets sphere_path.obstruction_ethereal=1 (pc:276806) and
continues to the shape dispatch. BSPTREE::find_collisions (0x0053a496) routes
Path 1 (sphere_intersects_solid) when the flag is set (pc:323742): the open
door has no solid leaf at the doorway, so the test returns OK → player passes
through. CEnvCell::find_env_collisions (0x0052c144) clears the flag first so
ENV walls are never weakened (pc:309580, "D5 clear").
Changes:
- CollisionExemption.ShouldSkip: require BOTH bits for Gate-1 early-out
(previously ETHEREAL alone returned true — the AD-7 shim). Divergence
register row AD-7 deleted.
- SpherePath: add ObstructionEthereal field (mirrors retail
SPHEREPATH.obstruction_ethereal).
- FindObjCollisionsInternal loop: set sp.ObstructionEthereal=(target&0x4)!=0
before shape dispatch; clear it after (per-object clear pc:276989).
Also clear at the null-BSP continue site to keep flag clean.
- FindEnvCollisions: clear sp.ObstructionEthereal=false at top (D5 clear
pc:309580) — ENV cell walls are always solid.
- BSPQuery.FindCollisions Path 1: change `obj.Ethereal` (ObjectInfo.Ethereal,
always false — dead code) to `path.ObstructionEthereal`. Gate now correctly
mirrors retail pc:323742: PLACEMENT_INSERT || obstruction_ethereal.
Consume site change (BSPQuery.cs before/after):
BEFORE: if (path.InsertType == InsertType.Placement || obj.Ethereal)
AFTER: if (path.InsertType == InsertType.Placement || path.ObstructionEthereal)
Mirrors retail pc:323742 exactly. obj.Ethereal was dead code (ObjectInfo.Ethereal
is never set true anywhere); the correct flag is SpherePath.ObstructionEthereal.
Tests: 1580 pass / 0 fail / 2 skip (was 1576/0/2 + 4 new in ObstructionEtherealTests.
CellarUp, CornerFlood, DoorCollision, HouseExitWalk all green — no wall regressions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Setup.Spheres were previously coerced to short cylinders (CylHeight=2*r),
which is geometrically wrong: a cylinder has flat caps; a sphere does not.
This ported CSphere::intersects_sphere (0x00537A80) so sphere-typed shadow
entries are tested as spheres — 3-D distance, no height clamping.
Changes:
- ShadowObjectRegistry.cs: added ShadowCollisionType.Sphere (enum value 2).
The BuildFloodSpheres anyCyl dedup at :232 is unaffected: only Cylinder
sets anyCyl=true; Sphere shapes fall through to the BSP-fallback path
(anyCyl=false → included), which is correct.
- ShadowShapeBuilder.cs: FromSetup now emits ShadowCollisionType.Sphere
(CylHeight=0) for Setup.Spheres instead of a short Cylinder.
- CollisionPrimitives.cs: added SweptSphereHitsSphere — quadratic swept
solve ported from ACE Sphere.cs::FindTimeOfCollision, which is a C# port
of retail's CSphere::intersects_sphere @ 0x00537A80. Sign convention
confirmed against the decomp: retail negates the root to produce a
forward t ∈ (0,1].
- TransitionTypes.cs: added Sphere narrow-phase branch between BSP and
Cylinder in FindObjCollisionsInCell; uses 3-D distance for overlap
(not XY-only). Added SphereCollision() method implementing the 3-D
wall-slide response. Updated diagnostic logging at :2734 to cover Sphere.
- Updated ShadowShapeBuilderTests for new Sphere type assertion.
- New SphereIntersectsSphereConformanceTests: 9 geometrically-anchored
cases (head-on, tangent, perpendicular-miss, lateral-near-miss,
sweep-away, beyond-step, degenerate-zero-sweep, already-overlapping,
vertical-sweep).
Retail oracle: CSphere::intersects_sphere @ 0x00537A80 (named-retail);
ACE Sphere.cs::FindTimeOfCollision (C# port, cross-confirmed).
Build: 0 errors, 10 warnings (pre-existing).
Tests: 1576 pass / 0 fail / 2 skip (1578 total).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail oracle: CPartArray::InitParts@0x00517F40, CGfxObj::Serialize@0x00534970 (physics_bsp
gated on serialized-flags bit-0), CPhysicsPart::find_obj_collisions@0x0050D8D0 (returns OK /
passable when physics_bsp==null). Render-mesh bounds never enter collision.
Changes:
- GameWindow.cs: delete the ~200-line VISUAL mesh-bounds collision block (the
isPhantomSetup / isPhantomGfxObj locals + the if-block computing worldMin/worldMax
AABB + the ShadowObjects.Register call that capped and registered the synthetic
cylinder). Also removes dead counter variables scHaveBounds/scRegistered/scNoBounds/
scTooThin; trims the ProbeBuildingEnabled summary line accordingly.
- PhysicsDataCache.cs: delete IsPhantomGfxObjSource (the predicate that only existed
to fence the mesh-AABB synthesis; the "phantom" concept is now the default — no DAT
shape means no registration, verbatim with retail).
- PhysicsDataCachePhantomSourceTests.cs: deleted (tested the removed method).
- ShadowShapeBuilderShapeSourceTests.cs: new guard test — a Setup with parts but
hasPhysicsBsp=false and no CylSpheres/Spheres yields an empty shape list, locking
the DAT-only rule in the builder.
- retail-divergence-register.md: AP-2 row deleted (divergence retired).
Objects with no DAT physics shape (no CylSpheres, no Spheres, no part with a
PhysicsBSP) now register no collision shape and are passable, verbatim with retail.
Objects with real DAT shapes (BSP parts, CylSpheres) are unaffected.
dotnet build green, 22/22 tests passing (ShadowShapeBuilderShapeSourceTests +
CellarUpTrajectoryReplay + CornerFlood + Issue147ArwicBuildings replay harnesses).
Visual gate pending: walk Holtburg + open world; objects that become passable must
match retail (DAT has no physics shape — trees with real CylSpheres still solid).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A town's outer/perimeter walls have NO collision even on a fresh login: the
player walks straight through them while houses block fine. Confirmed NOT a
frame issue — #146's bldOrigin probe showed Arwic buildings are correctly
framed (~12 m from the player, not km off), so the "#145 far-town frame"
premise was wrong here.
Root cause (dat-confirmed, Issue147ArwicBuildingsDumpTests): a perimeter wall
is stored in LandBlockInfo.Buildings as a doorless shell — 16 of Arwic's 30
buildings are PORTAL-LESS, ringing the town at 24 m intervals (x=12/132,
y=12/108). The building-collision cache loop skipped them via
`if (building.Portals.Count == 0) continue;` — a filter meant only for the
transit/entry feature (CellTransit.CheckBuildingTransit) that also dropped the
collision shell. Retail's find_building_collisions (0x006b5300) tests the shell
BSP independent of the portal list, so a doorless wall still collides.
Fix: don't skip portal-less buildings — cache them with an empty portal list
(no transit) but their collision shell (ModelId) intact. User-verified: Arwic
perimeter walls now block (Collided/Slid). Adds the dat-dump fixture test.
Suites green: Core 1569(+2 skip), App 468(+2 skip), UI 425, Net 317.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The FPS deep-dive landed (dense Arwic 75 -> ~165 fps via the cell-object
batching + cell-particle consolidation, both already committed). Remove the
throwaway diagnostic apparatus now that it has served its purpose:
- delete FrameProfiler.cs (whole-frame TimeElapsed + [PASS-GPU] glFinish +
[CPU-PHASE]/[GPU-PHASE] timers + the =1/=2 ACDREAM_FPS_PROF modes)
- GameWindow: _fpsProf/_frameProfiler/_msaaSamples fields, the BeginFrame/
EndFrame/MarkUpdateStart hooks, the terrain glFinish, and the landscape
sub-phase LsMark instrumentation
- RetailPViewRenderer: the DrawInside per-phase Phase()/MarkGpu markers
- ParticleRenderer / PortalDepthMaskRenderer / EnvCellRenderer: the per-pass
glFinish brackets
- delete DegradeCoverageProbeTests.cs (the dead distance-degrade probe)
KEPT (the real fixes): RetailPViewRenderer cell-object batching + consolidated
cell-particle pass; EnvCellRenderer.CellHasTransparent. Build + full test suite
green (468 App incl. pview replay tests; 1566 Core; 317 Net; 425 UI).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual gate 2 (user): the "Slots" toggle caption was visible but unclickable.
Root cause (UiRoot.OnMouseDown/OnMouseUp): a left-press on a non-drag-source
widget inside a whole-window-Draggable frame (the inventory window's IA-12
drag) set _windowDragTarget; OnMouseUp then early-returned before emitting the
Click. So the paperdoll Slots button (the first plain button inside the
draggable inventory frame) never received its click. Chat/toolbar buttons
escape this — their frames aren't whole-window-draggable.
Fix (toolkit, root cause not band-aid): add UiElement.HandlesClick (a virtual
opt-out parallel to IsDragSource); UiButton overrides it true; OnMouseDown
routes a HandlesClick press to the widget (like CapturesPointerDrag) instead of
the window-drag, so OnMouseUp emits the Click. 2 regression tests lock it
(HandlesClick widget in a Draggable frame emits Click; a plain one doesn't).
Build + full App suite green (596, +2).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual gate 1 (user): the doll rendered but only the legs showed (camera
aimed at the model origin = the feet) and the Slots button was invisible.
- DollCamera: aim the look-at at mid-body (~0.95 m) and stand back ~3.7 m
so the whole ~1.9 m figure fits. (Size is a later retail-comparison
polish per the user.)
- PaperdollController: the Slots button (0x100005BE) is found + wired
(diagnostic confirmed armorSlots=9/9, viewport=UiViewport,
slotsButton=UiButton) but its dat element has no face sprite, so it drew
nothing. Give it a gold "Slots" caption (UiButton.Label, like chat Send)
via a new datFont param on Bind. Temporary [Slice2-paperdoll] diagnostic
logs the button rect + the found widgets (stripped at wrap-up).
Idle animation deferred to a focused follow-up (faithful idle needs a full
AnimatedEntity + Sequencer through the TickAnimations multi-branch path +
re-dress coordination — real integration risk vs the verified static doll).
Build + full App suite green (594).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Carries the parsed dat objects ApplyLoadedTerrainLocked needs so the worker
can pre-read them and the apply can run lock-free. Optional field (default
null) keeps existing LoadedLandblock construction back-compatible.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mirrors the palette/part-override mapping at GameWindow.cs:3390-3431 in a
testable static helper. Build() accepts plain (SubPaletteId, Offset, Length)
and (PartIndex, GfxObjId) tuples, builds PaletteOverride only when
subPalettes.Count > 0 (same gate as GameWindow), and poses the entity at
origin facing the viewer (191.367905° / +Z). Reserved synthetic guid
0xDA11D011 keeps the doll distinct from the live player and satisfies
EntitySpawnAdapter's ServerGuid != 0 guard. 7 new tests green; suite 594/0.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds ArmorSlotElementIds (the exact 9 ids gmPaperDollUI::ListenToElementMessage
flips per decomp 175674-175706) and PaperdollViewState (SlotView/DollVisible/
ArmorSlotsVisible/Toggle) as a nested public class on PaperdollController.
Wires ApplyView() into the constructor so the Slots button (0x100005BE) drives
armor-slot Visible and the doll viewport Visible on every click. Initial state
is doll-view (armor slots hidden). The doll viewport element (0x100001D5) is
bound as UiElement? so this slice stays independent of Slice 3's IUiViewportRenderer
seam; _armorSlots collects whichever of the 9 ids were found in the live layout.
Three new unit tests verify the id set, the default state, and the round-trip
toggle against the public PaperdollViewState surface only.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
User correction at the visual gate: the green "figure" in the paperdoll is
the LIVE 3D character (the doll — can be naked), NOT per-slot silhouettes.
The default view (Slots button OFF) = the doll + non-armor slots; pressing
Slots hides the doll and shows the armor slots. So the doll + the Slots
toggle are Slice 2 (the UiViewport); there are no per-slot silhouette sprites
to chase.
For Slice 1 (no doll yet) the right empty-slot look is simply a VISIBLE FRAME
so every slot position can be seen + used — which fixes the "I see only slots
with equipment, no empty slots" report. The earlier transparent (EmptySprite=0)
came from the stale silhouette assumption. PaperdollController now takes an
emptySlotSprite; GameWindow passes the inventory grid's empty square
(0x06004D20) for a consistent visible frame.
App suite 580 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
PickupEvent (0xF74A) and DeleteObject (0xF747) are semantically distinct:
- 0xF747 = weenie DESTROYED → evict from ClientObjectTable (weenie_object_table)
- 0xF74A = object LEFT THE 3D WORLD VIEW (moved into a container) → remove
the 3D WorldEntity, but the weenie persists in ClientObjectTable
Before this fix, both paths fired EntityDeleted identically, causing
ObjectTableWiring to evict the weenie from ClientObjectTable. The follow-up
InventoryPutObjInContainer (0x0022) then tried MoveItem on an unknown guid
and no-op'd, so the unwielded item simply vanished.
Fix: add `bool FromPickup` (default false) to DeleteObject.Parsed. WorldSession
sets it true on the PickupEvent path and false on the DeleteObject path.
ObjectTableWiring.Wire's EntityDeleted handler skips table.Remove when
FromPickup is true, preserving the weenie for the container-move echo.
GameWindow.OnLiveEntityDeleted (3D entity removal) is untouched — it fires
for both pickups and destroys, as intended.
Divergence register: AP-65 added (data ghosts for other-player pickups until
teleport/relog clear; harmless — no UI queries ContainerId 0).
Tests: +5 (DeleteObject FromPickup parser regression; wiring retain/evict
semantics; Parsed default/explicit FromPickup). 343/343 pass.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code-quality review on Task 5:
- I1: Concerns was unscoped (CurrentlyEquippedLocation != None) → an NPC's
wielded item (which also carries that wire field) triggered spurious full
repaints. Narrowed to (WielderId==p || ContainerId==p), matching
InventoryController; OnObjectMoved's from/to-player backstop still catches
unwield-into-a-side-bag. Populate's own scope already prevented wrong data;
this kills the wasted repaints.
- I2: replaced the dual-`index++` (assign-vs-skip) with a for-i loop;
SlotIndex = SlotMap position (= the drag payload's SourceSlot on unwield).
- M1/M2: comment that the cell's SpriteResolve + the discrete-slot accept/
reject ring (0x060011F9/F8, not the grid insert-arrow) are factory-provided.
- Added two behavioral tests: a live player wield repaints the slot
(ObjectMoved → Concerns → Populate); an NPC's wielded item never appears on
the doll (player-scoping).
- Synced the stale spec §4b/§6c/§8 to the Task-3 Option-1 reality (the
optimistic wield is ContainerId-based and does NOT write WielderId).
App suite 580 passed / 0 failed.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Mirrors the InventoryPutObjInContainer 0x0022 handler which already does
MoveItem + ConfirmMove. Without this, WieldItemOptimistic's pending snapshot
would linger until the session ended (or incorrectly roll back on 0x00A0).
ConfirmMove is a no-op when nothing is pending, so safe for server-initiated
login wields.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code-quality review (needs-changes) on Task 3: WieldItemOptimistic wrote
item.WielderId directly, but RollbackMove (via MoveItem) never cleared it
→ a wield-rollback left a pack item with a stale WielderId=player.
Root-cause fix (vs the reviewer's snapshot-WielderId suggestion): acdream's
existing WieldObject 0x0023 confirm models a wielded item as ContainerId=
wielder + equip=mask and does NOT touch WielderId. So the optimistic path
must match — drop the WielderId write entirely. Optimistic state now equals
the confirmed state, rollback fully restores through MoveItem alone, and the
stale-state class is structurally eliminated. The paperdoll's
(WielderId==p || ContainerId==p) filter still matches optimistic wields via
ContainerId (login-equipped items match via WielderId from their CreateObject).
Also: + the wield+move outstanding-count combo test (spec §8), MoveItem doc
note that it doesn't manage WielderId, and the test pins WielderId==0 post-
optimistic-wield to document the model. Core 74/74 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>