Generic fallback widget for every LayoutDesc element type without a
dedicated behavioral widget (chrome corners/edges, drag bars, resize grips).
Holds an ElementInfo + active-state name; draws that state's media by tiling
(UV-repeat on both S+T axes, matching ImgTex::TileCSI). DrawMode constants
documented per format spec §6 (Undefined=0, Normal=1, Overlay=2,
Alphablend=3 — no Stretch mode). Plan 1: all modes render as the same
alpha-blended tiled quad; per-mode branches deferred to Plan 2.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Merge: defensive copy `new List<ElementInfo>(derived.Children)` so a
later mutation of the merged result or the input can't corrupt the other
- Merge: add comment on Width/Height 0-sentinel (Plan-1 safe; Plan-2
limitation and float?-upgrade path documented inline)
- Test: replace mid-sentence "Wait —" authoring trace in
EdgeFlagsToAnchors_ValueThree_FallsBackToTopLeft with a clean
conclusion-first summary of the value-3 mapping rule
9/9 ElementReaderTests pass; 0 build errors.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Implements Task 2 of the LayoutDesc Importer (Plan 1 — vitals conformance).
- ElementInfo POCO: GL-free/dat-free snapshot of a resolved layout element.
Shape matches the plan spec exactly (Id, Type as uint, X/Y/Width/Height as
float, raw Left/Top/Right/Bottom uint edge flags, ReadOrder, FontDid, StateMedia
dict, Children list). Tasks 3–6 depend on this shape.
- ElementReader.ToAnchors(uint,uint,uint,uint): maps dat edge-flag values
(0=none, 1=near-pin, 2=far-pin, 3=floating-center, 4=stretch) to AnchorEdges
bit flags. Corrects the plan's stale assumption that value 4 was the only anchor
trigger; the verified format doc §4 shows 1→Left/Top, 2→Right/Bottom, 4→both.
All-zero falls back to Left|Top (default pin top-left).
- ElementReader.Merge(base_, derived): inheritance merge mirroring BaseElement/
BaseLayoutId. Derived scalars win when non-zero; position/edge-flags/ReadOrder
always from derived; StateMedia merged (base defaults, derived overrides);
Children from derived only.
TDD: tests written first (9 tests covering ToAnchors near-pin/far-pin/stretch/
zero/value-3, Merge scalar override/font inheritance/StateMedia merge/children).
All 9 pass; dotnet build 0 errors 0 warnings.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The retail vitals window border is TWO layers, not one: the bevel chrome
(0x060074BF-C6) PLUS a resize-grip overlay on top — gold ridged edge strips
and a square corner stud at each corner. acdream only drew the bevel, so the
border looked plainer than retail and the corners lacked the little square
sprite the user spotted.
The overlay ids come from the vitals LayoutDesc 0x2100006C (elements
0x1000063B-0x10000642): corner stud 0x06006129 (same 5x5 at all four corners),
edge strips 0x0600612A/2C (top/bottom) and 0x0600612B/2D (left/right). They
have transparent gaps so the bevel shows through — both layers are drawn.
UiNineSlicePanel now draws the grip overlay (edges tiled via the existing
UV-repeat, corner studs 1:1) after the bevel, so every retail-chrome window
(vitals + chat) gets it.
Verified the grip sprites + the composited result headlessly: dump-sprite-sheet
(new CLI: composite arbitrary sprite ids magnified) showed 0x06006129 is a gold
stud and 0x0600612A-D are gold ridged strips; render-vitals-mockup now renders
the faithful default window with the overlay.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retail repeats the bar's "fill-tile" graphic at native width (verified:
the dat element 0x100000E9 is literally the fill-tile; the engine fills via
ImgTex::TileCSI; and a widened side-by-side shows retail tiling, not
stretching). acdream was stretching one copy of the middle slice across the
whole span, so the bevel/bead pattern smeared as the window widened.
UiMeter.DrawHBar now UV-repeats each slice at its NATIVE width: caps span one
native width (a single 1:1 copy), the wide middle spans many (it tiles, last
copy UV-cropped). This works because the UI textures are already GL_REPEAT-
wrapped (TextureCache.UploadRgba8) — the exact mechanism UiNineSlicePanel's
chrome border already uses, so the border edges were ALREADY tiling and need
no change. One draw call per slice; composes with the existing fill-fraction
clip (the partial last tile shows a partial bead).
render-vitals-mockup now renders a widened window twice (stretch vs tile) so
the difference is verifiable headless. Confirmed the tile repeats seamlessly
(no seams).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Windows-like selection in the retail chat window: left-click-drag selects
characters, Ctrl-C copies, Ctrl-A selects all. The selected span paints a
translucent highlight behind the text.
- UiElement.CapturesPointerDrag: a per-element opt-out so an interior drag is
delivered to the widget (text selection) instead of moving/resizing the host
window. UiRoot.OnMouseDown honours it AFTER edge-resize (a resizable window
is still resizable from its frame) and BEFORE window-move.
- UiChatView: AcceptsFocus + IsEditControl + CapturesPointerDrag; caches the
OnDraw layout so OnEvent hit-tests the same geometry; HitChar maps a local
point to (line,col) with glyph-midpoint caret snapping; SelectedText joins a
multi-line span with \n; Ctrl-C writes to IKeyboard.ClipboardText (only when
non-empty, so an empty copy never clobbers the clipboard).
- UiHost exposes the wired IKeyboard (clipboard + Ctrl modifier state).
Adversarial-review fix (the 99 tests would have stayed green without it): a
coordinate-frame mismatch between MouseDown and MouseMove. UiRoot.OnMouseDown
dispatched HitTestTopDown's coords, which are relative to the TOP-LEVEL child,
while MouseMove/MouseUp use target.ScreenPosition. For the chat view inset at
(8,8) inside its window the anchor landed ~8px off the click. OnMouseDown now
delivers target-LOCAL coords like the other mouse events. Added a UiRoot
regression test asserting MouseDown and MouseMove share the target-local frame
for a nested child.
Decomp ref: SurfaceWindow text/selection model; clipboard via Silk.NET
IKeyboard.ClipboardText. Built with the chat-select-copy implement->review
workflow.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The vitals cur/max overlay rendered with the consola TTF debug font,
which is wrong for the retail look. Port the retail dat-font render
path so the numbers use Font 0x40000000 (Latin-1, 16px, with outline
atlas) — the same font retail draws on the vitals window.
UiDatFont (new): loads the Font DBObj from the DatCollection and
uploads its two RenderSurface atlases (foreground glyph pixels
0x06005EE5 + background outline 0x06005EE6) through
TextureCache.GetOrUploadRenderSurface — the same direct-RenderSurface
path the D.2b chrome sprites use. Builds a char->FontCharDesc lookup
and exposes MeasureWidth + LineHeight. The per-glyph advance
(HorizontalOffsetBefore + Width + HorizontalOffsetAfter) is a pure
static so the pen math is unit-testable without GL or the dat.
UiRenderContext.DrawStringDat (new): two-pass per-glyph blit mirroring
SurfaceWindow::DrawCharacter (acclient 0x00442bd0) — the BACKGROUND
atlas sub-rect tinted black (outline) first, then the FOREGROUND
sub-rect tinted the text color (fill), with the pen accumulating the
retail advance the way the string loop does at 0x00467ed4. Respects
the UI transform stack. Skips the outline pass for fonts with no
background atlas.
No shader change was needed: the foreground atlas decodes A8 ->
(255,255,255,a), and ui_text.frag's RGBA-sprite path already
MULTIPLIES the texel by the per-vertex tint (texture(uTex,vUv)*vColor),
so tinting white+alpha by a color gives color+alpha (black outline,
text-color fill).
UiMeter: new DatFont property; the label renders via DrawStringDat
(centered with DatFont.MeasureWidth) when set, falling back to the
debug BitmapFont when null.
GameWindow: loads one UiDatFont for the vitals panel (under _datLock)
and assigns it to each UiMeter child; logs + falls back to the debug
font if the Font fails to load (never crashes).
Tests: 6 pure-logic UiDatFontTests for GlyphAdvance + MeasureWidth
(synthetic glyphs, negative bearings, missing chars, empty/null). Full
App UI suite green (84 passed).
DatReaderWriter member names verified via reflection on the 2.1.7
package: Font.{MaxCharHeight,BaselineOffset,ForegroundSurfaceDataId,
BackgroundSurfaceDataId,CharDescs} and FontCharDesc.{Unicode,OffsetX,
OffsetY,Width,Height,HorizontalOffsetBefore,HorizontalOffsetAfter,
VerticalOffsetBefore}.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The vitals bars were rendered from the WRONG layout. The ids in vitals.xml
(0x0600113x) belong to LayoutDesc 0x21000014 -- the 800x28 floaty side-vitals
ROW. The stacked vitals window the user sees is LayoutDesc 0x2100006C
(160x58), which uses a different sprite set and geometry. Dumped the real
tree (new dump-vitals-layout CLI, reflective) and ported it:
- Sprites (#2): the stacked-window set 0x0600747E-0x0600748F (health/stamina/
mana, each back+front 3-slice; caps 10px, mid 130px).
- Right cap (#1) + fill model: retail UIElement_Meter::DrawChildren draws the
back 3-slice full then the front 3-slice CLIPPED to the fill fraction (its
own right-cap shows at 100%, the back's shows through when partial). UiMeter
now clips the front per-slice (UV-crop) instead of growing a capless slice.
- Spacing (#5): three flush 150x16 bars at y=5/21/37 in a 160x58 window
(16px pitch, zero gap), per the dat rects -- not the old 20px-apart guess.
- Border (#3): the window is the 8-piece chrome frame (corners 0x060074C3-C6,
edges 0x060074BF-C2, 5px) -- dat-confirmed identical to RetailChromeSprites.
The headless render-vitals-mockup now composites this exact window
(0x2100006C) from the real sprites with the same clipped-fill model, so the
look was verified before launch. Font (#4, dat Font 0x40000000) is the next
commit.
Decomp refs: gmVitalsUI::PostInit @0x4bfce0; UIElement_Meter::DrawChildren
@0x46fbd0 (scissor-fill); geometry from LayoutDesc 0x2100006C.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add UiChatView, a transcript widget for the retail-look UI: renders the
ChatVM tail bottom-pinned (newest at the bottom, like retail) with
mouse-wheel scrollback and whole-line vertical clipping so text stays
inside the frame. Hosted in a draggable/resizable UiNineSlicePanel and
wired into the UiHost next to the vitals window, fed by a dedicated
ChatVM (200-line tail) over the same live ChatLog. Per-ChatKind colour
palette (speech white, tells magenta, channels blue, system yellow,
emotes grey, combat orange).
This is the read-only foundation. The next sub-step adds glScissor
clipping + word-wrap, drag-to-select, and Ctrl+C copy -- the last needs
a CapturesPointerDrag opt-out on UiElement so an interior drag selects
text instead of moving the window (today an interior drag still moves
the window, same as the vitals panel).
Tests: UiChatView.ClampScroll (pin-to-bottom, cap-at-overflow,
never-negative).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Render each vital bar as a horizontal 3-slice from the real retail
RenderSurface sprites (authoritative ids from the vitals LayoutDesc
0x21000014 via dump-vitals-bars): a fixed-width bevelled left-cap, a
stretched glassy-gradient middle, and a fixed-width right-cap. The
empty back track draws full width; the coloured front fill grows from
the left to the value (the track owns the right end, so the fill omits
its own right-cap). Replaces the flat single-sprite Alphablend overlay
that read as the old UI - this is the bordered gradient look from the
retail screenshot (red HP / gold stamina / blue mana).
UiMeter gains the six 9-slice ids (BackLeft/Tile/Right +
FrontLeft/Tile/Right) and a DrawHBar helper; MarkupDocument parses the
backleft/backtile/backright/frontleft/fronttile/frontright attrs;
vitals.xml carries the 18 per-vital ids. The temporary
ACDREAM_BAR_PROVEOUT component grid is removed.
Adds AcDream.Cli render-vitals-mockup: a headless ImageSharp composite
that assembles the bars with the SAME DrawHBar logic, so the sprite
assembly can be verified by eye (Read the PNG) without launching the
client + server - the fast UI-iteration loop the user asked for.
export-ui-sprite dumps a single RenderSurface to PNG for HTML mockups.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
UiMeter gains SpriteResolve/BackSpriteId/FrontSpriteId; when both are
set, OnDraw draws the empty-track sprite full-width then the colored-fill
sprite UV-cropped to the live fill fraction (left-to-right drain). Falls
back to solid rects when sprite ids are absent, keeping existing behavior
and tests intact.
MarkupDocument.Build() parses `back`/`front` hex attrs on <meter> and
passes `resolve` into every UiMeter. vitals.xml wires the authoritative
LayoutDesc 0x21000014 sprites (Health 0x06005F3C/3D, Stamina 3E/3F,
Mana 40/41). The bar prove-out block in GameWindow.cs was already gone.
If the sprites decode as 1x1 magenta at runtime they are paletted
(INDEX16/P8) — the solid-color fallback will display instead and can be
investigated separately.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The anchor pass added in f911b5f runs on every element's children — including
UiRoot's children, which are the top-level WINDOWS. With the default Left|Top
anchor, ApplyAnchor reset each window's Left/Top/Width/Height back to its
captured design rect EVERY frame, so user move/resize was undone instantly ("I
can't resize or move it"). A window is user-positioned, so it must not be
anchor-managed by its parent: set UiNineSlicePanel.Anchors = None. Children
INSIDE the window still anchor to it (the bars keep stretching with width).
Regression tests: UiNineSlicePanel.Anchors == None; ApplyAnchor(None) is a no-op.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add AnchorEdges [Flags] enum and Anchors property (default Left|Top, so
all existing elements are unchanged) to UiElement. ApplyAnchor() captures
the design-time margins on first call then recomputes Left/Top/Width/Height
each frame; DrawSelfAndChildren drives it for every child before painting.
ComputeAnchoredRect is public + static so it can be unit-tested without a
running frame loop.
MarkupDocument.Build gains a private Anchor() CSV parser and threads it
into the <meter> initializer via the anchor= attribute.
vitals.xml: remove title="Vitals" (retail vitals has no heading) and add
anchor="left,top,right" to all three meter bars so they stretch when the
panel is dragged wider.
Two new xUnit tests in UiRootInputTests: Left+Right stretches width;
Left+Top only keeps fixed size. All 19 App.Tests green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add ResizeX/ResizeY bool properties to UiElement (both true by default).
HitEdges() in UiRoot masks out locked axes after edge detection, so a
locked edge falls through to window-move behaviour — matching retail,
where the vitals bar height is fixed and only widens.
MarkupDocument.Build() parses an optional resize="x|y|both|none"
attribute on <panel>; vitals.xml gets resize="x" to enforce the
horizontal-only constraint in all instances of the panel.
Two new tests: HitEdges_RespectsResizeAxisLock (UiRootInputTests) and
Build_ResizeAttrX_SetsHorizontalOnly (MarkupDocumentTests). 11/11 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add parallel resize mode to the UiRoot retained-mode input state machine.
A left-drag starting within ResizeGrip=5px of a Resizable window's edge or
corner resizes it (min-size clamped); interior drags on a Draggable window
still reposition it.
Changes:
- UiElement: Resizable, MinWidth, MinHeight properties
- UiRoot: ResizeEdges flags enum; _resizeTarget state fields; FindWindow
(replaces FindDraggable, matches Draggable||Resizable); HitEdges (static,
internal, testable); ResizeRect (static, public, testable); OnMouseDown
checks edge-grip before move; OnMouseMove resize branch precedes move;
OnMouseUp clears _resizeTarget
- UiNineSlicePanel: Resizable = true (retail windows are resizable)
- UiRootInputTests: 4 new tests — ResizeRect_RightBottom, ResizeRect_LeftTop
(min-clamp + origin shift), HitEdges_DetectsCornerAndInteriorNone,
EdgeDrag_ResizesPanel_InteriorDragMoves (full integration path)
Note on test coordinate: right-edge grab uses x=298 (2px inside the panel's
hit-test boundary) rather than x=300 (exactly at edge, misses OnHitTest's
strict `<` check). This is intentional — the grip zone extends inward from
the edge boundary, so a click 2px inside correctly lands in both the
hit-test rect AND the resize-grip zone.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- UiElement: add Draggable flag; left-drag on a draggable element repositions
it as a floating window instead of starting a drag-drop sequence.
- UiRoot: add WantsMouse/WantsKeyboard properties (mirrors ImGui's WantCaptureMouse
pattern); add FindDraggable helper; inject _windowDragTarget state machine into
OnMouseDown/OnMouseMove/OnMouseUp so draggable windows track the pointer offset.
- UiNineSlicePanel: set Draggable=true so retail window frames are movable by default.
- GameWindow: OR _uiHost?.Root.WantsMouse|WantsKeyboard into the SilkMouseSource
wantCaptureMouse/wantCaptureKeyboard delegates and the direct MouseMove gate so
game actions (movement, world-pick) are suppressed while the pointer is over a
retail window — no double-handling with the InputDispatcher.
- GameWindow: wire all Silk Mice/Keyboards to UiHost after construction so the
UiRoot tree receives live input.
- Tests: 3 new UiRootInputTests covering WantsMouse hit-test, window-drag
reposition, and non-draggable panel immobility.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Implements Task 8 of the D.2b retail-UI plan. MarkupDocument.Build() parses
KSML-style panel markup into a live UiNineSlicePanel subtree, resolving
{Binding} attribute expressions against a supplied object via reflection.
Color format is #AARRGGBB (alpha-first, matching controls.ini). Handles
<panel> root (geometry + optional title label) and <meter> children (fill,
label, bar color). Future element kinds (label, button, image) extend the
switch without touching existing code.
vitals.xml encodes the just-approved vitals panel layout (health red #FFC70D0D,
stamina gold #FFD49E1F, mana blue #FF1F33D9); ships next to the binary via
PreserveNewest csproj rule. GameWindow.cs drops the 35-line hand-built panel
block in favour of a 4-line File.ReadAllText + MarkupDocument.Build call —
identical tree, identical render, now data-driven.
2 new tests (Build_CreatesPanelWithMeterFillLabelAndGeometry,
Build_NullBindingValuesYieldNullFillAndLabel) + 11 total targeted green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds ControlsIni — a minimal flat-INI reader for retail's controls.ini
(#AARRGGBB alpha-first color tokens; case-insensitive section/key lookup;
missing file returns an empty sheet with no throw). Wires the [title]
color token into the vitals panel's UiLabel in GameWindow.OnLoad, with
hardcoded white as the fallback. Visually a no-op (retail's [title] color
is white), but proves the stylesheet plumbing end-to-end (D.2b §7).
Three unit tests cover section parsing, #AARRGGBB decode, and graceful
missing-file handling.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wires the dormant AcDream.App/UI retained-mode tree into GameWindow under
ACDREAM_RETAIL_UI=1: an 8-piece dat-sprite UiNineSlicePanel framing three
UiMeter vital bars bound to the existing VitalsVM. Render-only (UiHost input not
yet bridged to the InputDispatcher — next sub-phase). Coexists with the ImGui
devtools path; no regression there.
Visually verified against a live retail client: the bars match retail's vitals
structure (three stacked horizontal bars, current/max numbers centered) — so the
earlier "orbs" assumption was wrong (retail vitals ARE bars), and stamina is GOLD
not cyan (the #10F0F0 research note was wrong). UiMeter gains a centered numeric
Label (stub debug font for now). Spec §8 + the markup example corrected to match.
Bookkeeping: retired divergence row TS-30 (flat-rect panels -> real dat chrome)
and added IA-15 (our UiHost/markup engine vs keystone.dll's LayoutDesc tree).
Remaining polish (filed, §15): glassy gradient bar fill sprite + the retail dat
font for the numbers.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Adds UiMeter, the horizontal vital-bar widget for the D.2b retail-look
UI toolkit. Solid-color fill for Spec 1; the retail orb sprite + scissor
crop path is reserved for a later sub-phase. Five unit tests (1 Fact +
4 Theory) cover half-fill geometry and clamping at -1/0/1/2 fractions.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Implements the retail floating-window bevel as a UiPanel subclass using
RetailChromeSprites: 4 tiled edges + 4 stretched corners + tiled center fill,
matching the 8-piece border layout confirmed by the D.2b Step-0 prove-out.
Resolver delegate keeps GL out of unit tests. Geometry verified by
ComputeFrameRects_PlacesCornersEdgesAndCenter (1/1 pass).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Step-0 prove-out result: retail UI chrome sprites are RenderSurface objects
(0x06xxxxxx) that must be decoded DIRECTLY, not via the Surface->SurfaceTexture
chain GetOrUpload uses for world materials (which produced 1x1 magenta/garbage).
Added TextureCache.GetOrUploadRenderSurface(id, out w, out h) — Portal/HighRes
TryGet<RenderSurface> -> DecodeRenderSurface(palette:null) -> upload, separately
cached. This is the path UI chrome + (later) dat fonts use.
Confirmed the universal floating-window bevel is an 8-piece border + center fill:
center 0x06004CC2 (48x48)
edges 0x060074BF/C1 (10x5 horiz) 0x060074C0/C2 (5x10 vert)
corners 0x060074C3..C6 (5x5)
Recorded in RetailChromeSprites.cs (edge/corner->position mapping is a best
guess pending the LayoutDesc 0x21000040 parse; visually confirmed at panel
render). The memory-note ids were right; only the decode path was wrong.
Temporary prove-out harness (added to GameWindow.OnRender) removed. proveout*.log
gitignored.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add uUseTexture==2 (RGBA modulate) branch to ui_text.frag so dat sprites
can be drawn through the existing 2D batcher without touching the font path.
TextRenderer gains _spriteBufs (per-GL-handle List<float>), DrawSprite(), and
a Flush block that issues one draw call per distinct texture with uUseTexture=2.
Also adds DepthMask(false) in the state-save block (restored to true after) to
prevent the transparent-quad pass from writing depth and corrupting the 3D scene
if the UI is flushed mid-frame.
TextureCache gains GetOrUpload(surfaceId, out width, out height) — caches pixel
dimensions alongside the GL handle so UI 9-slice geometry can compute slice UVs
from the source image size without a second decode.
UiRenderContext gains a DrawSprite forwarder that applies the current 2D
translate stack, matching the DrawRect / DrawRectOutline pattern.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Retires divergences flagged in the 2026-05-16 faithfulness audit:
1. AP cadence. Replaces the 1 Hz idle / 10 Hz active flat heartbeat
with a diff-driven model gated on `Contact && OnWalkable`
(acclient_2013_pseudo_c.txt:700327 SendPositionEvent). Sends on
position or cell change while grounded on walkable, plus a 1 sec
heartbeat; suppressed entirely airborne. PlayerMovementController
exposes `NotePositionSent(pos, cellId, now)` which GameWindow stamps
after each AutonomousPosition / MoveToState send — mirrors retail's
shared `last_sent_position_time` between SendPositionEvent
(0x006b4770) and SendMovementEvent (0x006b4680). Known divergence
from retail: ours is per-frame-while-moving, retail's effective rate
is ~1 Hz during smooth motion (cell/plane checks). Filed as #74,
blocked by #63 — when #63 lands we revert to retail's narrower gate.
2. Workaround retirement. Removes TinyMargin (0.05 m inside arrival)
and the AP-flush before re-send (`SendAutonomousPositionNow`). The
diff-driven cadence makes both obsolete. Close-range turn-first
deferred Use is kept (it IS retail — ACE Player_Move.cs:66-87
mirrors retail's CreateMoveToChain pre-callback rotation), renamed
`OnAutoWalkArrivedSendDeferredAction` to clarify it's a FIRST send.
`isRetryAfterArrival` parameter dropped.
3. Far-range Use/PickUp retry. Restored — was load-bearing, not the
"redundant cleanup" the Group 2 audit thought. Issue #63 means ACE
drops the first Use as too-far without re-polling on subsequent APs;
the arrival re-send is what makes far-range Use complete. Logs
include `(queued for arrival re-send pending #63)` to make this
explicit. Removes when #63 closes.
4. Screen-rect picker. New `AcDream.Core.Selection.ScreenProjection`
helper shared by `WorldPicker` and `TargetIndicatorPanel`. The
`Setup.SelectionSphere` projects to a screen-space square (retail
anchor `SmartBox::GetObjectBoundingBox` 0x00452e20); picker
hit-tests the mouse pixel against the same rect the indicator draws,
inflated by 8 px (`TriangleSize`). Guarantees what-you-see is
what-you-click — including rect corners that were dead zones under
the old ray-sphere picker. Per-type radius (1.0/1.6/2.0 m) and
vertical-offset (0.2/0.9/1.0/1.5 m) heuristic lambdas retired;
`IsTallSceneryGuid` deleted; `EntityHeightFor` trimmed to 1.5 m × scale
defensive default. No defensive sphere synth — entities without a
baked `SelectionSphere` are skipped, matching retail's
`GfxObjUnderSelectionRay` (0x0054c740).
5. Rotation rate run multiplier (Commit A precursor). `TurnRateFor(running)`
helper applies retail's `run_turn_factor = 1.5f` (PDB-named
0x007c8914) under HoldKey.Run, matching `apply_run_to_command` at
0x00527be0 (line 305098). Effective: walking ≈ 90°/s, running ≈ 135°/s.
Keyboard A/D + ApplyAutoWalkOverlay both use it.
6. Useability gate (Commit A precursor). `IsUseableTarget` corrected to
`useability != 0` per `ItemUses::IsUseable` at 256455 — ANY non-zero
passes (USEABLE_NO=1, USEABLE_CONTAINED=8, etc.), not just the
USEABLE_REMOTE bit. Cross-checked against 4 call sites in retail
(ItemHolder::UseObject 0x00588a80, DetermineUseResult 0x402697,
UsingItem 0x367638, disable-button-state 0x198826). Added
`ProbeUseabilityFallbackEnabled` diagnostic
(`ACDREAM_PROBE_USEABILITY_FALLBACK=1`) to measure how often the
creature/BF_DOOR fallback fires for ACE-seed-DB entities with
null useability.
CLAUDE.md updated with the graceful-shutdown rule for relaunch:
Stop-Process bypasses the logout packet, leaving ACE's session marked
logged-in for ~3+ min. CloseMainWindow() sends WM_CLOSE so the
shutdown hook runs and the logout packet reaches ACE.
Tests: +3 ScreenProjectionTests + 6 WorldPickerRectOverloadTests = +9.
Core.Net 294/294 pass; Core 1073/1081 (8 pre-existing Physics failures
unchanged). Visual-verified 2026-05-16: rotation rate, useability,
screen-rect click area, double-click + R-key + F-key Use/PickUp at
short and long range — dialogue/door/pickup fire on arrival.
Filed follow-ups #70 (triangle apex/size DAT sprite), #71 (picker
Stage B polygon refine), #72 (cdb omega.z probe), #73 (retail-message
sweep pattern), #74 (per-frame AP chattier than retail — blocked by
#63). Old ray-sphere `WorldPicker.Pick(origin, direction, ...)`
overload kept for back-compat; no callers in acdream proper.
Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replaces the mesh-AABB approximation with retail's actual selection
mechanism. The user observed the indicator was too small and didn't
scale with the object the way retail does — root cause was using the
wrong source data.
Retail trace (decomp anchors in named-retail/acclient_2013_pseudo_c.txt):
- VividTargetIndicator::Draw at 0x004f6c30 is registered as the
SmartBox targetting callback (0x004f6df6).
- SmartBox::DoTargettingChecks at 0x00453bb4 calls
SmartBox::GetObjectBoundingBox (0x00452e20) to compute the rect.
- GetObjectBoundingBox uses CPhysicsObj::GetSelectionSphere
(0x0050ea40) → CPartArray::GetSelectionSphere (0x00518b80) which
reads setup->selection_sphere from the DAT, applies part-array
scale (component-wise on center, Z-scale on radius), then calls
Render::GetViewerBBox (0x0054b400) to project the sphere as a
screen-space camera-aligned BBox.
- VividTargetIndicator::OnDraw at 0x004f62b0 inflates that rect by
one triangle width/height on every side before drawing (eax_21 /
eax_23 in 0x004f6a0b–0x004f6a99), so the corner triangles sit
outside the projected sphere with a small gap.
Implementation:
- GameWindow.TryGetEntitySelectionSphere reads setup.SelectionSphere
from the DAT (Setup type already exposes Origin + Radius),
applies entity scale, rotates center via entity orientation, and
produces a world-space sphere.
- TargetIndicatorPanel.TryComputeScreenRectFromSphere projects the
sphere center via the view-projection matrix and computes
screenRadius = worldRadius * projection.M22 * viewport.Y /
(2 * clip.W). M22 = cot(fovY/2) for a standard right-handed
perspective. Mathematically equivalent to retail's
Render::GetViewerBBox followed by 2-corner xformPointInternal,
faster (no double projection).
- TargetInfo carries WorldSphereCenter + WorldSphereRadius (replaces
the previous WorldAabbMin/Max). Fallback to per-type height
heuristic still in place if Setup has no baked selection_sphere
(rare; Radius <= 1e-4f short-circuits).
- Inflate by TriangleSize on every side matches retail's eax_21 +
eax_23 offsets exactly.
- Triangle right-angle apex flipped to point INWARD toward the
target (per user feedback) — apex at corner + (±t, ±t),
hypotenuse along the outer diagonal of the corner.
- TriangleSize 10 → 14 → 8 (retail sprite is small).
Also fixes a parser bug in CreateObject.cs introduced in 58e1556:
BF_INCLUDES_SECOND_HEADER is 0x04000000 per acclient.h:6458 (ACE
ObjectDescriptionFlag.IncludesSecondHeader matches), NOT 0x80000000.
The wrong bit meant the weenieFlags2 4-byte skip never fired for
entities that had the bit set, potentially shifting Useability /
UseRadius reads by 4 bytes. Now correct.
Visual verification (2026-05-16):
- Holtburg town sign — indicator traces the visible sign + pole at
the right size (matches retail screenshot proportions).
- Sign R-key still silent no-op (B.8 useability gate intact).
- NPCs / doors / items still get correctly-sized indicators.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two retail divergences fixed end-to-end:
1. R-key Use on non-useable entities (signs, banners, decorative
scenery) was silently sending Use/PickUp to ACE, triggering
auto-walk + NPC-style chat fallback. Retail's client checks
ITEM_USEABLE (acclient.h:6478) and silently ignores Use when
the USEABLE_REMOTE (0x20) bit isn't set. Now ports that gate.
2. Holtburg town sign indicator + click sphere only covered the
base of the pole because the "everything else" default in
EntityHeightFor was 1.5 m and the picker's vertical offset
for default class was 0.2 m. A 3 m sign on a pole was almost
entirely outside both shapes.
Wire change:
- CreateObject parser now walks the WeenieHeader optional tail
(per ACE WorldObject_Networking.cs:87-114) up through Useability
+ UseRadius. Captures weenieFlags upfront, then conditionally
skips PluralName, ItemCapacity, ContainerCapacity, AmmoType,
Value before reading Useability (u32) and UseRadius (f32).
- CreateObject.Parsed + WorldSession.EntitySpawn record append two
new optional fields (Useability uint?, UseRadius float?), both
defaulting to null. Existing call sites unchanged.
- 3 new tests cover: no weenieFlags → null, weenieFlags=0x10 alone
→ useability read, weenieFlags=0x8|0x10|0x20 → walker skips Value
then reads Useability + UseRadius in correct order.
Behaviour change:
- GameWindow.IsUseableTarget(guid) — authoritative path uses spawn
.Useability when present (REMOTE bit gate); fallback when null
permits Use on creatures + BF_DOOR/LIFESTONE/PORTAL/CORPSE for
M1 flow continuity.
- UseCurrentSelection (R-key dispatcher) and SendUse + SendPickUp
(double-click + F-key direct paths) gate on IsUseableTarget,
silent early-return matching retail. isRetryAfterArrival skips
the gate (re-fires only previously-gated actions).
- TargetIndicatorPanel.EntityHeightFor default branch 1.5 m → 3 m
for non-creature non-flat non-small-item entities (sign-class).
Scale > 1 still grows proportionally.
- WorldPicker callbacks: new IsTallSceneryGuid branch lifts sphere
centre to 1.5 m with 1.6 m radius for sign-class entities,
mirroring the indicator's 3 m default so click sphere matches
the visible box.
Tests: 293/293 pass in AcDream.Core.Net.Tests (+3 new walker
tests). dotnet build clean.
Retail anchors:
- acclient.h:6478 — ITEM_USEABLE enum (USEABLE_REMOTE = 0x20)
- acclient.h:6431-6463 — PWD bitfield (BF_DOOR etc.)
- ACE WorldObject_Networking.cs:87-114 — wire field order
- ACE WeenieHeaderFlag — Usable = 0x10, UseRadius = 0x20
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User report: 'It still however just approach it and does not use it.'
Root cause: local auto-walk arrives at the target visually, but ACE's
server-side MoveToChain may have timed out before our position was
recognised as in-range (we don't echo authoritative position back to
ACE during the walk yet). The action never fires.
Fix (re-send on arrival):
* PlayerMovementController.AutoWalkArrived event fires once when
EndServerAutoWalk(reason='arrived') is called.
* GameWindow tracks _pendingPostArrivalAction = (guid, isPickup)
on each SendUse / SendPickUp.
* OnAutoWalkArrivedReSendAction (subscribed at EnterPlayerModeNow)
re-sends the action with isRetryAfterArrival=true. The retry
flag prevents the re-sent action from itself setting a new
pending action — breaks any potential re-fire loop.
* The re-sent action is close-range from the local body's
perspective, so ACE's CreateMoveToChain hits the WithinUseRadius
shortcut (Player_Move.cs:66) and completes immediately —
dialogue opens, item picks up.
User report: 'items dropped on the ground now have a smaller triangle
box, perhaps too small. Also now other stuff like signs also have a
very small triangle box, should not have it should scale to the size
of the object.'
Fix (scale-aware indicator height):
* TargetIndicatorPanel.TargetInfo now carries entity Scale.
* EntityHeightFor multiplies the per-type base by Scale so an
upscaled NPC / sign / lifestone gets a proportionally larger box.
* Per-type table refined:
Creature : 1.8 m * scale
Door/Lifestone/Portal : 2.4 m * scale
Small carry items (weapon/armor/clothing/jewelry/food/money/
misc/missile-weapon/container/gem/spellcomp/writable/key/
caster — most pickup-able): 0.8 m * scale (up from 0.5 m)
Everything else (signs / scenery interactables / untyped):
1.5 m * scale (up from 0.5 m default)
Deferred to follow-up: exact mesh-AABB-derived box (need to read
each entity's actual rendered bounds at registration time).
Three user-reported fixes:
1. (B.6) Run-vs-walk decision lifted out of the per-frame overlay
into BeginServerAutoWalk. Once set at auto-walk start, the
character runs (or walks) the full way to the target instead of
transitioning. Matches user-observed retail behaviour:
'if its far away it should run all the way to the object and
then stop'.
_autoWalkWalkRunThreshold → _autoWalkInitiallyRunning (bool,
sampled once from initial distance vs the wire's WalkRunThreshold).
2. (B.7) TargetIndicatorPanel now picks EntityHeight per-type:
Creature (NPC/player) → 1.8 m
Door / Lifestone / Portal (tall structures) → 2.4 m
Default (small ground item) → 0.5 m
Items now get a small box hugging the silhouette instead of a
humanoid-tall rectangle floating around them.
3. (Interact) R-key (UseCurrentSelection) now dispatches by target
type:
Item (no Creature flag, no BF_DOOR|LIFESTONE|PORTAL|CORPSE)
→ SendPickUp (PutItemInContainer 0x0019)
Everything else → SendUse (0x0036)
Single hotkey to interact with whatever's selected.
Deferred (separate phase): turn-to-face on close-range use. ACE
server-side does Rotate(target) before the close-range pickup
callback (Player_Move.cs:71), but our local body doesn't echo
the turn yet — needs a synthesized client-side rotation or
MovementType=8 TurnToObject handling. Filing as follow-up.
Visual test surfaced three follow-ups:
1. Square box, not 1:2 rectangle.
WidthHeightRatio: 0.5 → 1.0. Retail's Vivid Target Indicator draws
a square; the earlier humanoid-aspect ratio looked wrong for
non-humanoids and didn't match retail screenshots.
2. Large flat objects (doors / lifestones / portals / corpses)
weren't selectable with the new tight 0.7 m pick sphere.
WorldPicker.Pick now takes an optional radiusForGuid callback so
the host can per-entity decide a larger radius. GameWindow's pick
site supplies a lambda that bumps to 2.0 m for any entity with
BF_DOOR (0x1000), BF_LIFESTONE (0x4000), BF_PORTAL (0x40000), or
BF_CORPSE (0x2000) set in ObjectDescriptionFlags. Default stays
at 0.7 m for humanoids and items.
3. New [B.7] pick-info diagnostic on each successful pick:
[B.7] pick-info guid=0x... itemType=0x... pwd=0x... color=(r,g,b)
Lets us verify e.g. whether a 'green NPC' really is server-side
flagged as Vendor (BF_VENDOR=0x200, retail-defined green) vs a
bug in our colour lookup. The pwd bit table is acclient.h:6431-
6463 — same flags retail's gmRadarUI::GetBlipColor branches on.
Note: textured retail-sprite corner triangles remain a B.7 follow-up
deferred per the spec. MVP uses procedural fills.
Visual test surfaced two B.7 MVP issues:
1. Box anchored at abdomen + fixed 48px size meant the rectangle
shrank visually as the camera approached the entity (entity got
bigger on screen, box stayed 48px → triangles ended up inside
the silhouette).
2. Origin was a single point (entity position + 0.9m WorldVerticalOffset)
so the box wasn't centred on the visible body.
Fix: project both feet (WorldPosition) and head (WorldPosition.Z +
EntityHeight=1.8m) to screen space. Apparent pixel height between the
two = box height; halve it for width (WidthHeightRatio=0.5 ≈
humanoid). Box centred at midpoint of projected feet+head.
- Closer entity → bigger projected height → bigger box. Distance
scaling is automatic from the perspective projection.
- Farther entity → smaller projected height → MinScreenHeight=16px
floor prevents the box collapsing to a point.
- Box is screen-axis-aligned (always rectangular on screen) but
sized + positioned by the entity's actual world-space silhouette.
Properties exposed (TriangleSize, EntityHeight, WidthHeightRatio,
MinScreenHeight) so the panel can be tuned per-instance if a future
caller wants short-item boxes (drop EntityHeight to ~0.3m for tapers,
keep WidthHeightRatio at 1.0 for a square box).
Stuck-on-+Je issue (clicking other things still returns +Je) is
Issue #59 — picker over-pick — and unaffected by this commit.
Per the B.7 design spec, wires a Vivid-Target-Indicator-style overlay
into GameWindow's ImGui pass:
TargetIndicatorPanel (src/AcDream.App/UI/TargetIndicatorPanel.cs)
- Three delegates injected from GameWindow:
selectedGuidProvider -> _selectedGuid
entityResolver -> (worldPos, itemType, pwdBits) from
_entitiesByServerGuid + _liveEntityInfoByGuid
+ _lastSpawnByGuid
cameraProvider -> (view, projection, viewport) from
_cameraController.Active + _window.Size
- Per-frame Render():
* Bail on null selection / despawned entity / zero viewport.
* Project entity world position (+0.9m mid-body offset) to NDC.
* Bail off-screen (no edge arrow in MVP).
* Convert to viewport pixel coords, draw 4 right-angle triangles
at corners of a 48px square around the projected center.
* Colour from RadarBlipColors.For(itemType, pwdBits).
GameWindow wiring:
- Construct _targetIndicator right after _panelHost during ImGui init.
- Call _targetIndicator?.Render() between _panelHost.RenderAll and
_imguiBootstrap.Render — draws to the ImGui background list so
docked panels can occlude the indicator if they overlap.
Build green. Core.Tests went 1046 -> 1054 (+8 RadarBlipColors tests
from the prior commit). Baseline failures unchanged at 8.
Visual verification next: launch, click an NPC → yellow corners; click
an item -> white corners; deselect -> corners disappear.