Commit graph

701 commits

Author SHA1 Message Date
Erik
d3c0d9ec0e test(physics): harden TS-4 production chronology 2026-07-31 14:08:51 +02:00
Erik
75b6f6b6c9 fix(physics): restore retail path-6 collision response 2026-07-31 13:44:55 +02:00
Erik
acec33eca8 fix(physics): preserve retail step-down probe state 2026-07-31 13:24:25 +02:00
Erik
1fd5da67b4 fix(physics): restore retail step-down placement validation 2026-07-31 13:13:09 +02:00
Erik
4fbd93ecdb fix(physics): preserve retail edge-slide stop semantics 2026-07-31 13:03:46 +02:00
Erik
c559c48d80 fix(physics): restore retail edge-response ordering 2026-07-31 12:55:49 +02:00
Erik
4ca7230b36 fix(physics): hold retail cell across inner retries 2026-07-31 12:40:50 +02:00
Erik
67d1e9b331 fix(physics): preserve refreshed cell retry state 2026-07-31 12:31:34 +02:00
Erik
e5f855ac40 fix(physics): restore nested per-cell collision retries 2026-07-31 12:25:03 +02:00
Erik
10b55d7485 test(physics): harden tight-gap collision controls 2026-07-31 12:17:35 +02:00
Erik
c24bc571cf fix(physics): enforce retail step-down support radius (#273) 2026-07-31 12:10:03 +02:00
Erik
2dcb4f1d94 fix(physics): port retail stair edge backprobe 2026-07-31 09:26:28 +02:00
Erik
5a0f9868a6 fix(physics): port retail slope landing stop 2026-07-31 09:10:53 +02:00
Erik
461a1fb7b4 feat(player): port retail augmentation stat chain 2026-07-31 08:08:23 +02:00
Erik
2d611b2b01 fix(physics): #265 landing-bounce family - retail check_contact seed + velocity-free landing commit
Retail jump landings BOUNCE: the floor touch records both a contact plane
(grounding) AND a collision normal (collided_with_environment), and
handle_all_collisions reflects the unmodified impact velocity off it at
5% elasticity (v += -(v.n)(elasticity+1).n, DEFAULT_ELASTICITY 0.05
@0x007c6a7c). Our transition already recorded both facts; the bounce was
suppressed by the AD-25 adaptation stack in the per-tick commit: a
Velocity.Z<=0 landing gate (needed because the resolver glued ascending
movers to the ground) plus a landing Velocity.Z=0 hand-zero whose stated
purpose was making the reflect a no-op. Downhill glided instead of
bouncing, flat-ground landings had no pop, and uphill jumps flapped
between grounded/airborne against the animation machine.

Three retail mechanisms replace the stack:
- check_contact (0x0050f5b0) seeding in ResolveWithTransition: a body in
  CONTACT seeds the transition's contact only while v.contactPlane.N <=
  0.0002; moving away seeds the last-known plane alone (get_object_info
  0x00511cc0). Ascending jumps therefore run contact-free (ballistic, no
  glue) - the gate's reason-for-being is gone. The plane requirement is
  strict: Contact-without-plane is unrepresentable in retail.
- SetPositionInternal-shaped commit (0x00515330, byte-read end-to-end,
  velocity-sign-FREE): contact purely from the transition's contact
  plane, HitGround on the airborne->walkable edge, HandleAllCollisions
  with unmodified impact velocity. Whole commit gated on Ok &&
  candidateMoved (retail pc:283657 skips SetPositionInternal entirely
  when the candidate did not move) - a standing body's contact state is
  never re-derived, which is what keeps rest bit-stable (AD-41 updated).
- Byte decodes: gate override state&0x800000=Sledding, zero branch
  state&0x20000=Inelastic, reflect strictly dot<0 - our port already had
  all three correct.

Settle: real landings (>=0.25 m/s) bounce and decay geometrically;
smaller impacts are consumed by retail's unconditional small-velocity
zero, so standing never micro-bounces. Re-baselines documented in place:
landing-survival pin measures decay post-settle; LiveCompare_Tick0/376
pin the new IsOnGround=false on zero-move ticks (captured true was the
retired seed echo; tick 376's captured body carries an 11.8 m/s grounded
velocity from the deleted get_state_velocity-overwrite era); de-overlap
fixture now carries the plane real grounded bodies always have. New
pins: LandingBounceSeedingTests (ascent no-seed, rest keeps contact,
strict plane, slope 5% reversal + tangential preservation, Sledding
override).

Investigation + implementation record:
docs/research/2026-07-30-landing-bounce-family.md. Complete Release
suite: 10,031 passed / 5 skips / 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 20:12:06 +02:00
Erik
06c76009f1 fix(physics): #265/#166 - stop zeroing grounded residual velocity, wire GroundNormal
Capture bisect (docs/research/2026-07-30-265-capture-bisect.md, mined
from artifacts/matrix-session2-resolve.jsonl records 3415-3434) traced
#265's lost roof slides / permanent landing freeze and #166's missing
downhill sled to a pre-existing (2026-07-20, ten days before Campaign P
- not a regression) mechanism in PlayerMovementController.cs's grounded
quantum block: it hand-zeroed Velocity.X/Y to exactly zero every tick
once OnWalkable whenever animation root motion drives the walk (the
production graphical local-player path), discarding any residual
horizontal momentum a fall left on the body before calc_friction
(AP-7/AD-55, already correctly ported) or PhysicsBody.
UpdatePhysicsInternal's Euler integrator ever got a chance to act on it.

Two changes:

1. PhysicsEngine.cs now syncs body.GroundNormal (the vector
   calc_friction dots velocity against, per retail
   CPhysicsObj::calc_friction 0x0050ee70's `contact_plane.Normal` read)
   from the committed ContactPlane.Normal at the same commit point that
   already publishes ContactPlane. GroundNormal had zero production
   writers before this and silently defaulted to Vector3.UnitZ forever
   - even surviving velocity would have been tested against a fake
   flat-ground normal on any real slope. Core-level, so player, remote,
   ordinary, and projectile movers all benefit uniformly.

2. PlayerMovementController.cs's grounded block no longer reconstructs
   Velocity at all for the animation-root-motion case (only the
   headless/test-controller get_state_velocity fallback still does,
   unchanged). Root motion continues to fully own commanded locomotion;
   this only stops destroying whatever Velocity already holds, letting
   it compose with root motion through the same ResolveWithTransition
   sweep exactly as retail's CPhysicsObj::UpdatePositionInternal
   composes both channels.

Symptom (a), the uphill-jump bounce, traces to a SEPARATE, byte-exact
(re-verified against acclient_2013_pseudo_c.txt:282647-282760),
already-closed retail mechanism (AD-25, PhysicsObjUpdate.
HandleAllCollisions's shouldReflect gate) - confirmed orthogonal to this
fix, not addressed here (see the research doc's as-fixed addendum §9.5).

Issue265SteepSlopeCaptureBisectTests.cs gains a composed harness
(ReplayRealRoofLandingComposed) mirroring PlayerMovementController.cs's
per-tick composition against Core types only, proving: the old model
reproduces the mined freeze exactly; the new model survives the landing
and slides continuously (the real captured geometry glides at constant
velocity per retail's own dot>=0.25 early-return - AP-7); a synthetic
dot<0.25 case shows genuine exponential decay via calc_friction; and a
synthetic uphill-bounce case proves the fix changes nothing about
HandleAllCollisions's reflection decision.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 19:28:28 +02:00
Erik
61e959169b fix #266: retail run-rate 800 branch is exact-equality sentinel, not a cap
Raw byte decode of MovementSystem::GetRunRate (0x006b0950, PDB-paired
binary): fild skill; fcom [800f]; fnstsw; test ah, 0x44; jp general —
the C2/C3 parity idiom whose 18/4 fall-through executes ONLY at
skill == 800 exactly. ACE read this as >= 800 ('max run speed?') and
Campaign P P1 inherited that misread when BN dropped the arithmetic,
flat-lining every maxed character at 4.5 (retail-true ~3.70, +21%) and
erasing the vitae differential (both 10200 and 15225 sat above 800).

The [stat-chain] live capture proved the enchant chain correct end to
end (vitae 0.67 -> eff run 10200 -> controller), isolating the formula.
General path byte-verified: (loadMod*(skill/(skill+200)*11)+4)/scaling/4.
InqMaxRunRate's skill=9999 probe gets ~3.6961, not 4.5.

Golden tests pin the 799/800/801 straddle and the maxed-skill vitae
differential; pseudocode doc §6 carries the decode plus a do-not-
reimport-ACE warning. Complete Release suite: 10,025 passed / 5 skips.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 19:22:41 +02:00
Erik
2493f24c63 merge: #267 vitae character-panel display (attributes vitae-immune per retail; skill dual parentheticals)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 18:14:48 +02:00
Erik
cf2605fa4a fix(ui): #267 character panel reflects vitae/buffed skills and attributes
Retail CACQualities::EnchantAttribute (0x00594570), EnchantAttribute2nd
(0x00594670, already ported for #6), and EnchantSkill (0x005947b0) are the
three enchantment-composition functions the Character window's Attributes
and Skills tabs depend on. Primary attributes never reference the vitae
singleton in retail (only Attribute2nd/Skill do) — confirmed directly from
the decompiled function bodies, not assumed.

EnchantmentMath.GetMod gains requiredType/includeVitae parameters (default
to the prior behavior) so a numeric StatMod key collision across domains
(e.g. key=1 is both Strength and MaxHealth) can't leak a buff into the
wrong computation. Spellbook.GetAttributeMod/GetSkillMod and
LocalPlayerState.GetEffectiveAttribute/GetEffectiveSkill/
GetSkillVitaeModifier wire the retail chain through to the panel.
CharacterSheetProvider now reports the effective value as the main number
and CharacterSkill.CurrentLevel is no longer an alias of BaseLevel (this
also activates the previously-dead SkillValueColor buffed/debuffed row
coloring). CharacterStatController's footer-title parenthetical is cited
from gmAttributeUI::DisplaySelectionFooter_Attribute (0x0049d280) and
gmSkillUI::DisplaySelectionFooter_Trained (0x0049b860) +
SkillInfoRegion::GetVitaeModifier (0x004f0fa0): skills show up to two
segments (vitae's own contribution, then the buff-only residual), while
vitae-immune attributes show at most one; no parenthetical when the delta
is zero. The panel now refreshes on Spellbook.EnchantmentsChanged, not only
raw property/attribute updates.

Core goldens cover the user-reported 33% vitae example (303->203, "(-100)"
exactly), buff+vitae composition, and the attribute vitae-immunity finding.
Provider/controller tests cover the full row-click -> footer-title path and
live refresh. Full solution suite passes with zero failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 18:08:55 +02:00
Erik
909bff0aa5 test(physics): #265 mining tool + real-trajectory replay harness for the steep-slope response family
Adds tools/analyze_265_steep_slope_capture.py (segment miner for the
ACDREAM_CAPTURE_RESOLVE JSONL captures: uphill-jump-bounce and
lost-slide/edge-wedge signature scans) and
tests/AcDream.Core.Tests/Physics/Issue265SteepSlopeCaptureBisectTests.cs (a
synthetic single-polygon PhysicsEngine that replays the EXACT real captured
ballistic approach + landing from artifacts/matrix-session2-resolve.jsonl
records 3415-3434, driving PhysicsEngine.ResolveWithTransition directly at
the Core boundary).

Mining found two dramatic real "velocity annihilation + permanent freeze"
events (records 3153/3159 and 3433/3434): a high-speed fall lands on a
moderate roof slope (normal.Z=0.857, ABOVE PhysicsGlobals.FloorZ — walkable
by threshold), and the very next tick shows Velocity forced to exactly
(0,0,0) with the position frozen byte-identical for the rest of the capture
(12,292 ticks to EOF for the second event).

No production code changes. Full Core.Tests suite: 4070 passed / 2 skipped.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 17:55:49 +02:00
Erik
a8a7d64b47 Revert "fix(physics): TS-4 retired — Path-6 steep-poly shortcut deleted"
This reverts commit 5e2be19b4e.
2026-07-30 17:02:22 +02:00
Erik
2e27d066e8 Revert "test(physics): #116 shape-2 — un-skip D4 airborne wall hard-stop pin"
This reverts commit 0149220506.
2026-07-30 17:02:02 +02:00
Erik
c0afcacbb2 fix(physics): movement-parity fixes - adjusted catch-up cap, autorun retail semantics, AP-30 retired
Ports CMotionInterp::get_adjusted_max_speed (0x00527D00, byte-decoded:
bare rate unless RunForward; forward_speed x 4.0 when running;
current_speed_factor proven a ctor-constant 1.0 at 0x00528C34) and swaps
all five interpolation catch-up call sites to it - retail's
fUseAdjustedSpeed_ static (.data 0x0081F418 = 1) makes this the live
branch, so standing/walking remotes now catch up at ~2x runRate instead
of 4x too fast (the #41/#165 presentation family). Autorun now hard-
forces Run for its duration and cancels on every fresh forward press
(CommandInterpreter::HandleNewForwardMovement 0x006b3d60 is literally
SetAutoRun(0,1)); the old test pin codified the divergence. AP-30
retired: retail Frame::is_equal genuinely uses the 0.0002 epsilon - the
row recorded a non-divergence. Three catch-up test pins re-baselined to
retail semantics with citations. Full Release suite 9,983/0.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 15:04:17 +02:00
Erik
252e806804 fix(physics): AD-55 retired — Sledding fast-sled constant is cos(10 deg)
Per docs/research/2026-07-30-ts4-116-oracle-plan.md Addendum (byte-proven
2026-07-30). Raw bytes of CPhysicsObj::calc_friction @ 0x0050ee70's
Sledding fast-sled branch (0x0050ef52-0x0050ef6a):

  d9 86 38 01 00 00   fld  dword [esi+0x138]    ; contact_plane.Normal.Z
  dd 05 28 6b 7c 00   fld  qword [0x007c6b28]   ; = 0.17453292519943295 (10 deg RADIANS)
  d9 ff               fcos                       ; st0 = cos(10 deg) = 0.984807753
  de d9               fcompp

confirm a genuine fcos opcode over a real 10-degrees-in-radians double
literal -- not a BN misdecompile of a raw float load. Retail truly
computes cos(10 deg) ~ 0.9848078 at runtime; ACE's 0.99999536f equals
cos(0.1745 DEGREES) -- the same radian literal evaluated in degree mode,
a proven ACE porting error carried into this port provisionally.

PhysicsBody.calc_friction's Sledding near-flat override now compares
GroundNormal.Z > 0.98480775f (cos 10 deg). Feel impact: retail's 0.2f
fast-sled friction override engages on any ground within 10 degrees of
flat; the old constant engaged only within ~0.175 degrees (never, in
practice).

Tests: two new boundary pins
(calc_friction_sledding_fast_override_engages_at_5_degrees_from_flat /
..._does_not_engage_at_15_degrees_from_flat) construct a tilted
GroundNormal with velocity purely orthogonal to the tilt plane (dot=0
exactly, isolating the Sledding-band friction value from the outer 0.25f
gate and the normal-removal step) and assert the exact pow(1-friction, dt)
decay on each side of the new 10-degree boundary.

Register: AD-55 retired (struck through, retirement note with the byte
decode).

Full AcDream.Core.Tests suite: 4063 passed / 1 skipped, no regressions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 12:56:26 +02:00
Erik
0149220506 test(physics): #116 shape-2 — un-skip D4 airborne wall hard-stop pin
Per docs/research/2026-07-30-ts4-116-oracle-plan.md §3, §3.3 step 1.
Test-only change with zero production code in this commit: TS-4's
retirement (5e2be19b, the previous commit) is what actually unblocks
this test's routing.

The plan's confirming instrumentation (probes added in 5e2be19b: which
BSPQuery.cs path fires, whether Path 4's FindWalkableInternal finds a
walkable candidate) traced D4's tall-vertical-wall scenario: Path 6 fires
(SetCollide, no reposition, Adjusted) -> the retry routes to Path 4
(find_walkable), which finds NO candidate for this sheer wall
(changed=false, confirmed) -> Path 4 returns OK -> TransitionalInsert's
Phase 3 sp.Collide block runs (reachable now that Phase 1/2 both return
OK): ContactPlaneValid is false (first airborne contact) so the reset
branch fires, LastKnownContactPlaneValid is false too (first frame), so
SetCollisionNormal(sp.StepUpNormal) runs and the function returns
Collided -- a hard stop, in place, with the wall's real normal. This
exactly reproduces the test's original (pre-Skip) expectation, confirming
the oracle plan's §3.1/§3.2 structural finding without a live cdb trace.

Full AcDream.Core.Tests suite: 4061 passed / 1 skipped (the remaining
skip is the unrelated Pvs_CottageInterior_MatchesRetailCellDrawList),
no regressions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 12:52:37 +02:00
Erik
5e2be19b4e fix(physics): TS-4 retired — Path-6 steep-poly shortcut deleted
Per docs/research/2026-07-30-ts4-116-oracle-plan.md §1, §4 item 2 (the
decisive TS-4 confirming run). Retail's BSP layer has NO steepness test at
all (acclient_2013_pseudo_c.txt:323783-323821, 0x0053a793) — every airborne
hit, steep or shallow, falls through to the same unconditional
`SetCollide` + `Adjusted`. The L.4 slide-tangent shortcut (worldNormal.Z <
FloorZ -> project-and-Slid, with its own SetSlidingNormal write) is deleted
from both BSPQuery.cs's and FlatBspQuery.cs's Path 6 sphere0 branch.

Fixing FlatBspQuery.cs (the flat/indexed engine Slice I6/I7 made
production-authoritative) was necessary in this same commit: it carried an
exact structural duplicate of the shortcut, caught by
FlatBspQueryDifferentialTests.InstalledDat_LargeRandomizedSweep_HasZeroBitMismatch
(graph=Adjusted vs flat=Slid) once the graph side was fixed alone. Its
sphere1 branch is also brought in line with the #116 shape-1 fix landed
in db2889af (direct Collided + SetCollisionNormal instead of the deferred
SetCollide/shortcut treatment) — that parity gap existed since shape-1's
commit only touched BSPQuery.cs and the randomized differential sweep
didn't happen to exercise the narrow foot-clear/head-hit case until this
session's broader change surfaced it.

DECISIVE CONFIRMING RUN (Ts4SteepRoofWedgeCaptureTests, per the plan's own
required test-first order): added
FallOntoSteepSlope_WithHorizontalVelocity_NeverFreezesForOverHalfASecond_AndReachesFloor
— the same steep-roof drop as the existing pure-vertical fixture, but with
a small residual horizontal velocity (vx=-0.3 m/s), matching the realistic
live-play input (WASD, jump momentum) that validated the shortcut on
2026-04-30. With the shortcut removed, this variant converges cleanly to
the flat floor with zero freeze. The pure-vertical fixture, run
shortcut-removed, DOES still freeze — per the oracle plan's root-cause
trace (§1.2 Step E), this is the DEGENERATE case: AdjustOffset's crease
projection (Cross(ContactPlane.Normal, SlidingNormal)) is mathematically
orthogonal to a purely-Z gravity offset, crushing it to zero every tick
before TransitionalInsert can run again — present identically in the raw
decomp, ACE's port, and this port. Renamed and re-asserted as a PINNED
known-degenerate test
(FallOntoSteepSlope_PureVertical_FreezesAtDegenerateFixedPoint_RetailParity)
rather than treated as a bug. Filed as register row AD-56.

BSPStepUpTests.C3_Path6_AirborneMoverHitsSteepSlope_ReturnsSlid pinned the
OLD shortcut's Slid-no-Collide behavior directly; renamed to
...ReturnsAdjustedAndSetsCollide and corrected to the retail-faithful
Adjusted/Collide=true outcome.

Register: TS-4 row retired (struck through, retirement note); AD-56 filed
for the pure-vertical degenerate case; the retire-next shortlist's TS-4
entry removed and renumbered.

Full AcDream.Core.Tests suite: 4060 passed / 2 skipped (D4 stays Skip-tagged
in this commit; its own un-skip is a separate, dependent test-only commit
for #116 shape-2), no regressions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-30 12:51:44 +02:00
Erik
e0629145ef feat(physics): P5 commit 1 - port ConstraintManager leash distance constants (#167)
Add ConstraintDistance (outdoor/indoor start=10/5, max=50/20), byte-decoded
from the matching retail binary (GetStartConstraintDistance 0x0050ebc0,
GetMaxConstraintDistance 0x0050ec10 - both x87-return functions BN elided).
Deliberately omits the vestigial player-vs-remote branch the disassembly
shows loads identical constants either way. Pins the ACE-inversion (ACE's
start mapping is outdoor 5/indoor 10, the opposite of the binary - the
binary wins). Adds a full-chain conformance test proving an armed,
over-strained leash actually blocks jump_is_allowed (0x47), not just the
bare stub-property regression already covered.

See docs/research/2026-07-30-constraint-leash-constants.md.
2026-07-30 11:54:35 +02:00
Erik
7a0f836af5 fix(physics): AP-129 review fix - port CanMoveInto/IsAllowedIn, stop failing closed
Campaign P Slice P4 Opus review verdict: FIX-FIRST. RestrictionObjPrevalenceInspectionTests
(commit 3b5e0992) found 103,766 of 729,888 installed EnvCells (1,293 landblocks -
the whole housing estate) carry a baked RestrictionObj. The AP-71 gate's
unconditional fail-closed default (CanMoveInto unmodeled) would have locked
every apartment/cottage/villa interior for every player, including its own
owner - a live regression, not the "inert in dev content" the original
register row assumed.

Ports ACCWeenieObject::CanMoveInto (0x0058da40, pc:407982-408056) and
RestrictionDB::IsAllowedIn (0x005ae8f0, pc:444493-444516) verbatim into
ObjectInfo.CheckEntryRestrictions:
- owner_iid == 0 or == mover's own guid -> admit (open/owner)
- no RestrictionDB (retail _db == 0, i.e. never authored or not yet
  received) -> admit
- present RestrictionDB -> IsAllowedIn: open-to-public flag, OR mover
  shares the house's allegiance monarch, OR mover's own guid is a
  guest-table member
- unresolved restriction object -> fails CLOSED, exactly retail's own
  fallback when GetObjectA can't resolve it (pc:704-716)

Wire feed (Core.Net):
- CreateObject.cs: HouseOwner (WeenieHeaderFlag 0x02000000), HouseRestrictions
  (0x04000000), and Monarch (0x40) PWD-tail fields were parsed-and-skipped;
  now captured. Also fixes the HouseRestrictions PHashTable header
  misconception: the wire is ONE packed u32 (low 24 bits = entry count),
  not a separate count(u16)+numBuckets(u16) pair - verified against
  Chorizite's RestrictionDB.generated.cs. The old skip's byte-count
  happened to match for realistic guest-list sizes, but a future
  numBuckets value >255 would have corrupted the parse; now correct
  regardless.
- GameEvents.cs/GameEventWiring.cs: new House_UpdateRestrictions (0x0248)
  parser + wiring - retail's live guest-list refresh, whole-unit replace.
  No-ops if the house object hasn't arrived via CreateObject yet.
- ClientObject/WeenieData/ClientObjectTable: HouseOwnerId, MonarchId,
  Restrictions (new HouseRestrictionRecord) fields + merge-preserving
  Ingest + targeted UpdateHouseRestrictions.

Physics wiring:
- PhysicsEngine gains an Objects (ClientObjectTable?) property, mirroring
  the existing DataCache pattern - acdream's GetObjectA equivalent, used
  ONLY by the entry-restriction gate.
- RuntimeEntityObjectLifetime wires Physics.Engine.Objects = Objects in
  all three constructors, right alongside the table's own construction -
  the same canonical table every other subsystem borrows from, never a
  second one. This is the production fix: without it the gate still fails
  closed on every restricted cell (unresolvable object), so the wiring is
  load-bearing, not cosmetic.

Register: AP-129 narrowed (not retired) to the genuine remaining residual -
House_UpdateRestrictions' Sequence byte isn't used for staleness/reordering
rejection (low-probability, self-correcting), and outdoor CLandCell
restriction (a separate DAT structure) remains unported and unaffected by
this fix.

Tests: 15 new/updated in Ap71EntryRestrictionGateTests.cs (resolved-unowned
admits, owner admits, present-list-excluded blocks, present-list-included
admits, open-to-public admits, shared-allegiance-monarch admits, unresolved
blocks via null and via an empty table, plus two new end-to-end
PhysicsEngine.Objects-wired scenarios); 2 new CreateObject parser tests +
2 new GameEventWiring tests for the wire feed.

AcDream.Core.Tests: 4049 passed, 2 skipped, 0 failed.
AcDream.Core.Net.Tests: 761 passed, 0 skipped, 0 failed.
Complete solution suite: 9,961 total, 9,956 passed, 5 skipped, 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 11:36:11 +02:00
Erik
3b5e099241 test(physics): P4 review - RestrictionObj prevalence inspection over the installed cell DAT
103,766 of 729,888 EnvCells (14%, 1,293 landblocks - the entire housing
estate, 0x70xxxxxx GUIDs) carry a baked RestrictionObj. The AP-71 gate
as wired (CanMoveInto unmodeled, fail-closed) would therefore lock every
housing interior for everyone; retail's CanMoveInto (0x0058da40) is
fail-OPEN for unowned houses and for a null RestrictionDB. Fix directed
back to the P4 implementer.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 11:01:10 +02:00
Erik
cc8d57a26e fix(physics): AP-10 - restore retail's 0.1m dry-corner water sink-in; wire WATER_CONTACT_TS
Campaign P Slice P4 item 2. TerrainSurface.SampleWaterDepth now returns 0.1
(was collapsed to 0) for a partially-water cell's dry corner, matching
retail's ObjCell.get_water_depth / calc_water_depth (via ACE's unambiguous
C# port). ValidateWalkable's formula was already byte-for-byte verbatim
(ACE ObjectInfo.ValidateWalkable line 124); only the constant was collapsed.

The old collapse's justification ("0.1 destabilizes the feet-exactly-on-plane
contact-touch check because dist > EPSILON skips SetContactPlane that tick")
is structurally true of retail too - traced and confirmed this slice: in ALL
THREE implementations (retail, ACE, acdream) a skipped touch-reassertion is
NOT a fall, because Contact/OnWalkable are STICKY -
PhysicsEngine.ResolveWithTransition's onGround computation ORs the fresh
per-call ContactPlaneValid with the seeded, persistent
PhysicsBody.TransientState.OnWalkable bit (itself written back by the
caller's own sticky TransientState). PhysicsEngine.SampleTerrainWalkable's
isWater = waterDepth >= 0.45f threshold means the restore does not flip the
dry corner's water classification (0.1 still < 0.45) - only the sink-in
depth changes. Full Core.Tests suite green (4038/2 skips, up from 4026)
proves the sticky-bit argument held in practice.

WATER_CONTACT_TS (TransientStateFlags.WaterContact, declared but never
written) is now mirrored alongside CONTACT_TS/ON_WALKABLE_TS at every commit
point that writes them: PhysicsObjUpdate.ApplySetPositionContact (projectiles
+ remote teleport), PhysicsObjUpdate.CommitSetPositionTransition (remote
teleport placement), and PhysicsEngine's per-resolve body-state commit (local
player + remote dead-reckoning + ordinary movers via ResolveWithTransition -
the actual SetPositionInternal-equivalent path). No signature changes needed:
body.ContactPlaneIsWater is already fresh by the time each function runs.

CollisionShadowVerifier audit: no change needed. It diffs graph-vs-flat BSP
traversal outcomes (ObjectInfo/CollisionInfo/SpherePath fields already
including ContactPlaneIsWater); it never touches PhysicsBody.TransientState,
and the water-depth constant is computed identically upstream of both
traversal modes, so it cannot introduce a new graph/flat divergence.

Filed #264 for the three items research explicitly left open (none block
this port): no confirmed retail consumer of WATER_CONTACT_TS was found (an
xref scan wasn't attempted - bitmask reads aren't text-greppable); the
CLandCell ENTIRELY_WATER ethereal/swim exemption from terrain collision was
not cross-checked; jump-in-water/swim-animation effects were not
investigated (out of physics/collision scope).

Conformance: Ap10WaterSemanticsTests covers SampleWaterDepth golden values
(NotWater/EntirelyWater/PartiallyWater wet+dry corners), the isWater
threshold non-flip, WaterContact mirroring in both PhysicsObjUpdate
functions, and two settle-to-rest end-to-end PhysicsEngine.ResolveWithTransition
scenarios (water: sinks exactly waterDepth below the plane and sets
WaterContact; dry: rests exactly on the plane and clears any stale
WaterContact bit).

Register: retired AP-10 (92 active AP rows, down from 93).

AcDream.Core.Tests: 4038 passed, 2 skipped, 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 10:52:39 +02:00
Erik
d6c3f8657a fix(physics): AP-71 - port check_entry_restrictions at the head of indoor FindEnvCollisions
Campaign P Slice P4 item 1. Ports retail's CObjCell::check_entry_restrictions
(pc:308873-308912, 0x0052b6d0), called FIRST by CEnvCell::find_env_collisions
(pc:309576) before any BSP work, as ObjectInfo.CheckEntryRestrictions wired at
the top of the indoor branch of Transition.FindEnvCollisions.

Resolves the research doc's open question on restriction_obj's source: the
ACE cross-check (references/ACE/Source/ACE.DatLoader/FileTypes/EnvCell.cs:32,
66-67) plus an independent reflection probe of Chorizite.DatReaderWriter
2.1.7's own EnvCell.RestrictionObj field confirm it is a plain DAT-baked
uint32 gated by EnvCellFlags.HasRestrictionObj (0x8) - not a live wire
override. The BN pseudo-C's "count for an array alloc" read at the same
UnPack offset was the mis-attributed field-name collision
feedback_bn_decomp_field_names warned about.

CellPhysics.RestrictionObj is wired from envCell.RestrictionObj in BOTH the
dev/graph-fixture path (CacheCellStruct) and the production/prepared path
(CachePreparedCellStruct) - the latter already receives a live parsed
envCell for Position/EnvironmentId, so no bake-format change was needed.

The mover's own CanBypassMoveRestrictions (BF_ADMIN 0x100000 AND
BF_IMMUNE_CELL_RESTRICTIONS 0x400000, acclient.h:6452-6454) is decoded via
the same PWD-bitfield pipeline TS-23 established for PK/PKLite/Impenetrable
(EntityCollisionFlags -> ToMoverState -> ObjectInfoState moverFlags).

Remaining gap (filed as AP-129, replacing the retired AP-71 row): CanMoveInto
(house owner IID + guest/ban list) is unmodeled, so a genuinely restricted
cell fails CLOSED for everyone, not just intruders - matching retail's own
fallback when the restriction weenie can't be resolved (pc:704-716). Outdoor
CLandCell restriction (LandblockInfo.RestrictionTables, a separate DAT
structure) is explicitly out of scope for this gate.

Conformance: Ap71EntryRestrictionGateTests covers the pure gate logic
(NPC bypass, admin bypass, fail-closed, ordinary-cell no-op), the PWD-bitfield
two-bit AND decode, and three end-to-end Transition.FindEnvCollisions
scenarios proving zero behavior change for ordinary cells.

AcDream.Core.Tests: 4026 passed, 2 skipped, 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 10:30:45 +02:00
Erik
bc3277a8ec docs(physics): #165 diagnostic pass - rule out (a)/(b), stop at (c)
Campaign P Slice P3 item 4. Per the plan's explicit instruction, this
is diagnose-only: the research's candidate (a)/(b) mechanisms did not
confirm, so no fix lands here.

Built the dat-free/dat-backed fixtures the plan asked for (no live
client) to test the two mechanisms a physics fixture CAN discriminate:

- (b) ruled out by code reading: RuntimeRemotePhysicsUpdater.Tick's
  resolve gate reads RuntimeEntityRecord.FullCellId live. Every
  FullCellId = 0 write site (TryApplyPickup, CommitAcceptedParentCellless,
  CommitWithdrawal in RuntimeEntityObjectLifetime.cs) is a pickup/
  parent-attach/delete path, never reachable for a live, freely moving
  remote mid-session. The "one-frame grace" is genuinely first-spawn-only.

- (a) tested directly and does not reproduce, on two independent
  geometries: InterpolationManager's unclamped stall-fail "tail delta"
  snap (node_fail_counter > 3) can hand ResolveWithTransition an
  arbitrarily large single-tick targetPos. New fixture tests replace a
  proven small-step sweep (many 0.08-0.10 m ticks) with ONE resolve call
  spanning the entire distance, against both a synthetic creature sphere
  and the real Holtburg door BSP slab (Setup 0x020019FF/GfxObj
  0x010044B5, the existing door-apparatus dat fixture) already used by
  DoorCollisionApparatusTests. Both stop at the identical surface
  distance the small-step tests pin, with a valid collision normal --
  the sweep is not distance-limited and does not tunnel on a large
  single-tick delta.

Candidate (c) -- render/interpolation presentation lag on the App side --
is the remaining hypothesis and is out of scope for a physics-fixture
pass (it's a claim about what gets drawn relative to the committed
PhysicsBody.Position, not something a Core fixture observes). #165
stays OPEN with (a)/(b) struck from the candidate list by the evidence
above and (c) named as the next concrete step (an App-layer render-vs-
physics-position diff, or a fresh live ACDREAM_PROBE_RESOLVE capture).

New tests: Issue165RemoteWallPenetrationDiagnosticTests (dat-free,
3 tests) and DoorCollisionApparatusTests.
Apparatus_SingleLargeTickJump_DeadCenter_StillBlocksOnBSP (dat-backed,
1 test, skips gracefully without the local dat directory).

dotnet build + dotnet test (Core.Tests 4012/2 skip, Runtime.Tests
425/0) green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 10:01:11 +02:00
Erik
bb7b899bfe fix(physics): TS-23 - plumb real PK/PKLite/Impenetrable mover flags
Campaign P Slice P3 item 3. The wire parse (CreateObject's
PublicWeenieDesc._bitfield), the decode (EntityCollisionFlagsExt.
FromPwdBitfield), the per-GUID storage (ClientObjectTable.
PublicWeenieBitfield), and the exemption logic (CollisionExemption.
ShouldSkip) all already existed and were already correct -- every
mover-flags call site just fed a GUID-prefix IsPlayer heuristic instead
of the real per-entity PK/PKLite/Impenetrable state (retail
OBJECTINFO::init 0x0050cf30 state |= 0x80/0x800/0x1000).

Port:
- EntityCollisionFlagsExt.ToMoverState translates the decoded PWD
  bit-space into the ObjectInfoState bit-space FindObjCollisions
  actually reads -- two different numberings that must not be
  confused. Deliberately does not translate IsPlayer (every call site
  already derives that correctly from its own GUID heuristic per
  #184 Slice 2b).
- EntityCollisionFlagsExt.ResolveMoverPvpState is the one shared
  ClientObjectTable-backed lookup (guid -> ObjectInfoState), replacing
  what would otherwise have been three separate inline copies across
  GameWindow/LivePresentationComposition/RemoteTeleportController.
- Threaded as a new optional moverPvpState parameter through
  RuntimeRemotePhysicsUpdater.Tick/TickHidden and
  RuntimeOrdinaryPhysicsUpdater.TryBegin (default None preserves every
  pre-P3 caller unchanged), and as PlayerMovementController.OwnPvpFlags
  for the local player's own two resolve call sites.
- TS-23 section 12b: PlayerWeenie.JumpStaminaCost's pk parameter now
  reads the real PlayerKillerStatus(0x86)/LastPkAttackTimestamp(0x91)
  pair against retail's 20-second recency window
  (pkStatus in {4, 0x40} && (timestamp + 20.0) >= now), replacing the
  P1 hardcoded false. RuntimeMovementSkillState/Snapshot and
  LiveSessionEventRouter.RecomputePvpStatus push both the PWD bitfield
  and the PlayerKillerStatus pair reactively, riding the SAME
  ClientObject event triggers RecomputeBurden already uses.
- A conformance test caught a genuine precision bug in the first
  PK-timer clock choice: DateTimeOffset.UtcNow's Unix-epoch seconds
  (~1.7 billion) loses ~128 seconds of precision in a 32-bit float,
  silently swallowing the entire 20-second window. Switched to
  Environment.TickCount64 (small, monotonic magnitude) -- also the more
  retail-plausible basis, since LastPkAttackTimestamp is itself a wire
  PropertyFloat and retail's Timer::cur_time is almost certainly a
  process/session-relative counter for the same precision reason, not
  an absolute epoch.

Non-PK invariant (the acceptance criterion): an entity with no
ClientObjectTable row, or a row whose PublicWeenieBitfield is null or
0, resolves to ObjectInfoState.None -- a no-op OR into moverFlags,
bit-identical to every pre-P3 caller's hardcoded value. A dedicated
test drives two real ClientObjectTable rows through
CollisionExemption.ShouldSkip and confirms PK-vs-PK collides while
PK-vs-non-PK and non-PK-vs-non-PK both stay exempt (walk through).

Register: TS-23 retired (both the collision-flags and PK-timer halves);
the stale "M2 combat must land TS-23" phase-gate note removed.

dotnet build + dotnet test (Core.Tests 4008/2 skip, Runtime.Tests
425/0, App.Tests 3968/3 skip, complete solution build) all green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 09:52:55 +02:00
Erik
dae5b1ea68 fix(physics): TS-46 - seed the sweep from the Setup's own sphere list
Campaign P Slice P3 item 1. Retail CPhysicsObj::transition (0x00512dc0)
seeds the collision sweep from CPartArray::GetSphere (the Setup's own
<=2-sphere list, each origin+radius scaled by m_scale) via
SPHEREPATH::init_sphere (0x0050c670) -- not from a symmetric two-scalar
(radius, height) capsule reconstruction. The human Setup 0x02000001's
authored spheres are (0,0,0.475) r=.48 and (0,0,1.350) r=.48; the old
reconstruction from (0.48, 1.835) produced (0,0,0.48) + (0,0,1.355), a
5 mm head-center offset the TS-46 register row documented as a residual.

Port:
- SpherePath.InitPath gains a sphere-list overload (ImmutableArray<
  FlatCollisionSphere>, scale) sharing a new InitPathCore with the
  existing (radius, height) overload, which is now the degenerate
  2-scalar case of the same code -- byte-for-byte unchanged, so every
  captured-fixture replay (CellarUpTrajectoryReplayTests,
  DoorBugTrajectoryReplayTests, CellarLipWedgeTests) keeps passing
  unmodified.
- PhysicsEngine.ResolveWithTransition gains optional sphereList/
  sphereScale parameters; empty/default preserves the legacy scalar
  path for every pre-existing caller.
- LiveEntityMotionRuntimeController.GetSetupMoverShape is a new sibling
  of GetSetupCylinder (left untouched) that resolves the Setup's own
  sphere list plus Setup-derived step-up/step-down
  (CPartArray::GetStepUpHeight/GetStepDownHeight, 0x005180d0/0x005180f0,
  x ObjScale, 0.4 m fallback matching the pre-existing literal).
- Threaded through PlayerMovementController (both resolve call sites,
  new SphereList property set by PlayerModeController.ApplyStepHeights
  and the Headless world projection), RuntimeRemotePhysicsUpdater
  (Tick + TickHidden), and RuntimeOrdinaryPhysicsUpdater.TryBegin.
  Remote/ordinary step heights are now Setup-derived instead of a
  hardcoded 0.4f literal. Projectile and camera-probe sweeps are
  untouched (already single-sphere-exact).
- PlayerModeController.ApplyStepHeights also now applies the x ObjScale
  multiply to the player's own step heights (previously only the
  remote/ordinary paths did), closing an adjacent gap the P3 research
  flagged.

Ts46SphereListConformanceTests proves the sphere-list overload sees the
exact dat spheres (not the reconstruction), that the scalar overload is
unchanged, and that ResolveWithTransition's sphereList parameter
actually drives the sweep (a decoy-scalar control pair using a
head-height obstacle sphere).

Register: TS-46 retired (both residuals it named are closed); header
count corrected to 40 active TS rows.

dotnet build + dotnet test (Core.Tests 3991/2 skip, Runtime.Tests
425/0, App.Tests 3968/3 skip, complete solution build) all green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 09:05:44 +02:00
Erik
26e0334af3 merge: Campaign P Slice P2 response-layer (TS-1 resolved, AP-7 ported, TS-4 stopped at escape valve)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>

# Conflicts:
#	docs/architecture/retail-divergence-register.md
2026-07-30 08:33:18 +02:00
Erik
65de6921ce test(physics): TS-4 fixture-first attempt reproduces the 2026-04-30 wedge; shortcut stays
Campaign P Slice P2 step 2-3
(docs/research/2026-07-30-response-layer-edge-family-pseudocode.md §4, §6
Step 3). Per the research doc's own port order, TS-4's Path-6 steep-poly
shortcut may only be removed after a fixture reproduces the original
"stuck in falling animation on a steep roof" symptom cleanly with the
shortcut disabled. No surviving live-session fixture exists from the
2026-04-30 L.4 commit (b1af56e); this adds a dat-free multi-frame capture
(Ts4SteepRoofWedgeCaptureTests) using BSPStepUpFixtures.SlopedUnwalkable's
63.4 degree slope, replayed at 30 Hz with gravity integrated between
PhysicsEngine.ResolveWithTransition calls -- the same idiom as
Issue185OutdoorStairsSeamReplayTests.

Against today's baseline (shortcut active) the capture is green, as
expected (the shortcut's explicit AddOffsetToCheckPos keeps the body
moving every tick by construction).

Scratch-removed the shortcut (both BSPQuery.cs sphere0/sphere1 branches,
not committed -- reverted after capture) and re-ran the same test: the
body falls and lands cleanly on the steep polygon at tick 17 (InContact,
OnWalkable=false, via retail's own permissive CTransition::check_walkable
LandingZ gate, pc:273202), then freezes at that exact position for the
rest of the run -- the exact historical wedge shape, tripping the test's
own >0.5s-frozen threshold at tick 33.

Root-cause diagnosis via ACDREAM_DUMP_EDGE_SLIDE=1: the freeze is upstream
of EdgeSlideAfterStepDownFailed/CliffSlide entirely (none of that
dispatch's diagnostics fire). TransitionalInsert's Phase 2 object-collision
check returns Adjusted on every retry attempt because Path 6's retail-
faithful SetCollide returns ADJUSTED_TS without repositioning the sphere
(unlike the interim shortcut, which explicitly pushes the sphere off the
face) -- the same steep polygon re-triggers Path 6 on the immediate retry,
forever, and Phase 3 (the sp.Collide handling that contains DoCheckWalkable,
the Placement re-test, and the TS-1 CliffSlide chain) is gated on Phase 1
AND Phase 2 both returning OK, so it is structurally unreachable from this
state. TS-1's completeness is moot here -- the code path that would call
into it never runs.

Per the mission's explicit escape valve: STOP here, keep the shortcut, and
report -- do not improvise a third variant. Full diagnosis, the exact
capture, and the concrete next research question (does retail's own
transitional_insert loop check sphere_path.collide on every iteration
regardless of Phase 2's own return value, or only when Phase 2 returns OK?)
are recorded in the research doc's §7 item 6 and the doc's headline; the
campaign plan's P2 section gets a matching status note.

Physics test suite: 1841 passed, 1 skipped (D4, pre-existing/unrelated), 0
failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 08:28:18 +02:00
Erik
9355ddcec6 feat(physics): Campaign P P1 - stat-coupled movement (burden/stamina/vitae)
Ports the retail CACQualities/EncumbranceSystem/MovementSystem chain
(named-retail decomp pc 256393/412901-414050/416169-416320/695958+) so
PlayerWeenie's run rate, jump height, jump permission, and jump stamina
cost are real functions of burden, current stamina, and vitae/skill
enchantments instead of stubs.

Core:
- New EncumbranceSystem.cs (delegates to the already-verified
  BurdenMath formulas — one source of truth for the burden HUD and
  movement physics) and MovementSystem.cs (GetRunRate/GetJumpHeight/
  JumpStaminaCost/GetJumpPower, decomp-cited; ACE cross-referenced
  where BN dropped the general-case arithmetic entirely).
- PlayerWeenie rewritten as the CACQualities-shaped composition:
  CanJump gates on burden (<2.0 load, UN-8 — x87 polarity resolved by
  plausibility, Ghidra MCP unavailable this slice), JumpStaminaCost
  returns the real ceil((load+0.5)*power*8+2) cost and always affords
  it (matches decomp — retail's own function never refuses; "weak"
  jump comes entirely from the stamina==0 skill-zeroing gate inside
  InqRunRate/InqJumpVelocity, not a hard refusal), SetStamina wires a
  null="unknown, don't gate" sentinel preserving every pre-P1 test.
- EnchantmentMath.GetMod gained an optional StatModType flag filter
  (GetSkillMod convenience wrapper) so the SAME vitae/family-stacking
  machinery already used for vital-max buffs now also answers "what's
  the vitae+skill-enchantment-adjusted Run/Jump skill" — reusing the
  M3 active-enchantment state, not a new engine.

Runtime:
- RuntimeCharacterState now stores the pre-EnchantSkill base run/jump
  skill and recomputes the adjusted value (vitae first, then matching
  Skill-flagged buffs, floor 0.5, truncate) on every base push AND on
  every Spellbook.EnchantmentsChanged notification — a vitae change
  alone moves the produced rate without a fresh PlayerDescription.
- RuntimeMovementSkillState extended with Burden/CurrentStamina
  (RuntimeMovementSkillProjection.ApplyTo pushes both through the
  existing seam); LiveSessionEventRouter recomputes burden from the
  same Strength+aug-property+EncumbranceVal inputs the burden HUD
  already assembles (reacting to the same ClientObjectTable events)
  and pushes current stamina from LocalPlayerState vital updates.
- Wires the previously dead-lettered ReportExhaustion() R3-W4 seam:
  LiveSessionRuntimeFactory's OnMovementStatsUpdated callback re-
  applies the current snapshot to the live controller and forces an
  immediate movement re-evaluation on any skill/burden/stamina change.

Register: retires TS-5 (CanJump/JumpStaminaCost stubs) and AP-25 (no
vitae in pushed skill). Adds AP-127 (two minor unmodeled retail bonus
properties + the stamina-buff-adjusts-local-copy nuance, deliberately
out of the bounded "run/jump query path only" scope) and UN-8 (the
CanJump x87 polarity call, flagged for a future Ghidra MCP
confirmation pass). Extends TS-23 (PlayerKillerStatus not parsed) to
cover JumpStaminaCost's new pk parameter, hardcoded false pending P3.

Full pseudocode + retail citations + the vitae/skill-level finding in
docs/research/2026-07-30-stat-coupled-movement-pseudocode.md.

Release suite: Core.Tests 3977/2 skips, Runtime.Tests 425/0 skips,
App.Tests 3968/3 skips — all green. (One pre-existing, unrelated Debug-
only flake in LandblockBuildOriginTests reproduces on the pre-P1
baseline and passes in Release; not touched here.)

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 08:18:06 +02:00
Erik
4f7e29f7cf fix(physics): AP-7 - port calc_friction's retail 0.25f threshold; retire AP-7, file AD-55
Campaign P Slice P2 step 3 (docs/research/2026-07-30-response-layer-edge-family-pseudocode.md
§1, §6 Step 5). The named retail decomp (CPhysicsObj::calc_friction,
pseudo-C:276694-276822, 0050ee70) independently re-confirms the 0.25f
threshold (derived twice, once per BN-rendered branch); the in-code claim
that "the decompile uses 0.0" traced to the older, unnamed FUN_0050f940
Ghidra chunk at a different address -- per CLAUDE.md the named decomp wins.

calc_friction now reads angle = dot(Velocity, GroundNormal); if (angle >=
0.25f) return; then unconditionally removes the normal-aligned velocity
component, then applies the existing (already-present but previously
unreachable) PhysicsState.Sledding-gated friction overrides. The BN-rendered
"two duplicated branches" around the state check is adopted as a single
linear function matching ACE's PhysicsObj.calc_friction shape -- the branch
split is most likely a BN decompiler artifact around one `if (state &
SLEDDING_PS)` block (ACE-derived, Ghidra-verify; low implementation risk
either way since ACE's reading is adopted regardless).

Why this doesn't repeat the reverted 2026-04-30 L.3c regression (naive 0.0
-> 0.25f bump dropped forward locomotion 3 -> 0.16 m/s): that test predates
the 2026-07-17 R6 "local player animation-owned grounded movement" landing.
PlayerMovementController (Runtime/Gameplay, out of this slice's scope) zeroes
Velocity.X/Y to exactly zero every tick before calc_friction runs whenever
animation root motion drives the walk, so friction has nothing horizontal
left to hammer on the production graphical local-player path. Pinned at the
PhysicsBody level (the only file this slice may touch) by
GroundedRootMotion_FrictionThreshold_DoesNotHammerLocomotionTests. The
headless/get_state_velocity path and remote/NPC movers still feed real
velocity into this function and remain the ones to watch if a similar
regression resurfaces there -- flagged in the retired AP-7 row for future
sessions working in Runtime/Gameplay.

Left an open, explicitly-flagged discrepancy: the raw decomp's Sledding
slope-flatness test computes cos(10 deg) (~0.984808) while ACE's port (and
acdream's prior dead code) compares GroundNormal.Z > 0.99999536f (~0.175 deg
from flat) -- physically different tests, neither confirmed this pass
(Ghidra MCP down). Kept 0.99999536f provisionally (least churn) and filed
AD-55 for just that constant rather than silently picking one.

Register: AP-7 retired with a corrected citation; AD-55 filed for the
cos(10 deg) question. Core.Tests: 3916 passed, 2 skipped (both pre-existing
and unrelated), 0 failed.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 08:17:32 +02:00
Erik
325fee7cbb docs+test(physics): retire stale TS-1 row; file AD-53/AD-54 for its two acdream-only branches
Campaign P Slice P2 step 1 (docs/research/2026-07-30-response-layer-edge-family-pseudocode.md
§2, §6 Step 1/2). The TS-1 register row (retail-divergence-register.md:238)
described work that is already done: SpherePath.PrecipiceSlide,
Transition.CliffSlide, and Transition.EdgeSlideAfterStepDownFailed are real,
tested ports of retail's edge_slide -> precipice_slide/cliff_slide chain
(pc:274316, pc:272397, pc:273001-273090). Its cited :1254 line was stale
stepping-loop code the file moved past.

The one real remaining gap (the back-probe fallback skipping retail's
walkable_check_pos/localspace_sphere recache before its second
precipice_slide call, pc:274318-274326 / 0050b4e0-0050b507) needed no
production code change: a fresh read of SPHEREPATH::get_walkable_pos
(0050a8f0), cache_localspace_sphere (0050c9d0), and set_walkable_check_pos
(00509ce0) shows that machinery exists to re-project a sphere across
retail's PER-CELL local coordinate frames. acdream's SpherePath.WalkableVertices
and GlobalSphere are populated in UNIFIED WORLD SPACE at assignment time
(SetWalkable/SetWalkableTransformed, SetCheckPos/RestoreCheckPos), so both
operands BSPQuery.FindCrossedEdge compares are already commensurable --
retail's recache is a no-op correction under this architecture, and
FindCrossedEdge never reads a sphere radius, so retail's walkable_scale
radius correction has no acdream counterpart either. Documented in-code at
the back-probe site with full citations, and pinned with
EdgeSlideBackProbePrecipiceSlideTests: a walkable polygon rediscovered near
GlobalCurrCenter, tested against GlobalSphere[0] restored to the original
failed target, crosses the edge and slides -- it does not wedge into
Collided (and the inverse case, standing inside the polygon with no edge
crossed, correctly still returns Collided matching retail's own
precipice_slide on a false find_crossed_edge).

TS-1's other two flagged gaps are real acdream-only compensating branches,
not retail reads, and get their own rows rather than being silently
retired alongside it:
- AD-53: CliffSlide's three-source reference-normal fallback chain
  (LastWalkablePlane -> LastKnownContactPlane -> world-up) vs retail's
  direct last_known_contact_plane.N use. A fresh read of
  last_known_contact_plane's maintenance (pc:272659-272668) confirms retail
  overwrites it unconditionally every validate_transition pass, including
  with a steep plane -- so the fallback chain compensates for AP-4's
  incomplete OnWalkable bookkeeping, not a retail-matching read.
- AD-54: the walkable-steepness reroute to CliffSlide before PrecipiceSlide
  when the stored walkable polygon itself is steeper than FloorZ. Retail's
  raw edge_slide has no such branch; the permissive LandingZ acceptance
  that makes this state reachable IS retail-faithful (TS-4's own
  BSPTREE::find_collisions citation), but whether retail's outer
  transitional_insert retry loop absorbs the resulting COLLIDED_TS some
  other way is not yet independently verified -- flagged open in the row.

Physics test suite: 1836 passed, 1 skipped (D4, unrelated to this change).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 08:13:20 +02:00
Erik
16ed6e7c5c fix(render): keep authored surface translucency on composite textures
Some checks are pending
Headless portability / portable-headless (ubuntu-latest) (push) Waiting to run
Headless portability / portable-headless (windows-latest) (push) Waiting to run
Headless portability / linux-graphical (push) Waiting to run
Headless portability / linux-vulkan (push) Waiting to run
The user reported wielded items subtly hiding particle effects, as if a
translucent texture were missing. Root cause verified in source: the
DAT authors a per-surface Translucency float, and the shared-atlas
extraction honors it by baking (1 - Translucency) into the texture
alpha (MeshExtractor). But a surface with an appearance override -
ObjDesc subpalettes or texture changes, which wielded loot typically
carries - routes through the per-instance composite paths instead
(WbDrawDispatcher.ResolveTexture -> TextureCache
GetOrUploadWithPaletteOverrideBindless /
GetOrUploadWithOrigTextureOverrideBindless -> DecodeFromDats), and the
textured decode there never saw the authored value: only the
Base1Solid branch passed it (SurfaceDecoder.DecodeSolidColor);
DecodeRenderSurface has no translucency input at all.

Consequence: the part still classified translucent, still sorted in
the RetailAlphaQueue, still drew with depth writes off - but with
texture alpha = 1 it overwrote everything already composited behind
it. Particles behind the part vanished; particles in front survived.
The same GfxObj without overrides (atlas path) rendered correctly,
which is why the loss was so selective and subtle.

Fix: SurfaceDecoder.ApplyAuthoredTranslucency mirrors the atlas bake
(in-place alpha scale, caller-owned buffers, Magenta sentinel
guarded), and DecodeFromDats applies it behind an opt-in flag set by
exactly the two world composite paths. The sky path stays unbaked (its
shader applies the authored opacity separately - baking would
double-apply, the AP-89 compounding class) and particle sheets stay
unbaked (emitter-driven alpha, no authored-translucency consumer).
Composite cache keys already include the surface id, so the baked
alpha is cache-coherent.

This closes an unregistered divergence (no register row existed; the
fix restores parity with the shipped atlas mechanism, so none is
added). Investigation evidence: equipped children and world objects
share the same classification chain (ClassifyPackedBatches/GroupKey),
so the gap was override-driven, not attachment-driven - a dropped item
with the same ObjDesc was equally affected.

Core SurfaceDecoder tests 22/22 (3 new); App Release suite 3,968 / 3
skips. Visual gate: a wielded item with authored-translucent parts
must let its particle effects show through.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 21:40:26 +02:00
Erik
39c1737bda feat(core): adopt retail's SoundType catalog; retire AC2D
SoundId was not a subset of retail's table, the way its comment claimed.
It was an invention: 23 acdream-local names on acdream-local values, and
the values were wrong in the way that matters. FootstepDefault = 0x02 is
retail's Random. SwingSword = 0x10 is retail's Death2. Death = 0x60 is
retail's Explode. Anyone who reached for one of those names to compare
against a wire or dat value would have got a different sound.

Nothing referenced any of them by name -- grep for `SoundId.` across src
and tests returns nothing -- so this was a trap rather than a live defect,
the same shape the enum campaign found in DamageType. All 22 invented names
are deleted and retail's 205 replace them.

Three oracles agree exactly, on every name and every value: retail
acclient.h:4569 enum SoundType, ACE's Sound, and DatReaderWriter's Sound.
The third matters most. AudioHookSink already resolves SoundTable lookups
through DatReaderWriter.Enums.Sound, so that is the enum acdream actually
reads at runtime; our catalog now agrees with the values already flowing
through the dat path, and a conformance test pins the two so they cannot
drift apart.

On the "206 sounds" figure: retail's block holds 207 entries, being 205
sounds followed by NUM_SOUND_TYPES = 0xCD and FORCE_SoundType_32_BIT. The
first is a count and the second a width pin. Counting the former is where
206 came from. Neither is a member here, matching how the campaign treated
NUM_ATTACK_HEIGHTS and Num_HoldKeys -- a count is not a value the wire can
carry.

Behaviour is unchanged and could not be otherwise: the enum had no
consumers. IAudioEngine's three SoundId overloads are no-op stubs and the
live path takes wave ids and DatReaderWriter values.

The user's separate report that sound is "not working that good" is a
triggering, selection and attenuation question rather than a catalog one,
and is filed as its own Bucket B row in the post-Vulkan intake.

Also in this commit, by user decision: AC2D is retired as a reference. Its
clone and directory are gone and it must not be re-cloned. Everything we
took from it still stands and is written down -- the FSplitNESW terrain
split constants, the 0xF61C movement packet layout, the finding that a
client need not compute terrain Z itself -- so CLAUDE.md's reference list,
its hierarchy table, and the architecture doc's protocol row now point at
docs/research/2026-04-12-movement-deep-dive.md rather than erasing the
history. The reference count drops from six to five.

Core tests 3907 passed / 2 skipped.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 07:38:56 +02:00
Erik
f27ad9ee43 feat(core): adopt retail's full WeenieError code table
acdream carried 16 status codes, curated by hand out of the CMotionInterp
and MoveToManager decompilation passes. The other 362 were unnamed, which
made every one of them a cast site waiting to happen. This slice takes the
whole table: 372 values under 378 names.

The oracle set is finally complete. All six vendored reference repos were
empty when the 2026-07-29 enum campaign ran, which is why it deferred this
decision; they are re-cloned now, so ACE's WeenieError could be read
directly instead of leaning on the UtilityBelt catalog alone.

The two agree without a single conflict. ACE has 369 members, no internal
value collisions. The catalog has 372, shares all 369 ACE names, and
disagrees on none of their values. Its three extras -- IsNowOpenFellowship
(0x050B), IsNowClosedFellowship (0x050C), LockedFellowshipCannotRecruit
(0x0518) -- each turn up in ACE's separate WeenieErrorWithString enum with
a `_` marking the interpolated name, so the catalog is just the less-split
view of the same client enum. All three are adopted on agreement between
two oracles, not on one.

Retail cannot arbitrate any of this. acclient.h has no counterpart enum;
its charError (26) is character-creation only. Recorded, not guessed
around.

Six values keep two names. acdream's NotGrounded, CrouchInCombatStance,
SitInCombatStance, SleepInCombatStance, ChatEmoteOutsideNonCombat and
ActionDepthExceeded are each anchored to a retail decompilation site, where
ACE's names for those values are server-side coinages. Rather than pick,
both are declared, acdream's first so ToString() is untouched.

Behaviour is unchanged, and there is no way for it not to be: nothing in
the tree branches on a WeenieError member. MotionInterpreter's switch is on
a motion type and merely returns one of these; WeenieErrorText.For switches
on a raw uint; the chat translation table WeenieErrorMessages is keyed on
uint throughout, so naming a code does not make it render. The one site
that moved is RemoteTeleportHook, where the (WeenieError)0x3Cu cast becomes
the now-named WeenieError.ITeleported at the same value.

Register row AP-15 is narrowed rather than retired. Its code-catalog caveat
is superseded -- an unnamed code is no longer a way for it to bite -- but
the sentences are still ACE's doc comments rather than retail's
string_table.bin, and that part stands.

The enum moved out of MotionInterpreter.cs into its own file at the same
namespace. At 372 members it does not belong inside a physics class file.

Core tests 3903 passed / 2 skipped.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 07:33:27 +02:00
Erik
ce9445b270 fix(render): the near plane is col3, not col4 + col3 (#248)
`FrustumPlanes.FromViewProjection` extracted the near plane with the
Gribb-Hartmann form written for OpenGL's `[-1,1]` clip-space z range. Every
acdream projection comes from `Matrix4x4.CreatePerspectiveFieldOfView` or
`CreateOrthographic`, whose range is `[0,1]`. Under `[-1,1]` the near plane is
the locus of `clip.z = -clip.w`, which is `col4 + col3`; under `[0,1]` it is
`clip.z = 0`, which is `col3` alone.

Concretely, the mismatch put the effective near threshold at `-n·f/(2f-n)` —
about 0.5 m where the retail chase camera asks for 1.0 m. That error only ever
kept geometry the true frustum would have dropped, never the reverse, which is
why it produced no visible defect and was filed instead of hot-fixed during
Campaign V. It is still wrong, and it is the same mistake that *was* visible in
`PortalProjection`, where it culled the cell behind a doorway the camera stood
close to.

The far plane is `col4 - col3` under both conventions and is untouched. A test
pins it anyway, so that a future edit to this function cannot drift it while
nobody is looking.

The acceptance criterion asked for a unit test pinning the extracted near
distance to the camera's near value, and that is what landed: a theory over four
near/far pairs asserting the plane is unit-length, faces down -Z, and stands off
the eye by exactly `nearDistance`, plus a kept/dropped pair straddling it. The
test was checked against the old formula before commit and fails all four cases
there — it measures the fix rather than merely accompanying it.

The other half of the acceptance criterion — unchanged culling in the offline
pixel gate and the connected route — could not be run: #259 has Win32 surface
creation failing machine-wide, so no gate that needs a window is available
tonight. Recorded as outstanding rather than assumed.

Solution build 0 errors; `AcDream.Core.Tests` 3,898 passed / 2 skipped / 3,900.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 03:33:20 +02:00
Erik
cd2f3feae2 merge(core): the enum verification campaign, onto the post-deletion tree
Brings `github/overnight/enums` (`c19680fd`) forward onto the V11 tree. The
branch was cut at `b70b9832`, before the OpenGL deletion, and the two lines of
work turned out to be disjoint: the enum campaign lives entirely in
`AcDream.Core` and its tests, while V11 emptied `AcDream.App`. The merge is
clean — no conflicting file on either side.

What it carries: names for AC's seven property tables verified against two
oracles, a correction to `DamageType`'s rotated bits and `ItemType`'s shifted
craft ladder, the retail members the equipment and physics enums were missing,
and names for `AmmoType`, `CombatUse` and `ItemUseable`. Five commits, seventeen
files, +3,767 / -27 lines.

Verified on the merge result rather than on the branch: Release build 0 errors,
no new warning attributable to any file the branch touches, and
`AcDream.Core.Tests` at 3,893 passed / 2 skipped / 3,895. The campaign's
claimed +597 is exact — the `Properties` namespace alone runs 597 tests, all
passing.

The campaign's open decision items — whether to adopt `WeenieError` wholesale,
whether the `SoundId` subset is the right cut, and the re-clone of the ACE and
Chorizite references that `references/` no longer holds — are not settled here.
They are carried into the morning report as questions for the user.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 03:30:11 +02:00
Erik
7a0227c12e feat(render): Vulkan campaign V11 step 3 — drop the GL packages and shaders
Commit 2 deleted the GL rendering backend's implementations; this step
removes the package references and shader vocabulary they leave behind,
so nothing in the App project still spells Silk.NET.OpenGL.

Silk.NET.OpenGL and Silk.NET.OpenGL.Extensions.ARB are dropped from
AcDream.App.csproj. Chorizite.Core stays — the audit is NOT clean: its
Render.Enums (TextureFormat, BufferUsage) and Lib.BoundingBox types are
used directly and extensively across the Wb texture/mesh pipeline,
independent of the deleted GL IUniformBuffer implementers the package
comment used to cite. The stale comment is corrected in place.

IMeshPipelineDevice.Gl is removed along with the GL? gl parameter
threaded through WbMeshAdapter's four constructors, WorldRenderComposition's
CreateMeshAdapter, and VulkanMeshPipelineDevice's Gl => null
implementation — nothing read any of them once the legacy per-mesh
upload bodies were gone (confirmed by grep: the sole non-doc-comment hit
was a test assertion). While in WbMeshAdapter.Dispose(), found and fixed
a real bug along the way: its teardown still pattern-matched the deleted
GL GpuFrameFlightController to decide whether to wait for submitted work,
which VulkanFrameFlightController replaced at slice V6a without this site
being updated — so the wait had been silently dead on every Vulkan run
since then. Retargeted to VulkanFrameFlightController, which carries the
same WaitForSubmittedWork().

The GL pixel-format vocabulary (Silk.NET.OpenGL.PixelFormat/PixelType) that
WorldTextureArray/TextureFormatExtensions/TextureAtlasManager used for
upload validation is replaced by AcDream.Content's existing Silk.NET-free
UploadPixelFormat/UploadPixelType enums (added at MP1a to keep the bake
tool GL-free); two new members (Rgb, Red, Float) extend that enum with
their GL ABI constants to cover the full vocabulary WorldTextureArray
needs, since MP1a's original set only covered what the extractor itself
emits. ObjectMeshManager's App-boundary cast
`(Silk.NET.OpenGL.PixelFormat?)batch.UploadPixelFormat` becomes a direct
pass-through now that both sides share the type.

GpuBindingModel.StorageTextureTable (the GL-only binding=9 emulation of
the Vulkan texture table) is deleted and StorageBindingCount drops from
10 to 9; the descriptor-set-layout code that builds from that count
(VulkanPipelineLayouts, VulkanFrameBindings) is untouched and just
allocates one fewer always-dummy-seeded, always-unused binding.

Several fully dead GL-only classes came along for the ride, confirmed by
zero construction sites: SilkFramebufferViewportTarget
(NullFramebufferViewportTarget is the sole production
IFramebufferViewportTarget), SilkRenderGlStateReader
(NullRenderGlStateReader.Instance is the sole IRenderGlStateReader),
RuntimeRenderFrameClearPhase (VulkanRenderFrameClearPhase is the sole
IRenderFrameClearPhase, expressing the same atmosphere-clear logic as a
pass load-op instead), and GpuFrameTimer plus FrameProfiler's
GL-owning FrameBoundary(GL) overload and BeginGpuFrame/EndGpuFrame
bracket (RecordGpuSample is the only GPU-timing path any backend uses
now — the ACDREAM_WB_DIAG nested-query exclusion these existed for no
longer applies, since WbDrawDispatcher's own diagnostic GPU sampling
already moved to the device's Vulkan timer pool). GpuFrameFlightController
itself stays (never constructed with a real fence API in production, but
its retirement-ledger/serial-ring logic is backend-neutral and still
covered by its own unit tests) — only its GL-specific parts (the public
GL constructor overload, SilkGpuFenceApi) are deleted, since removing the
whole class would mean restructuring the frozen Slice-8 composition
shape's GpuFrameFlightController? threading, which is out of this
commit's scope. TextureParameters.cs and BufferUsageExtensions.cs
(zero callers each) are deleted outright.

common.glsl is deleted: nothing in the actual Vulkan .spv build reads
it. tools/ShaderCompiler/Program.cs compiles each .vert/.frag pair
directly and tools/ShaderCompiler/VulkanGlslPreamble.cs injects its own
complete self-contained preamble per file; common.glsl's textual
concatenation was exclusively Shader.cs's GL-only mechanism, deleted at
Commit 2. The five shader files that named it in comments
(mesh_modern.vert, particle.vert, particle.frag, sky.frag,
terrain_modern.frag) are corrected to point at VulkanGlslPreamble.cs
instead. mesh.vert/mesh.frag — the pre-N.5 legacy shader pair the
mandatory modern path already made unreachable, with zero C# consumers
and no compiled .spv — are deleted too. Regenerated via
tools/compile-shaders.ps1: 9/9 remaining shader pairs compile
(previously 9/10, with mesh the sole failure — the VulkanShaderManifestTests
doc comment's "nine of ten are not Vulkan-expressible" was already
stale before this commit).

Test fallout: dead-subject test methods/files are deleted rather than
patched (TextRendererFailureSafetyTests.cs, ClipFrameUploadTests.cs,
GpuResourceRetirementTransactionTests.cs's GL queue tests, one
WorldRenderDiagnosticsTests source-order test, one
RenderFrameResourceControllerTests clear-phase-order test); tests whose
subject moved or was renamed are updated in place rather than deleted
(GpuContractTests, VulkanCapabilityGateTests, MeshPipelineDeviceSeamTests'
pinned seven-member surface now reads six, ParticleBindlessInstanceTests'
cross-dialect check now covers the one surviving dialect,
WbMeshAdapterTests' misleadingly-named null-gl test — gpuDevice was
always the parameter that actually threw).

Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors,
with the Silk.NET.OpenGL/.Extensions.ARB package references physically
removed from the csproj (not just unreferenced in code).
Tests: full-solution `dotnet test` green across every project.
Zero remaining `using Silk.NET.OpenGL` anywhere in src/ or tests/.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 02:58:15 +02:00
Erik
8a7a0837e1 feat(render): Vulkan campaign V11 step 2 — delete the OpenGL backend
Vulkan is the sole, user-signed-off backend (V10 landed) and step 1
already removed ImGui/Studio/DevTools. This step deletes the GL
rendering backend itself: every Gpu/Gl/** implementation, the Wb
ManagedGL*/GLHelpers/GLSLShader/GLStateScope/RenderStateCache/
BindlessSupport family, Shader/ShaderProgramConstruction/SamplerCache,
RenderBootstrap, and RenderFrameGlStateController.

GameWindow.cs's Run()/CreateGraphics()/CreateBackbufferReader()/
OnLoad() collapse to their Vulkan-only arm; GameWindowGraphics loses
its OpenGlGameWindowGraphics subclass. RuntimeOptions.RenderBackend and
RenderBackendKind (incl. the Gl member of GpuBackendKind) are gone —
there is nothing left to select between. The five world-draw dual-arm
renderers (WbDrawDispatcher, EnvCellRenderer, TerrainModernRenderer,
ParticleRenderer, SkyRenderer) and the composition roots
(WorldRenderComposition, HostInputCameraComposition,
LivePresentationComposition, FrameRootComposition) collapse to their
RHI-only arm. GL-only diagnostic properties with a live external reader
(DynamicBufferCount and friends) simplify to a documented `=> 0`/no-op
rather than disappearing, since the reader is out of this commit's
scope.

A few GL-flavored mechanisms turned out to be backend-neutral once
isolated: GlConstructionCleanupLedger is renamed
ResourceConstructionCleanupLedger (exception-chain walking has nothing
to do with GL), and GlfwNativePlatformProbe moved out of the otherwise
GL-only GraphicalCapabilityRecord.cs into
GraphicalWindowBackendSelection.cs before the rest of that file was
deleted.

Test files with no surviving subject are deleted outright
(GraphicalCapabilityRequirementsTests, ShaderProgramConstructionTests,
PortalDepthShaderParityTests, TextureCacheBindlessTests,
TextRendererFailureSafetyTests, ClipFrameUploadTests, every
Gpu/Gl/*Tests, GlTextureOwnershipTests, RenderFrameGlStateControllerTests);
others get their dead GL-only members trimmed while their live
assertions stay (ClipFrameLayoutTests' MeshClipSsboBinding check now
reads GpuBindingModel.StorageClipRegions, the same binding index under
its new backend-neutral name; GpuResourceRetirementTransactionTests
drops its OpenGLGraphicsDevice-subclassing test double and the two GL
queue tests it existed for). EnvCellRendererTests' construction helper
now builds a real ObjectMeshManager via VulkanMeshPipelineDevice
instead of passing null through a null-forgiving operator, since the
RHI constructor never tolerated a null mesh manager and the old GL
constructor (which did) is gone.

Deferred to the next two steps, deliberately not touched here: the
Silk.NET.OpenGL/.Extensions.ARB package references, IMeshPipelineDevice.Gl
(WbMeshAdapter's GL? threading stays in place), Chorizite.Core's stale
csproj comment (the package itself is still load-bearing —
TextureFormat and friends are used well beyond the deleted
ManagedGLUniformBuffer), and the CI/gate scripts.

Build: `dotnet build AcDream.slnx -c Release` — 0 warnings, 0 errors.
Tests: full-solution `dotnet test` green across every project
(App.Tests 3937/3940 + 3 skips, Core.Tests 3296/3298 + 2 skips, all
others 100%); the 2 App.Tests names that flake under full-suite
parallel execution (#250-family, documented pre-existing) pass in
isolation.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 02:19:53 +02:00
Erik
3efa266a61 feat(core): name AmmoType, CombatUse, and ItemUseable
Three more fields acdream already pulls off the wire and then carries as bare
numbers. AmmoType and MaterialType ride PublicWeenieDesc through CreateObject and
land on ClientObject as ushort/uint; ItemUseable and CombatUse arrive as
PropertyInt 16 and 51. Nothing named them, so every site that reasoned about them
did it in hex.

AmmoType (acclient.h:4221) and CombatUse (acclient.h:6523) are small and
unsurprising. ItemUseable (acclient.h:6478) is neither: it is two 16-bit halves,
low for where the used object must be and high for where its target must be, and
retail names roughly thirty specific combinations rather than expecting callers to
compose them. They are transcribed rather than composed because at least one is
not the union it looks like - SOURCE_CONTAINED_TARGET_OBJSELF_OR_CONTAINED is
0x880008, where composing ObjSelf|Contained|(Contained shifted 16) gives 0x800088.
A test asserts that specific non-equality so the shortcut cannot be reintroduced.

ItemAppraisalTextFormatter's ammunition sentence now reads through AmmoType instead
of matching 0x08/0x40/0x10/0x80/0x20/0x100 literals. The fold it performs - crystal
and chorizite variants collapsing to their base arrow/bolt/atlatl kind - was
already exactly right against retail's bit layout; this only gives it vocabulary.
No behavior change, and the appraisal tests confirm it.

Core tests 3,836 -> 3,894. Full suite 9,759 passed / 5 skipped, no failures.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 01:31:01 +02:00
Erik
8ccaf72ae7 feat(core): adopt the retail members the equipment and physics enums were missing
With the two wrong enums corrected, the remaining wire-adjacent families diff
cleanly against the retail header - same values everywhere they overlap, just
fewer members on our side. This adopts the gaps.

EquipMask gains retail's eleven INVENTORY_LOC composite slot groups (acclient.h:
3193). The 32 primitive slots were already exact and stay pinned by EquipMaskTests;
what was missing were the groups the wire and the UI actually reason in - Armor,
Jewelry, ReadySlot, Weapon, WeaponReadySlot, the wrist/finger/sigil pairs, and
All. These are transcribed as literals, not derived, for the reason the previous
commit documents at length.

That transcription immediately earned itself. A type remark on EquipMask claimed
retail's CLOTHING_LOC composite "also sets bit 31, 0x80000000, which is not a
named INVENTORY_LOC primitive". It does not. CLOTHING_LOC is 0x080001FF: the nine
wear slots plus bit 27, which is the perfectly well-named Cloak slot. No
INVENTORY_LOC member touches bit 31 at all - ALL_LOC stops at bit 30. The remark
is corrected and a test now asserts the actual decomposition.

TransientStateFlags gains WaterContact (0x8) and CheckEthereal (0x100), the two
retail bits acdream's transition never declared. Neither is produced or consumed
yet; they are named so those slots cannot be quietly reused for an acdream-local
flag and then collide.

PhysicsStateFlags gains ReservedUnused1 (0x2) and ReservedUnused2 (0x2000), which
retail declares as UNUSED1_PS/UNNUSED2_PS. Same reasoning: reserved is a fact
worth recording.

AttackHeight gains Undef = 0. The three real heights are 1-based and were already
right; retail reserves 0 and the wire sends it, so it is now named instead of
arriving as an undefined cast. The numeric values are unchanged, so this renames
nothing at runtime.

Also checked and found already correct, so left alone: ObjectInfoState (matches
ObjectInfoEnum exactly, None being DEFAULT_OI), AttackType (every primitive plus
both composites - Unarmed 0x19 and MultiStrike 0x79E0 - land on retail's
literals), RadarBlipShape, RadarBehavior, MovementType, HoldKey, ParticleType, and
PhysicsDescriptionFlag. AttackType is worth calling out because the campaign's
extraction tooling reported it as a conflict; the tool reads one line per member
and had truncated a multi-line composite. The enum was fine.

RetailEnumConformanceTests grows tables for each of the above, each citing its
acclient.h line.

Core tests 3,785 -> 3,836. Full suite 9,701 passed / 5 skipped, no failures.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 01:27:57 +02:00
Erik
f3e95a3ebd fix(core): correct DamageType's rotated bits and ItemType's shifted craft ladder
Two enums disagreed with the retail client, and both disagreements were the
quiet kind - nothing read the wrong members, so nothing was visibly broken. They
were traps armed for the first person to write a comparison against them.

DamageType had its four drain/restore bits rotated. acdream assigned
Nether/Mana/Health/Stamina to 0x80/0x100/0x200/0x400; retail's DAMAGE_TYPE
(acclient.h:3788) assigns Health/Stamina/Mana/Nether. The ACE weenie corpus
attests retail's order independently - 0x100 Stamina, 0x200 Mana, 0x400 Nether -
and so does the vendored client-side enum catalog. Tellingly, both of acdream's
live damage-type name tables, CombatChatTranslator.FormatDamageType (ported from
holtburger) and ItemAppraisalTextFormatter.TryDamageTypeName, already used
retail's order reading the raw wire uint directly. The enum was the only thing in
the tree that was wrong. Retail's BASE_DAMAGE_TYPE (0x10000000) was also missing;
CombatChatTranslator already knew about it.

ItemType had two separate problems. The craft ladder was shifted one bit:
CraftAlchemyIntermediate sat on 0x02000000, which retail leaves unused, and an
invented CraftCookingIntermediate occupied 0x04000000, which is retail's real
alchemy-intermediate bit. The weenie corpus attests 0x04000000 as
Craft_Alchemy_Intermediate 235 times and contains no cooking-intermediate at all -
there is no such item type. Separately, the composite masks were recomputed
locally from the bits above them instead of transcribed, which is exactly how the
ladder drifted in the first place. That made Weapon (retail 0x101, melee|missile)
an exact alias of WeaponOrCaster (0x8101), and left Item at 0x830F where retail's
TYPE_ITEM is 0x2DFBEF - a mask two orders of magnitude broader. The composites are
now transcribed as literals with retail's value, not derived, and the five
retail-only masks acdream never had (portal/lockable magic targets, the
enchantable and redirectable targets, and the two vendor masks) come along.

Note for the reader wondering why the campaign trusted retail over the catalog
here: on CraftFletchingBase the catalog is the one that is wrong (it says
0x02000000; retail and acdream both say 0x01000000). No single oracle was assumed
correct - retail's header decided, with the weenie corpus as the tiebreak.

Behavior: no production code reads any changed member. The only reference in the
tree is a test that wants a nonzero HookItemTypes and does not care which. So no
branch changes and no wire behavior moves - but the values did change, which is
why this is a fix commit and not a data commit. No divergence-register row: these
were unintentional errors, now retired, not deviations we chose.

RetailEnumConformanceTests pins both enums to the acclient.h tables, asserts
acdream declares nothing retail does not, and calls out the two specific traps -
that 0x02000000 stays unclaimed, and that Weapon and WeaponOrCaster are no longer
the same value.

Core tests 3,726 -> 3,785.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 01:21:10 +02:00
Erik
251dd68a92 feat(core): give AC's seven property tables names, verified against two oracles
acdream has carried property IDs as bare uints since the beginning. The wire
parsers read `u32 property` and hand it to a `Dictionary<uint, int>`, and every
call site that cared re-derived the meaning from a comment - `EncumbranceVal`
was spelled `private const uint EncumbranceValProperty = 5u` in two different
files, `UiEffects` lived as "ACE enum value 18" in a doc comment, and
`AetheriaBitfield` as "322 / 0x142". That is 864 pieces of vocabulary the
codebase was expected to remember in prose.

This adds the seven enums - PropertyInt, PropertyInt64, PropertyBool,
PropertyFloat, PropertyString, PropertyDataId, PropertyInstanceId - under
AcDream.Core.Properties.

Every member is transcribed from an oracle; none is invented. Two independent
sources were extracted and diffed against each other: the vendored client-side
enum catalog at references/acclientlib/UtilityBelt.Common/Enums/Enums.cs (which
names these tables IntId/BoolId/FloatId/...), and the 38,985-file ACE weenie
export corpus at references/weenies/, whose every stat entry carries the numeric
key beside the enum member name in its `_comment`. The corpus attests 408 of the
864 members directly. Across all seven tables the two oracles produced zero
value conflicts, and the corpus contained no key the catalog was missing - the
catalog is a strict superset of everything 38,985 weenies actually set.

Three members disagree on spelling, never on value: the catalog says
ObjectType/HookObjectType/MerchandiseObjectTypes where ACE says
ItemType/HookItemType/MerchandiseItemTypes. acdream takes ACE's spelling, which
is what the weenie corpus emits (37,329 attestations for ItemType alone) and
what acdream's own ItemType enum already calls it. The catalog's alias is
recorded on each member.

This commit is vocabulary only - no parser reads these enums yet, so no branch
changes and no wire behavior moves. The bundles stay `Dictionary<uint, ...>`
precisely because an unknown key must still round-trip untouched; the enums
describe the keys we know, they do not constrain the ones we receive.

PropertyEnumConformanceTests pins the result: the full name/value table per
family, the uint underlying type, no two members sharing a value, and a separate
408-case theory asserting each weenie-attested pairing individually. A hand edit
to any enum now fails loudly instead of quietly mis-reading the wire.

Core tests 3,297 -> 3,726.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-29 01:11:16 +02:00