Builds the machinery route 4b-2 and 4b-3 will flip on, and changes no remote
behaviour: it has no production caller, so RemotePlacementDrivePendingCount is
provably 0 and IsConverged is unchanged.
Five pieces: a per-entity remote placement owner (RuntimeRemotePlacementDriveController),
a Position-time service-window guard with a Runtime interface plus BOTH host
implementations, N3's headless RetryPending pump, parked-count observability in
the ownership ledger, and the service-window optimisation that avoids parks we
can cheaply predict.
Landed alone because it is where the park-withdraws-the-entity failure was
decided; that decision is fixed at the source in the preceding commit and must
not share a review signal with a behaviour flip.
Two parts of route 2's controller are deliberately NOT ported, both verified
against retail rather than assumed. There is no ack: SendPositionEvent is called
only inside HandleReceivedPosition's local-player FORCE_POSITION gate
@0x0045400C-@0x00454091, and the remote arm @0x0045414D has no equivalent. There
is no re-issue funnel: retail never re-attempts a position it could not apply —
stale timestamps merely bump error_count @0x004542AC — and re-issuing packet N
after N+1 has merged would apply a pose the newer packet already superseded,
which is correct for a one-shot ForcePosition and wrong for a 5-10 Hz stream.
The service-window guard is an OPTIMISATION, not the correctness mechanism. The
original contract had it the other way round, justified by a claim that retail
cannot represent "arrived but not placeable" — false, and corrected in the
review findings: retail's GotoLostCell/reenter_visibility path represents it
exactly. A pre-flight guard also cannot be complete, because Core defers on the
entity's CURRENT cell, on the swept QueriedCellIds footprint spanning
neighbouring landblocks, and on residency evaluated after AdjustToOutside —
conditions only Core can see.
Review found and this commit fixes: DetachRoute cleared two maps of LIVE Core
operations without cancelling them (route 2's AbandonPending is the correct
mirror, not the first-entry controller) and its test asserted that blindness as
convergence; the headless predicate answered "can ever publish" rather than "is
published", and after the first fix still matched only 1 of the 9 landblocks
this host publishes; OwnsPlacement admitted remote top-level Creates until
gated on the Teleport flag as well as the disposition; Advance re-submitted
without re-checking the window; and four comments cited a report that did not
exist.
Contract item 6 is met by the structural proof, not the earlier test:
HasOldPrefixPlacementDebt refuses collision-prefix mutation permission before
ParkCollisionResidents is ever entered, so its overlap throw is unreachable.
That same mechanism is the unbounded stall filed as #310, which 4b-1 does not
bound — it only avoids widening it.
#311 files the remaining per-tick allocation in RetryPendingProjections; the
early-out for the empty-FIFO case landed via a new HasPendingReceipts accessor
so hosts still never touch .Placements. directly.
Gates: complete Release solution 10,973 passed / 4 skipped / 0 failed (baseline
10,938). Four review rounds; every fix discrimination-verified by revert.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The user live-tested route 4a and reported two defects on player remotes: a
remote holds the falling animation after landing before finally landing, and a
remote jumping onto a house plants on the roof where retail slides off, then
blips to the slid-down position.
Neither is a route 4a regression. Do NOT revert 44830a0e — reverting would
restore the per-packet render slam 4a removed without touching either defect.
Bug B's root cause is identified and already covered by open issue #32, whose
text names both symptoms in one sentence. Both landing sites assert
TransientState |= Contact | OnWalkable unconditionally, where retail derives it
from the contact plane — CPhysicsObj::SetPositionInternal @0x00515330
(`if (contact_plane.N.z < floor_z) set_on_walkable(0) else set_on_walkable(1)`).
A steep roof is contact but NOT on_walkable; asserting both suppresses the slide
response, so the body sits until the server's positions walk 4 m away and
AP-87's threshold snaps it. That is the blip. Verified byte-identical pre-4a via
`git show 19d95094:`.
Bug B's *visible shape* IS 4a's: pre-4a every packet slammed the render entity
to the wire pose, so a stuck body flickered toward the true sliding position
5-10x per second — jitter rather than a clean hold.
Bug A stops at the goal's stop-condition rather than getting a speculative fix.
Three hypotheses with non-overlapping fixes; picking wrong means changing a
retail-ported gate on a guess. Retail's mechanism is already fully decoded, so
what is missing is OUR runtime state — no cdb trace against retail is needed.
Adds ACDREAM_PROBE_REMOTE_LANDING (PhysicsDiagnostics, read once at startup per
the diagnostic-owner rule, one bool check when off). It logs both landing sites
immediately before HitGround, and — the most diagnostic signal — emits a
separate line when a site is reached but the gravity gate is about to no-op,
which is hypothesis 1 (a wholesale Body.State write wiping the transient Gravity
bit mid-air, exactly AP-81's stated risk). Temporary instrumentation, marked for
stripping once the evidence is in.
Evidence recorded rather than new bugs filed: #32 gains the observation, the
root cause and the #173/AD-10 dependency caveat; AP-87 gains a live instance of
its stated risk; AD-10's stale file:line is corrected to RemoteMotionCombiner
with a note that its terrain-only normal cannot see a house roof at all.
Also files #308 — a SECOND flaky test, distinct from #302, which was twice
misattributed to it before being written down. #302 is a GC-allocation assertion
in App.Tests; #308 is a wall-clock deadline loop in Core.Net.Tests that fails
only under full-suite CPU contention (0 failures in 4 isolated runs). Conflating
them hides one, and an agent told to "ignore the known flake" would wave through
a real transport regression.
Gates: complete Release solution 10,938 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Routes the classifier's two NO-PLACEMENT remote branches — Interpolate
(contact, PlayerDistance < 96 m) and NoPositionOperation (no contact) — through
a Runtime-owned seam, and fixes the two divergences they carried. Teleport,
far-snap and cell-less stay on the legacy App path; 4b owns them.
Route 4 was split into 4a/4b after scoping put the whole route at 1,500-2,500
lines against a ~400 budget. 4a's branches perform no SetPosition, so this slice
carries no deferred-cell park, no service-window guard and no allocation
exposure — which is what made the split worth doing.
Divergences fixed, both previously unfiled:
* D1 — the NPC airborne branch hard-snapped Body.Position/Orientation and
branched on the client-tracked rmState.Airborne, never consulting the wire
IsGrounded bit. Retail's MoveOrTeleport @0x00516330 returns 0 at 0x0051636D
and writes nothing. Player remotes were already correct; NPCs were not.
* D2 — ConstrainTo was armed before the operation, unconditionally, so it fired
on the airborne no-op retail skips and anchored to the PRE-move position.
Retail arms it at 0x00454272, only when MoveOrTeleport returns nonzero,
anchored to &arg2->m_position read live, i.e. post-move.
AP-87 and TS-44 were carried deliberately, not delegated away. AP-87's three
conditions — including firstUp, which one round silently dropped — are preserved
as an explicit acdream policy layer applied AFTER the classifier commits to
Interpolate; the two previously separate player/NPC copies are now one. TS-44
stays an NPC-only caller gate; extending sticky suppression to player remotes has
no retail basis and no live evidence, so it was declined rather than absorbed.
Landing is explicitly carved out of 4a's ownership on both arms. A landing packet
classifies Interpolate, so an ordering slip would ENQUEUE a body that must PLANT
and a creature knocked off a ledge would glide down over a packet interval. The
carve-out is a named entry point returning AirborneSnap/SteadyStateInterpolate/
Legacy precisely so the PRECEDENCE is observable and testable rather than implied
by statement order — that is how the slip happened once and was caught.
The player/NPC asymmetry on landing is real and NOT resolved here: retail draws
no such distinction, but converging them is a behaviour decision needing its own
evidence. Filed into the 4b plan.
Register: AP-135 filed for the two bookkeeping writes the airborne branch
deliberately retains (rmState.CellId, LastServerPos/Time) — not retail's model,
but load-bearing for our catch-up sweep and staleness timer, and verified not to
be a canonical cell commit for ordinary remotes. AP-87 and TS-44 rewritten to
describe the code.
Honest remainder: App still owns branch selection, the airborne return, the cell
write, the entity write and the shadow publish, and headless satisfies "both
hosts drive the identical entry point" only vacuously since it returns early for
remotes. That is written into the 4b bullet rather than left implicit.
Cost: 364 non-comment production lines, 91% of the ~400 budget — the split did
isolate the cheap half, but not by much. Do not carry "well under" into 4b's
scoping.
Gates: complete Release solution 10,938 passed / 4 skipped / 0 failed (pre-4a
baseline 10,909). Four review rounds; the first three each introduced a new
behavioural defect while fixing another, and each left a comment asserting
behaviour that no longer matched — the final round's precedence matrix was
traced cell-by-cell against HEAD with only the D1-intended difference. App tests
call production entry points against a real WorldEntity and real classifier
output, closing route 2's #292 gap rather than repeating it.
Connected acceptance NOT run — needs a live second character.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Selecting a PKLite player and attacking did nothing: with auto-target on it
retargeted to the nearest monster, with auto-target off it logged
"combat: attack ignored; no creature target found". Spells on the same target
worked, which was the clue.
Root cause: CombatTargetPolicy.IsHostileMonster:31-33 rejects any candidate
carrying BfPlayer BEFORE reaching ObjectIsAttackable, so the both-PKLite pool
match at SelectedObjectHealthPolicy.cs:70-71 was unreachable for players. Melee
and missile targeting never supported player targets at all — the gate is named
IsHostileMonster and does exactly what it says. Nobody could hit it until
69ba9486 made PK Lite reachable.
Retail uses ONE predicate for monsters and players, with no player exclusion:
ClientCombatSystem::ExecuteAttack @0x0056BB70 gates unconditionally on
ObjectIsAttackable @0x0056A600 (creature type, Free-PK short-circuit on either
side, then IsPlayer -> bothPK || bothPKLite, else BF_ATTACKABLE with pets
excluded). acdream already ported that predicate verbatim; it was simply
unreachable.
The fix SPLITS the two concerns rather than relaxing the shared predicate:
explicit-target admission routes through ObjectIsAttackable, while auto-target
ACQUISITION keeps the monster-only gate. That is required by register row
IA-19 — explicit product direction that Auto Target must never select NPCs,
players or pets. IA-19 is not overridden here; its own justification promises
"manual player-selection commands remain available", and that promise was never
implemented, so this makes the row true. Review confirmed no path lets
auto-acquisition select a player: every automatic Select is fed by a
FindClosest* filtered through IsHostileMonster.
Review also found a second site with the same bug, which the first pass froze in
place on my instruction: retail gates combat-camera tracking on the SAME
predicate as the attack. ClientCombatSystem::UpdateTargetTracking @0x0056A950
reads GetAttackTarget() then gates CameraSet::TrackTarget on ObjectIsAttackable.
Ours used the monster-only gate, so with ViewCombatTarget on by default the
attack would land while the camera refused to track the opponent — user-visible
in exactly the duel this fix enables. GetCombatCameraTargetPoint now uses the
wide predicate. IA-19 does not reach the camera: it performs no acquisition,
only presentation on an already-chosen target. The first pass had added a
source comment asserting IA-19 covered it; that comment and the matching text in
docs/ISSUES.md are corrected, since a wrong citation is how a real divergence
becomes invisible.
Depends on 9b1e6fc6 (#297): the both-PKLite arm needs the LOCAL player's own bit
to be live. Review confirmed both admission sites read ClientObjectTable on every
call, so this is not inert in production.
Newly reachable and now pinned: ObjectIsAttackable's pet-exclusion arm, which
CombatTargetPolicy rejected before it could ever run.
Follow-ups filed: #304 (SelectionInteractionController.GetSelectedOrClosestCombatTarget
has no production caller — one of the two widened call sites is dead code),
#305 (HeadlessGameplayOperations has the identical pre-existing bug, so the
graphical/headless hosts now diverge).
Gates: complete Release solution 10,904 passed / 4 skipped / 0 failed (baseline
10,900). Adversarial + retail-conformance review PASS after one FAIL round; the
predicate was re-verified branch-for-branch against 0x0056A600 since it goes
live here for the first time. Camera fix discrimination-verified by revert.
Connected acceptance NOT run — needs a live two-client PKLite session.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The user typed @pklite and then walked straight through other PKLite players.
Root cause: ClientObject.PublicWeenieBitfield was written exactly once, from the
0xF745 CreateObject parse, and never refreshed. ACE's only PK-change message is
PropertyInt.PlayerKillerStatus (134) over 0x02CE/0x02CD, which we parsed and
stored into Properties.Ints[134] but never translated back into the bitfield —
and ACE never re-sends a PublicWeenieDesc at all (EnqueueBroadcastUpdateObject
has zero live callers), so that property is the ONLY signal a client can learn
from. Both sides of the collision test read the frozen value, so
CollisionExemption's "4c. both PKLite -> collide" rule could never fire.
Retail's missing port: PublicWeenieDesc::SetPlayerKillerStatus @0x005AC7C0
rewrites _bitfield in place — PK(4) -> (b & 0xfddfffff) | 0x20; PKLite(0x40) ->
(b & 0xffdfffdf) | 0x2000000; Free(0x20) -> (b & 0xfdffffdf) | 0x200000; else
b &= 0xfddfffdf. Mutually exclusive, verified byte-for-byte, with input values
confirmed against retail's own PKStatusEnum (acclient.h:6412-6427), not just
ACE's. Driven from ACCWeenieObject::OnStatUpdated @0x0058DF20 case 0x86.
The fix rewrites the value at its source rather than patching consumers. Two
review rounds were needed because the first pass missed that there are TWO
snapshot stores: InboundPhysicsStateController keeps its own private _snapshots
dictionary, and every untimestamped-field merge (ApplyAcceptedObjDesc and
friends) reads `old` from THAT store, not from RuntimeEntityRecord.Snapshot.
Refreshing only the active record left the target-side shadow flags correct
until the remote's next equip or unequip — ACE broadcasts an ObjDesc on every
one — at which point the appearance path rebuilt the registration from the
frozen spawn and dropped the bit permanently. The regression test demanded by
review is what surfaced that; it is verified discriminating (reverting gives
Actual: 8 instead of 33554440).
Five stores now hold this value, kept coherent from one source by two
ObjectUpdated subscribers plus the appearance-rebuild path. The two shadow-flag
writers are the same invalidation applied at the two edges that can invalidate
it, not competing authorities — review enumerated every drift path and closed
each. That coherence invariant is new as of this commit and is recorded as
register row AP-134, with AP-133 as the precedent for filing a row when the
danger is a future writer rather than current behaviour.
Also corrects TS-23's retirement narrative, which claimed every mover-flags call
site read the mover's "real" PK bits from 2026-07-30. The bits existed but their
source was frozen, so that only became true here; the site enumeration also
missed RuntimeSetPositionMoverPreparation, a seventh site that decodes the
snapshot directly.
Unblocks #298 (melee/missile admission needs the local player's own PKLite bit).
Follow-ups filed: #300 (Properties.Ints[134] vs bitfield mirror gap), #301 (same
defect class for radar blip colour and radar behaviour), #302 (a pre-existing
PortalProjection allocation-assertion flake, 1 in 6, found while verifying this
gate), #303 (LiveEntityPvpBitfieldSync is App-resident but Runtime-owned-state).
Gates: complete Release solution 10,895 passed / 4 skipped / 0 failed (baseline
10,887 including #299). Adversarial + retail-conformance review PASS after one
FAIL round. Every new test discrimination-verified by reverting the fix.
Connected acceptance NOT run — needs a live two-client PKLite session.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
acdream never implemented @pklite. It is a CLIENT command in retail, not a
server one — ACE has no pklite text-command handler — so typing it forwarded as
inert chat text that the server ignored.
Retail: ClientCommunicationSystem::DoPKLite @0x0057A490 rejects with
WeenieError 0x507 when ACCWeenieObject::IsPlayerKiller @0x0058C910 is true
(that returns true when EITHER the PK bit 0x20 OR the PKLite bit 0x2000000 is
set), prints "Please see @help pklite for more..." and sends nothing if given
any argument text, and otherwise calls CM_Character::Event_EnterPKLite
@0x006A13F0 — a bare 12-byte parameterless game action, opcode 0x28F, the same
shape as Event_LoginCompleteNotification beside it. Verb string at 0x007E16B0,
help text at 0x007DF0C8, failure string at 0x007D31E8; one verb, no alias.
HasPlayerFlag is a tri-state (null = the local PublicWeenieDesc has not
arrived). The existing arena gates compare `== false` because they reject on a
known-FALSE flag; retail's DoPKLite gates the other way, rejecting on
known-TRUE. So this case compares `== true` on either bit: an indeterminate
description sends rather than blocks, which matches retail trusting the server
instead of inventing a client-side suppression rule.
Landed as its own commit because it is retail-faithful on its own merits, but
the motivation is C4 route 2: ACE advances SequenceType.ObjectForcePosition in
exactly two places, and the only reachable one is Player.HandleActionEnterPkLite's
entry-collision bump (allow_pkl_bump, default on). Every admin teleport advances
ObjectTeleport instead, so @teleto-style displacement exercises route 3, not
route 2. Without this command route 2 has no connected acceptance gate at all.
Gates: complete Release solution 10,867 passed / 4 skipped / 0 failed
(9966b531 baseline 10,858/4/0; +9 = the 9 tests added). Coverage includes both
known-true rejections, the known-false success case, the tri-state unknown
case, the 12-byte wire envelope, and @pklite resolving as ClientHandled rather
than falling through to the server-text path.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A local-player ForcePosition had TWO independent writers for one accepted
packet: LocalForcePositionTransaction snapped the physics body
(PlayerMovementController.BlipPosition, a raw SnapToCell with no collision
resolve), while LiveEntityNetworkUpdateController's generic tail separately
wrote position/cell/rotation to the render WorldEntity from the raw wire and
rebucketed it. Two stores, one packet — the divergence class 670f307c fixed on
the remote path. The outbound AutonomousPosition ack also fired BEFORE any
canonical commit existed: we told ACE "got it, I'm here" before deciding where
"here" was, and the trailing isCurrent() could only suppress the continuation,
never recall the packet.
RuntimeAcceptedPositionDriveController is now the one Runtime-owned seam. Both
hosts call the identical TryExecuteAcceptedLocalPosition; App and headless
project the committed result through the existing placement projection sink
(LiveEntityRuntime.TryApplyRuntimePlacementPlace already performed the same
four writes, from committed state rather than a wire guess).
Retail: SmartBox::HandleReceivedPosition @0x00453FD0's FORCE_POSITION branch is
get_heading -> Frame::set_heading -> SmartBox::BlipPlayer @0x00453940 -> stamp
POSITION_TS -> SendPositionEvent @0x00454091 -> return @0x0045409D. BlipPlayer
is CPhysicsObj::SetPositionSimple @0x005162B0 with flags 0x1012
(Teleport|Slide|SendPositionEvent) — a real collision-resolving SetPosition,
not a snap. The pinned classifier already encoded this exactly.
Named behaviour changes:
* The ack is now an OUTPUT of the committed route, fired strictly after the
canonical commit and exactly once per accepted force packet.
* The ForcePosition route no longer re-arms the constraint leash. The force
branch returns at 0x0045409D, ahead of all three ConstrainTo sites
(0x00454272, 0x0045418A, 0x004541EC); the old re-arm cited retail's "Player,
normal" branch, which BlipPlayer is not on. The teleport, CommitPreparedPosition
and first-entry callers legitimately still constrain and are untouched.
* A force correction that terminates WITHOUT committing still sends its
position event and is not retried — retail's BlipPlayer discards
SetPositionSimple's SetPositionError return and acks unconditionally.
A single _pending funnel owns the in-flight placement, deciding on the token's
PositionAuthorityVersion against the record's: equal -> clear; advanced with the
newest accepted event still a force -> re-issue, re-classified; advanced to an
ordinary Apply -> clear, since newer server truth owns that pose. This closes a
double-apply/double-ack and a silently-dropped correction that two earlier
iterations of this slice each introduced.
AD-62 records the residual: a ForcePosition our async collision publication
cannot carry to a committed placement is not re-applied. Retail has no park —
its world is fully resident and its placement synchronous — so the state is
unreachable there. AP-131 is NOT retired; its legacy Position caller is route 4.
Deleted: LocalForcePositionTransaction, PlayerMovementController.BlipPosition,
HeadlessSessionWorldProjection.BlipLocalPlayer.
Gates: complete Release solution 10,858 passed / 4 skipped / 0 failed (baseline
10,844/4/0). Two independent Opus reviews (retail-conformance and
architecture/adversarial) PASS on the final diff after three FAIL rounds; every
intermediate state was fully green, so the suite caught none of the four real
defects. Connected acceptance is NOT run: nothing a user can do makes ACE emit
a ForcePosition without retail's @pklite, which acdream does not implement — see
docs/research/2026-08-03-c4-route-2-visual-gate.md.
Known gap, recorded not claimed: the plan's acceptance item 2 is unmet. The App
double-write check is a source pin, and "the committed projection moves the
render entity" is uncovered at any layer (#292). Filed alongside: #286-#291,
#293-#296.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Closes#283 (plan S3) - as UNREACHABLE, not by restructuring ownership.
acdream has two owners that convert a landblock-local network origin into the
streamed world frame: LiveWorldOriginState for presentation/streaming, and
RuntimePhysicsState.TryGetWorldFrameOffset for placement. They rebase on
different edges - Runtime the instant an accepted Position carries
TeleportAdvanced, App only once StreamingOriginRecenterCoordinator observes
old-window retirement completion, many frames later. A one-landblock
disagreement places an entity 192 m from the geometry around it: the same
failure family as the zero-offset bug 670f307c fixed, with a wrong origin
instead of a missing one.
The plan's first step was to prove or disprove reachability BEFORE moving
ownership, because a restructure on a hypothesis is churn. The probe added in
898ff18b answered it: a connected Release session recorded ZERO disagreements
across 11 completed reveals and six destination landblocks (0x0904, 0x1134,
0x3032, 0x8763, 0xA9B4, 0xF682) spanning roughly 45 km. A gap of even one
frame would have printed an offset in the tens of thousands of metres.
Cause of the safety: BeginOriginRecenter detaches EVERY resident landblock
before the new origin is adopted, so the two rebases are serialized and no
conversion can observe the gap. Ownership is therefore left exactly as it is.
What lands instead is the invariant that keeps it true.
LiveWorldOriginState.EnsureAgreesWithRuntimeFrame is checked at the
landblock->world conversion and is terminal on disagreement, converting a
silent 192 m-multiple misplacement into a loud failure with the offset in
metres and the landblock being projected. Six focused tests pin it, including
the cross-world portal case (0x09 -> 0xF6 = 45,504 m). Disagreement can no
longer reach the probe, so ACDREAM_PROBE_WORLD_FRAME now emits a verbose
per-conversion agreement trace - useful when a placement looks displaced for
some reason OTHER than a frame disagreement.
Complete Release solution: 10,844 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
#283 step 1: prove or disprove reachability before restructuring ownership.
Runtime rebases its world frame the instant an accepted Position carries
TeleportAdvanced (RuntimePhysicsState.ObserveLocalWorldFrame). App's
LiveWorldOriginState rebases only once StreamingOriginRecenterCoordinator
.Advance observes IsOriginRecenterRetirementComplete - many frames later,
after the old window has fully retired. Between those two edges the owners can
disagree by the source-to-destination landblock delta, and anything converted
in the gap lands a multiple of 192 m from the geometry App is building. Same
failure family as the zero-offset bug 670f307c fixed, with a wrong origin
rather than a missing one.
Reasoning has already closed most of the window: the recenter detaches EVERY
resident landblock before adopting the new origin, so old-origin collision is
retired first. What remains is the narrow gap between Runtime's flip and App's
BeginOriginRecenter, while old-origin geometry is still resident. Whether that
is ever actually hit is an empirical question, and the campaign rule is that a
restructure needs evidence, not a hypothesis.
ACDREAM_PROBE_WORLD_FRAME=1 emits one [world-frame] line per DISAGREEMENT at
DatLiveEntityProjectionMaterializer's landblock->world conversion - the exact
App-side counterpart of Runtime's TryGetWorldFrameOffset, and the site that
already holds both owners, so no new dependency is introduced. Silence across
a portal run is the evidence that #283 is unreachable and can close as a
permanent invariant instead of an ownership move.
Measurement only: the probe never gates placement, and the flag lives in
PhysicsDiagnostics with the rest of the ACDREAM_PROBE_* family per the
diagnostic-owner rule rather than as a scattered env read.
Complete Release solution: 10,836 passed / 4 skipped / 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Fixes#282 (plan S2). Adds register row AP-133.
Retail gives a CPhysicsObj exactly ONE cell: ShouldDrawParticles @0x0050fe60
reads this->cell and calls IsInView on it, and set_cell_id @0x0050f4f0 /
change_cell @0x00513390 are the only things that move it. acdream splits that
into ParentCellId (render parent, deliberately null for outdoor dat stabs) and
EffectCellId (the authored landcell those parentless stabs still need) - an
adaptation, now recorded as AP-133.
WorldEntity.EffectCellId documents itself as the stab field, with live and
interior entities using ParentCellId. f24532ad began writing it for live
entities too. Because EntityEffectPoseRegistry resolved EffectCellId FIRST,
that write won - and the audit shows only 3 of 14 cell writers maintain it.
The other 11 do not, including the hottest paths: RemotePhysicsUpdater:239,294
and LiveEntityOrdinaryPhysicsUpdater:107 write ParentCellId every physics tick
from the snapshot, and LocalPlayerProjectionController:79 writes the local
player's cell every frame.
So a moving entity updated its cell constantly while EffectCellId stayed
frozen at whatever cell it materialized in. Its particles and lights kept
being tested against that stale cell and failed IsInView the moment it crossed
a boundary - effects vanishing on a monster that is plainly visible, or
drawing through a wall from a room the viewer cannot see.
The consumers had also drifted into disagreeing: EntityEffectPoseRegistry
preferred EffectCellId while WbDrawDispatcher.TryGetEntityCell and the remote
spawn seed preferred ParentCellId - two answers to "which cell is this in".
- WorldEntity.VisibilityCellId (ParentCellId ?? EffectCellId) is the single
accessor; all five consumer sites resolve through it, so the precedence
cannot drift apart again.
- LiveEntityRuntime's three live-entity EffectCellId writes are removed,
restoring the field to its documented purpose. Its real writers -
LandblockLoader:80,97 and LandblockBuildFactory:408 - are untouched, and the
parentless-stab path is pinned by a new test.
- f24532ad's actual fix is preserved: RebucketLiveEntity still installs the
committed cell, just on the one field live entities use.
LiveEntityLightControllerTests.Refresh_FollowsCurrentTopLevelRootAndCell is
back to moving the entity by ParentCellId alone - its original pre-f24532ad
form - and passes. CanonicalOnlyRebucket_DoesNotOverwriteAuthoritativeFullCell
had its two EffectCellId assertions (added by f24532ad, encoding the defect)
replaced with the corrected contract: ParentCellId set, EffectCellId null,
VisibilityCellId resolving - a stronger assertion, not a relaxed one.
Complete Release solution: 10,836 passed / 4 skipped / 0 failed.
User visual check still outstanding: a monster with an active spell effect
crossing a cell boundary, and a lit static object, indoors and outdoors.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
ACE intentionally creates the local player Hidden and releases that materialization state on LoginComplete. Sending LoginComplete from raw F746 receipt raced canonical placement and left the login haze visible. Route one one-shot completion callback from Runtime's local first-entry terminal edge to graphical and prepared headless hosts; retain a guarded accepted-Create edge only for content-less headless sessions. Focused Runtime login tests, all 79 Headless tests, the connected user gate, and the Release build pass.
C3c created graphical effect, projectile, and static-animation sidecars before Runtime finished the entity's first SetPosition. One-shot F754/F755 packets could be discarded, projectiles could adopt a cell-less body, and animated statics could compete for body ownership. Keep effects behind an exact-incarnation presentation barrier, retry projectile/static binding on the committed visibility edge, and keep effect cells synchronized with canonical rebuckets. User verified spell, recall, arrow, projectile, portal, and static presentation; 90 focused App tests and the Release build pass.
Runtime GetObjectA lookup became intentionally non-constructing, so static doors and corpses entered MoveToObject without a physics host and their target snapshot timed out at the origin. Ensure the canonical minimal host exists before routing the server move.
Runtime first-entry also grounds the local player before graphical PartArray attachment. That could leave an unmatched startup CMotionInterp node ahead of all later use and cast motion. Drain matched PartArray entries first, then retire only the impossible pre-attach suffix at the presentation attach boundary.
Add focused regressions for static-target host materialization and attach-order reconciliation. User verified near and distant object use in the connected client; focused App tests pass 3/3.
Root cause: pending-only live projection buckets were misclassified as landblock presentation owners during origin recentering. That manufactured a second full cleanup receipt for a generation whose first receipt was still advancing; the duplicate guard threw and the broad retry path replayed the already-committed detach 243 times.
Keep pending live projections through the spatial identity map without issuing another receipt, and fail fast when a receipt-ledger invariant occurs after detachment. Evidence: docs/research/2026-08-02-collision-throughput-handoff/p1-retirement-receipt-loop.md. Release suite, lifecycle gate, and nine-stop soak pass.
Campaign P remaining-physics-divergence, placement cutover slice C3c
(docs/plans/2026-08-02-placement-cutover.md). Both production hosts now
register every initial Create through the residence + continuation-
executor + first-entry-conductor machinery (C0-C3b):
- Graphical (route 1): RegisterEntityWithInitialResidence at Create; the
shared RuntimeFirstEntryDriveController pumps both conductors from the
placement-receipt flow; MaterializeProjection and RebucketLiveEntity
are presentation-only while a residence is ACTIVE (ExecutorCompleted is
the presentation-binding receipt); post-residence entities take the
full legacy path including the prepare_to_enter_world clock edges.
PlayerModeController attaches presentation to the Runtime-published
controller; its legacy resolve/step-heights/host-construction path is
deleted; presentation-only rollback (retail has no entry-flow rollback).
- Headless (route 8): OnSpawned registers with residence when a drive
exists; content-less sessions keep the pre-flip direct registration;
SynchronizeLocalPlayer/CreateController/ApplySetupStepHeights deleted;
prepared-collision read failure is a typed AwaitingCollisionSource
retry; far remotes outside the service window complete celless.
- RuntimeLocalPlayerMovementState.Controller setter sealed internal; all
controller mutation flows through the publication lifecycle.
Fix slices landed within this cutover, each dual-gated:
- F1: live movement-stat/server-physics application routed through the
Runtime ownership seam (post-logout ingest crash on the retired
controller eliminated; RuntimeMovementSkillProjection deleted).
- F2: login activation wedge - collision-admission prefix gate factored
out of the seal (reentrant-commit RejectedAuthority), rearm generation
identity corrected, PlayerModeAutoEntry requires the Runtime-published
controller (world reveal can no longer seal unmaterialized).
- F3: landblock-prefix 0-sentinel replaced by explicit absent-id guards;
map-corner landblocks (grid row/col 0) fully legal through admission,
park/rearm/retire, quiescence, and outdoor shadow seeds.
- F5: local-player first-entry ground contact seeded by the shared
SpawnPlacementSettler (moved App->Core) at FinalizeActivation - the
retail first-gravity-frame touch (enter_world 0x00516170 carries no
seed); the legacy unconditional force-seed is overwritten by a real
floor-found contact; airborne spawns stay airborne; outbound contact
bit verified end-to-end. Fixes the standing-cast 'You can't do that
while in the air!' rejections.
- R1 (dual-review round): login constraint leash armed at the committed
placement (HandleReceivedPosition 0x00453FD0 analog); register rows
AD-61 (settle-timing compression now covering the local player) and
AD-42 (repointed off the deleted resolve split) in this commit;
residence-conversion owner API; wire-landblock guards; drive-pending
ledger in IsConverged; route attach/detach latch; executor-drain drift
model documented + source-pinned.
Gates: Runtime 1,003, App 4,039/3 skips, Headless 79, complete solution
10,816/0 failed/4 skips (Release, -m:1); connected lifecycle/reconnect
gate PASS (logs/connected-world-gate-20260802-175401; graceful exits,
world-visible, zero airborne rejections). The nine-stop soak remains red
for the pre-existing 6b28ff99 whole-world collision-clone throughput
regression (attributed with evidence; scheduled as its own slice before
C5). Dual Opus reviews (retail-conformance + adversarial): delta PASS.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Cutover slice C0 (docs/plans/2026-08-02-placement-cutover.md): the seam
work that lets C3 flip hosts onto a complete receipt stream instead of
growing one mid-cutover. The executor's Released exit now publishes an
acknowledge-only ExecutorCompleted receipt through the one placement
projection stream — registered before observer dispatch, correlated to
the full execution receipt, reaped exactly once on acknowledgement/
discard/session-clear, and counted in the convergence ledger. All three
production placement sinks acknowledge-and-ignore the new kind via early
returns proven behavior-preserving for every existing kind; without them
the first such receipt at cutover would permanently wedge the exact-head
FIFO behind sinks that return false. Provably inert today: the publisher
has no production caller.
Execute's live inputs now derive from Runtime's own owners bound at
GameRuntime construction: UsePositionFromServer is retail's exact
autonomy_level != 2 (CommandInterpreter::UsePositionFromServer
0x006B3B40, startup-only knob), and PlayerDistance uses the live movement
controller's position with a null-safe fallback to the caller struct —
never a fabricated origin. TryPrepareAndSubmitAuthoredPlacement chains
the prepared-collision Setup read through PrepareMover to submission with
zero validation-semantics changes. TryCommitParent and CommitWithdrawal
gain the sibling cancellation flow (residence + ordinary placement
family); TryCommitParent deliberately omits LeaveWorld — retail's
set_parent performs its single gated leave_world (0x00515A90) and a
second would have no counterpart.
Not fully dormant: the two cancellation fixes change Runtime paths
production already calls (today as no-op-adjacent hardening, since
nothing upstream begins a residence yet); everything else is reachable
only by tests. Reviewed: retail-conformance PASS + architecture/
adversarial PASS after one fix round (sink wedge, completion-receipt
lifecycle, null-controller distance). Runtime 921/921; complete Release
solution 10,716 passed / 4 intentional skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
User-verified: casting fixed (exhaustion-edge gate) and monster attack
animations restored (spawn settle placement + lost-cell retry). Final
session evidence: 14/15 spawn settles grounded; Falling-refusal spam
collapsed 2,954 -> 15 transient pre-settle lines.
Strips the [UM-ACT]/[MT-FAIL]/[SPAWN-PLACE]/[remote-edge] probes, the
MotionInterpreter.DiagnosticGuid plumbing, and the two throwaway probe
tests (motion-table attack sweep, vitae color dump - both findings are
recorded in ISSUES/research). Complete Release suite: 10,030 passed /
5 skips / 0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The [SPAWN-PLACE] probe showed placements succeeding with contact=False:
find_placement_pos validates the spot but the sphere sits a few cm above
the floor with no touch. Retail gains spawn contact from the FIRST
GRAVITY FRAME (every CPhysicsObj simulates, falls, touches); our
stationary remotes never run a physics frame. The seed now compresses
that settle: a short downward ResolveWithTransition from the server
position snaps the body onto the floor, and its touch grants the contact
plane + CONTACT/ON_WALKABLE via the verbatim commit. No floor within
reach = stays airborne, exactly like retail's fall.
The retry predicate now watches the CONTACT transient (the flag
contact_allows_move reads) instead of ContactPlaneValid - a DR-tick
writeback can set plane DATA from last-known state without real contact,
which is why the heavy attackers in the retry-session log got exactly
one placement attempt and then 250+ refused Falling dispatches.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The creation-only spawn placement could no-op or fail during the login
flood (cell id not yet hydrated / streaming collision not resident) with
nothing retrying - monsters created in that window stayed
airborne-flagged forever and their action animations remained refused.
Retail's answer to 'object addressed before its cell exists' is the
CObjectMaint lost-cell list (GotoLostCell): park, re-place when the cell
is available. The UM dispatch path now retries SeedRemoteSpawnPlacement
while the body has never been successfully placed (no contact AND no
stored plane); one success ends the retries.
Probes: [SPAWN-PLACE] logs each placement outcome (guid/cell/ok/
contact/walkable); [UM-ACT]/[MT-FAIL] now carry the owning guid via
MotionInterpreter.DiagnosticGuid (probe-identity-attribution lesson)
plus the body's live contact/walkable flags.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The [MT-FAIL] probe caught combat-stance monsters constantly failing to
dispatch 0x40000015 (Falling): their bodies were airborne-flagged while
standing. contact_allows_move (0x00528dd0) requires Contact+OnWalkable
and silently refuses every action animation for an airborne mover - a
spawned-standing monster's swings never played until it first moved.
Retail never has this state: CreateObject spawns run the placement
transition (CPhysicsObj::SetPosition -> SetPositionInternal 0x00515330),
which establishes CONTACT/ON_WALKABLE from the floor at spawn. Our
remote creation seeded a raw position with no placement.
SeedRemoteSpawnPlacement mirrors RemoteTeleportPlacement: engine
placement resolve (Setup-derived cylinder, TS-46) + the verbatim
CommitSetPositionTransition, wired at BOTH RemoteMotion creation sites
(UM-triggered creation - so a first-ever-UM attack animates in the same
packet - and ordinary first-UP creation). Unplaceable results leave the
body airborne exactly like a failed retail placement.
Also adds the [UM-ACT] (wire action items + stamp-gate verdict) and
[MT-FAIL] (refused animation dispatches) probes, riding
ACDREAM_DUMP_MOTION=1, which are what convicted the body state.
Complete Release suite: 10,032 passed / 5 skips / 0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Retail calls CPhysicsObj::report_exhaustion from exactly one site -
CommandInterpreter::HandleExhaustion (0x006b3c70), a notification handler
for the stamina-exhaustion EVENT. Campaign P P1 wired it to every
movement-stats application instead (every stamina regen/drain tick), and
each call re-dispatches the current movement state through the animation
sink - truncating any in-flight action animation. The diagnostic session
log shows 490 spurious casting-stance re-queues in one short session:
'sometimes stuck in spell animations' was every stamina tick that
collided with a cast gesture's play window.
The re-apply now fires only when the exhausted state (stamina == 0)
transitions, matching retail's event semantics. Stats still reach
PlayerWeenie immediately via RuntimeMovementSkillProjection.ApplyTo.
Also adds the [remote-edge] probe (rides ACDREAM_DUMP_MOTION=1): one
line per remote HitGround/LeaveGround - each such edge drains the
mover's pending action animations (retail HandleEnterWorld), the
working theory for intermittently missing monster attack swings.
Complete Release suite: 10,026 passed / 5 skips / 0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
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>
Wire ConstraintManager.ConstrainTo at every current acdream inbound-position
acceptance seam, matching retail SmartBox::HandleReceivedPosition
(0x00453fd0):
- Remote (player + NPC): LiveEntityNetworkUpdateController arms right after
the hard-teleport branch (remotePlacementRequired) returns - reaching that
point already means MoveOrTeleport did NOT hard-place - anchored to the
object's own live IPhysicsObjHost.Position.
- Local player teleport: PlayerMovementController.SetPositionCore now runs
UnConstrain (retail teleport_hook 0x00514ed0, previously a no-op because
nothing armed the leash) then re-arms anchored to the just-snapped
position, composing with the existing StopCompletelyAtPhysicsObjectBoundary
velocity zero rather than duplicating it. CommitPreparedPosition mirrors
the same pair for the deferred player-mode-entry commit path.
- Local player ForcePosition: PlayerMovementController.BlipPosition arms
with NO preceding UnConstrain (retail BlipPlayer/SetPositionSimple
survives motion/velocity/stick, and the leash is no different).
Push PhysicsBody.IsFullyConstrained from PositionManager.IsFullyConstrained
at the SAME per-tick chokepoint each pump already runs AdjustOffset
(PlayerMovementController.Update, RuntimeRemotePhysicsUpdater.Tick/TickHidden)
so TS-35's read gate in jump_is_allowed sees live state instead of a stub
that is never written.
Tests: local-player arm/teardown/rearm/taper/jump-refusal (Runtime.Tests,
PlayerMovementControllerTests), remote-tick IsFullyConstrained push
(Runtime.Tests, RuntimePhysicsStateTests). Full Core/Runtime/App suites
green with no regressions.
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>
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>
PhysicsEngine.DiagnosticLog was never assigned in production, so the #111
[snap] apparatus (one line per entry-snap Resolve, low volume by design)
was structurally silent - including on the Coldeve run-on-the-spot login.
Wire it at session composition; a session reset constructs a fresh engine
and re-wires.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>
The user reported crystal shards hovering in the air above every Bind
Stone on Coldeve (setup 0x020010AC) that do not exist in the retail
client. The DAT truth, extracted with the new tools/SetupInspect probe:
the model authors SEVEN parts - pedestal, spinning column, inner
crystal, and four shard meshes parked in a static ring at Z=3.0 in the
placement frame and every frame of the idle cycle - and frame 0 of that
idle cycle fires four TransparentPartHooks (parts 3-6, start=end=1.0)
each loop. Retail hides the shards through those hooks; the model
simply ships with permanently-hooked-invisible parts.
acdream's hook chain was intact end to end - the static-animating
workset captures the hooks (RetailStaticAnimatingObjectScheduler ->
AnimationHookFrameQueue -> TranslucencyHookSink), and
TranslucencyFadeManager committed translucency 1.0 for parts 3-6 -
but BOTH dispatchers' bare-GfxObj branch read the fade with a
hard-coded part index 0 under a false #188-era assumption ("a bare
GfxObj entity has exactly one part"). Every live server object is a
FLATTENED multi-part entity in exactly that branch: SetupMesh.Flatten
emits one bare-GfxObj MeshRef per Setup.Parts[i], order preserved,
AnimPartChanges replacing in place - so the MeshRef ordinal IS the
retail CPartArray ordinal TransparentPartHook.PartIndex addresses.
The committed invisibility for parts 3-6 was never consulted and the
shards drew forever. Proof the ordinal was trustworthy all along:
click-selection in the same loops already publishes it as the part
identity (Slice 4 picking runs on it in production).
Fix: both the legacy classifier and the packed oracle now pass the
per-part ordinal (partIdx / packedPart.PartIndex) to the translucency
lookup. Single-part objects still read index 0; the #188 door fades
are unchanged; the Setup-expanded branch already indexed correctly.
Any other object hiding authored parts via idle-loop hooks gets its
retail appearance from the same change.
tools/SetupInspect is the new reusable DAT probe that cracked this:
dumps a Setup's parts, parent indices, GfxObj vertex bounds, placement
frames, motion-table default cycle, sampled animation frames, and all
animation hooks.
Closes task #32's code side; the connected visual gate (shards gone at
the Bind Stone, base crystals and spin retained) is the acceptance.
App Release suite 3,968 / 3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>
The dragbar port (e4c99f54) armed the press path but the combat/spell
bar still would not move in the live client, and the move cursor kept
showing with the UI locked. Two distinct causes, both reported from
the user's connected session:
1. Snap-back: the combat/spell bar mounts ANCHORED (Left|Bottom), and
ApplyAnchor runs every frame before drawing children, recomputing
Left/Top from margins captured at mount. The drag wrote Left/Top and
the very next layout pass wrote them back - the window never visibly
moved. (The unit harness runs no per-frame layout, which is why the
original tests passed; unanchored windows like inventory never hit
this.) Interactive window moves AND resizes now re-baseline the
anchor capture on every applied change, and
RetailWindowManager.MoveTo/ResizeTo get the same rebase so
programmatic moves of anchored windows cannot be silently undone
either. ResetAnchorCapture is exactly the documented tool for this
("make the current geometry the new layout baseline after an
intentional change").
2. Locked cursor: the cursor the user saw was never the window-move
feedback path (which is lock-gated) - it was the dragbar's own
authored MD_Data_Cursor, revealed the moment the element began
claiming the pointer. Authored cursor resolution now suppresses a
WindowMoveHandle element's cursor while the UI is locked, matching
the radar's existing locked behavior of hiding its authored drag
affordance; movement itself was already gated.
Two inversion-sensitive regression tests: an anchored window dragged by
its handle must hold its position ACROSS an ApplyAnchor pass, and the
authored handle cursor must disappear when UiLocked flips on. App
Release suite 3,968 / 3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The combat bar and spell bar could not be moved at all: their window
mounts Draggable=false (correct - retail never whole-surface-drags
them) and the authored move mechanism was missing. Retail registers
element class 2 as UIElement_Dragbar (Register @ 0x0046C840); a press
inside it calls UIElement::StartMovement on its parent window
(StartMouseMoving @ 0x0046C760) and release calls StopMovement
(@ 0x0046C7C0). The combat/spell bar layout (LayoutDesc 0x21000073)
authors exactly one such element - a 600 x 5 strip along the top edge,
which is where the user expects the move cursor. The powerbar, vitals,
indicators, radar, and examination layouts author dragbars too, so
they all gain their retail handles from this one port.
Our importer knew Type 2 by name but built it as a generic
UiDatElement - ClickThrough decoration, so the strip never even
claimed the pointer. Now:
- UiElement.WindowMoveHandle marks an authored handle; the DAT factory
sets it for Type-2 elements and opts them out of ClickThrough.
- A left-press inside a handle subtree moves the handle's top-level
window (the outer frame directly under the root - the mounted
analogue of retail's dragbar parent) even when that window is not
whole-surface Draggable. Edge-resize still wins; UiLocked still
gates, matching the retail locked/fixed parent-flag check.
- HoverWindowMove reports the handle so the window-move cursor shows
over the strip - and only there - on non-Draggable windows.
Four new tests: handle press moves a non-Draggable window and stops on
release, hover shows the move cursor over the strip but not the body,
UiLocked suppresses both, and the factory builds Type 2 as a
pointer-claiming move handle. App Release suite 3,966 / 3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Fixes the crash the user hit twice today (captured in
artifacts/coldeve-acceptance-20260729/crash-hunt.log): clicking into a
multiline UiField - the examination window's inscription field - after
the text had changed since the last draw threw an unhandled
ArgumentOutOfRangeException from String.Substring and took the whole
client down (UiField.MeasureRange <- HitChar <- OnEvent MouseDown).
Root cause: _wrappedLines is a DRAW-side cache (rebuilt only in
DrawMultiLine) consumed by the INPUT side (HitChar on MouseDown and
drag-select MouseMove). Input events are pumped before the frame's
draw, so a mutation (backspace, SetText, paste) followed by a click in
the same pumped frame handed HitChar wrap lines describing the OLD,
longer text; measuring those stale ranges ran past the end of the live
string.
Fix: text mutations now bump a version (the _text field became a
private property so every existing mutation site participates without
churn), the draw records which version its wrap lines describe, and
HitChar proves coherence via EnsureWrappedLinesCurrent() - rebuilding
with the last draw width when stale. Rebuilding rather than clamping
keeps caret placement CORRECT against the live text, not merely
non-throwing. Two inversion-sensitive regression tests reproduce the
exact crash sequence (wrap long text, shrink without a draw, click);
they throw without the HitChar coherence call.
App tests 3,962 passed / 3 skipped (3,960 + 2 new).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Slice 4 made a remote character's wielded weapon selectable, which made the
pickup chain reachable end to end for the first time: SelectionPickUp on
another player's weapon captured identity, passed ValidatePickupTarget (which
checked only the Stuck flag and the small-item mask, and a MeleeWeapon clears
both), installed a real non-autonomous approach through
PlayerInteractionMovementSink, and then sent a pickup request the server
rejects. Retail does none of that.
ItemHolder::AttemptToPlaceInContainer @ 0x00588140 runs
AttemptToPlaceInContainer_IsItemLegal @ 0x005870C0 first, at 0x00588173 --
ahead of container legality, auto-merge, the container walk, and the only
CM_Inventory::Event_PutItemInContainer emitter
(ACCWeenieObject::UIAttemptPutInContainer @ 0x0058D680). IsItemLegal's arm at
0x005872B7 rejects `!ACCWeenieObject::IsOwnedByPlayer(item) &&
item->pwd._location != 0` with one local
ECM_UI::SendNotice_DisplayStringInfo(0x1a, ...), and
CPlayerSystem::PlaceInBackpack @ 0x0055D8C0 then withdraws the waiting slot it
had published (SetWaitingState(obj, 0) + SendNotice_EndPendingInPlayer at
0x0055D918). No request, no movement. acdream had never ported that arm; it
was harmless while wielded children were unpickable and stopped being harmless
at f6db964f.
The notice is data_7e2228, "The %s is being wielded by someone else!" -- WITH
the exclamation mark. IsItemLegal's six strings occupy one contiguous literal
block, 0x007e21f0 through 0x007e234c, one per arm in reverse code order, and
the two neighbours already ported here (0x007e227c "The %s cannot be picked
up!" at 0x00587264, 0x007e22b4 "You cannot pick up creatures!" at 0x005871f4)
pin it. The punctuation-free 0x007cd350 variant belongs to the wield/wear
block and is emitted from a different function at 0x00560aef.
pwd._location is the PublicWeenieDesc CurrentWieldedLocation field
(acclient.h:37175), which acdream projects as
ClientObject.CurrentlyEquippedLocation, and ACCWeenieObject::IsOwnedByPlayer
@ 0x0058D160 is IsOwnedByObject(this, player_id) -- already ported as
ClientObjectTable.IsOwnedByObject @ 0x0058CEB0 and reached here through the
existing ItemInteractionController.IsOwnedByPlayer. The arm reads pwd._location
verbatim rather than adding a WielderId belt-and-braces test, because retail's
predicate is the thing being ported.
The player's OWN wielded item is IsOwnedByPlayer, so retail passes it and takes
a different route. ACCWeenieObject::DeterminePositionState @ 0x0058BE70 gives
it PositionState.WIELDED (acclient.h:6802) rather than IN_3D_VIEW, and
UIAttemptPutInContainer records IR_PICK_UP only for IN_3D_VIEW, treating
WIELDED and IN_CONTAINER alike as a plain IR_PUT_IN_CONTAINER transfer. So an
own-wielded item is unwielded in place: the request goes out immediately with
no approach, joining the existing current-ground-object shortcut. The shortcut
carries an ownership conjunct so it can never outrun the 0x005872B7 gate.
TryGetApproach now refuses attached children outright, for the same
IN_3D_VIEW reason. An Attached projection's bookkeeping WorldEntity.Position
carries the PARENT's composed root (EquippedChildRenderController
.ApplyParentWorldPose), not the child frame CPhysicsObj::UpdateChild @
0x00512D50 composes, so an approach built from it walked toward the wielder.
Slice 4 de-parented the marker anchor but left this one parent-derived; no
approach can anchor on a wielder now.
The pick predicates are deliberately untouched. Picking, selecting, examining,
lighting-pulse identity, and the vivid-marker anchor on a remote's wielded
weapon all behave exactly as Slice 4 shipped them -- retail's sr_Select and
sr_Examine branches of RecvNotice_SmartBoxObjectFound @ 0x004E5AD0 never
consult IsItemLegal. The gate is the transaction, not the pick.
f6db964f's message asserted the slice introduced no deviation and owed no
retail-divergence-register row. That was wrong: the unported 0x005872B7 arm
was a deviation it made reachable. This commit ports the arm in full, matches
retail on the own-wielded path, and removes the parent-derived approach
anchor, so the record is corrected here and no register row is owed.
Gates: dotnet build green; AcDream.App.Tests 3,960 passed / 3 skipped;
complete Release solution 9,792 passed / 5 skipped;
tools\run-connected-world-lifecycle-gate.ps1 -SkipBuild RESULT=PASS.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
A click on a remote character's wielded weapon reported nothing. The picker
was already correct: RetailSelectionScene publishes every drawn part under its
own live-entity server GUID and RetailWorldPicker returns the weapon as the
polygon winner. The failure was downstream eligibility - WorldSelectionQuery
required TryGetInteractionEligibleRecord, whose _visible set admits
LiveEntityProjectionKind.World only, so the winning hit was discarded.
Retail has no such gate. Render::GfxObjUnderSelectionRay @ 0x0054C740
accumulates each hit under the drawn part's own physics-object id
(CPhysicsPart::get_physobj_id @ 0x0050D490), and CPhysicsPart::Draw @
0x0050D7A0 admits any drawn part whose physobj id is nonzero. An equipped item
is a first-class CPhysicsObj with its own id and part array
(CPhysicsObj::add_child @ 0x0050F870 via CSetup::GetHoldingLocation @
0x005213F0). There is no parent redirection and no wielded-specific rule, so a
click on a wielded weapon returns THE WEAPON'S GUID. PositionState.WIELDED is
distinct from IN_CONTAINER (acclient.h:6802), so container suppression never
hid a wielded selection either.
LiveEntityRuntime gains two scoped predicates: TryGetAttachedProjectedRecord
(a current Attached projection that is spatially projected) and
TryGetPickEligibleRecord (that arm plus today's World visible-set arm, with
the same WorldEntity.Id staleness recheck). TryGetInteractionEligibleRecord
and the _visible set are deliberately NOT widened - they feed radar,
auto-target, sticky/MoveTo establishment, and CombatAttackTargetSource, and
retail's radar has no wielded blips. A regression test asserts an attached
child stays out of that set while picking admits it.
Marker anchoring had the twin problem. SmartBox::GetObjectBoundingBox @
0x00452E20 pushes the picked object's OWN m_position - which for a child is
the frame CPhysicsObj::UpdateChild @ 0x00512D50 recomposes each tick as
Frame::combine(parent part frame, holding frame) - and
CPartArray::GetSelectionSphere @ 0x00518B80 scales the authored sphere by that
object's own part-array scale. acdream stores the PARENT's root in the child
projection's Position/Rotation because the child's MeshRefs are
parent-relative, which put the vivid brackets at the wielder's feet. The
composed child root is already published per frame to EntityEffectPoseRegistry
by EquippedChildRenderController.PublishChildPose, so selection now borrows it
through an injected Func<uint, Matrix4x4?> wired in LivePresentationComposition
beside the existing selection-sphere hook. There is no parent fallback: a child
with no published composed root has no live frame this tick and no sphere. Its
part-array scale comes from the spawn record, the same source
EquippedChildRenderController.TryRealize reads, because an Attached WorldEntity
carries the parent-derived pose rather than its own ObjScale.
The sr_Use branch of RecvNotice_SmartBoxObjectFound @ 0x004E5AD0 guards
ItemHolder::UseObject with `found->pwd._wielderID != SmartBox::player_id` at
0x004E5BE9 while still selecting and flashing. Equipped-child picking makes
that click reachable, so the gate ships with it as
IWorldSelectionQuery.IsWieldedByPlayer.
CPhysicsObj::SetLighting @ 0x00511A80 is non-recursive, so the pulse lights the
clicked object's own part array only - clicking a weapon never flashes its
wielder. That follows from routing the pulse identity through the same
predicate.
RetailWorldPicker, RetailSelectionScene, WbDrawDispatcher, and
EquippedChildRenderController are untouched, as are all wire and physics paths.
The slice REMOVES an undocumented deviation (Attached projections excluded
from pick eligibility versus retail's part-id pick) and introduces none, so no
retail-divergence-register row is owed in either direction.
Gates: dotnet build green; AcDream.App.Tests 3,951 passed / 3 skipped;
complete Release solution 9,783 passed / 5 skipped;
tools\run-connected-world-lifecycle-gate.ps1 RESULT=PASS.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
The 2026-07-29 Coldeve session 3 stuck the player in the portal tunnel
forever: generation 2 (Town Network, 0x00070156) published render but
composites/collision never became ready, and the reveal latch correctly
held the tunnel. The composite warmup queue in WbDrawDispatcher has
exactly two permanent-stall shapes - a GfxObj id that never resolves
(silent load failure, e.g. custom-server content absent from the baked
pak) or an upload budget that never reopens - and they are
indistinguishable from the reveal log alone.
ACDREAM_PROBE_REVEAL=1 (NetDiagnostics.ProbeReveal) now emits one
[composite-warmup] STALL line per second while warmup blocks a reveal:
pending count, queue depth, scan state, upload-budget gate, and the
first four pending GfxObj ids. Zero cost when off.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The two-agent investigation refuted #260's as-filed hypotheses: every
UseWithTarget was acked (the J5.2 use gate never latched), and the LOH
leak is bounded sawtooth churn - the real climb is ~2.25 GB of native/
GPU memory (WS 3,261 vs managed 1,015 MiB at wedge). The wedge evidence
also showed why it could hide: the live combat toggle routes through the
generation-gated runtime command seam, and every rejection exit in that
chain (Disposed / StaleGeneration / !IsInWorld at Validate, plus the
operations slot reading IsInWorld=false when unbound) is COMPLETELY
silent - no log, no event.
ACDREAM_PROBE_NET=1 (NetDiagnostics owner, PhysicsDiagnostics pattern)
now arms three probe families, all zero-cost when off:
- [net-out] per reliable send at the SendGameMessage chokepoint: opcode,
GameAction type+sequence, fragment/packet sequence, managed thread id
(two tids would prove the cross-thread ISAAC-desync hypothesis alone),
and state; [net-out-EX] via an exception FILTER that logs without
catching, so propagation is unchanged.
- [net-tick] 1 Hz cadence from WorldSession.Tick: inbound/s, queue
depth, budget breaks, worst inter-tick gap (frame-stall witness),
out/s, acks/s.
- [cmd-gate] every silent runtime-command rejection with expected-vs-
view generation, lifecycle, and IsInWorld, plus the combat toggle
result (whose Inactive exit reads a DIFFERENT IsInWorld source).
One walked-portal repro session with this probe distinguishes all
remaining #260 wedge hypotheses. ISSUES.md #260 rewritten to the
corrected two-root framing.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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>