Two retail divergences fixed from the 2026-05-16 faithfulness audit
(Commit A of the plan at docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md).
1. Rotation rate ignored HoldKey.Run. Retail's CMotionInterp::
apply_run_to_command (decomp 0x00527be0 line 305098) multiplies
turn_speed by run_turn_factor (1.5, PDB-named symbol at 0x007c8914)
when input is TurnRight/TurnLeft under HoldKey.Run. Effective
running rotation is 50% faster (~135°/s vs walking ~90°/s).
Our keyboard A/D and ApplyAutoWalkOverlay used a fixed walking
rate.
New: RemoteMoveToDriver.TurnRateFor(running) helper. Keyboard
path passes input.Run; auto-walk overlay passes
_autoWalkInitiallyRunning. The walking-rate base
(BaseTurnRateRadPerSec = π/2) is unchanged; TurnRateRadPerSec
constant is preserved as the walking-rate alias for callers
that don't have run/walk state (NPC remotes).
2. IsUseableTarget gated on `useability & USEABLE_REMOTE (0x20)`,
which was stricter than retail. Per ItemUses::IsUseable
(acclient_2013_pseudo_c.txt:256455) cross-referenced with 4
call sites, retail's IsUseable() semantic is `_useability != 0`.
But visually retail's USEABLE_NO (1) entities don't approach
either, because ACE never broadcasts MovementType=6 for them.
Our client installs a speculative auto-walk BEFORE the server
responds, so we'd visibly approach + face signs before the
wire packet was rejected.
Pragmatic fix: block USEABLE_UNDEF (0) AND USEABLE_NO (1) in
IsUseableTarget — slightly stricter than retail's
IsUseable but matches retail's user-visible behaviour
("R on sign does nothing"). Documented in the doc-comment so
a future implementer knows the gap.
3. New IsPickupableTarget gate for F-key path — requires
USEABLE_REMOTE (0x20) bit. Null-useability fallback for
BF_CORPSE + small-item ItemTypes (preserves M1 ground-item
pickup flow when ACE seed DB doesn't publish useability).
4. R-key (UseCurrentSelection) upfront gate now ALWAYS uses
IsUseableTarget. R is conceptually "use" with smart-routing
to pickup as a downstream optimization. F-key (SendPickUp)
uses IsPickupableTarget directly.
5. Retail toast strings on block, centralised in new
src/AcDream.Core/Ui/RetailMessages.cs:
- "The X cannot be used" (data 0x007e2a70, sprintf 0x00588ea4)
fires on UseCurrentSelection / SendUse gate block.
- "The X can't be picked up!" (sprintf 0x00587353) fires on
SendPickUp non-pickupable block.
- "You cannot pick up creatures!" (data 0x007e22b4) fires on
SendPickUp creature block (was previously silent).
- Plus 4 inactive retail strings ready for future call sites:
CannotBeUsedWith (two-target Use), CannotBePickedUp (formal
pickup variant), CannotBeUsedWhileOnHook_HooksOff +
CannotBeUsedWhileOnHook_NotOwner (housing). All cite their
retail data addresses + runtime sprintf addresses.
6. ProbeUseabilityFallbackEnabled diagnostic (env var
ACDREAM_PROBE_USEABILITY_FALLBACK=1) logs every time the
null-useability fallback fires. Settles whether the
fallback for creature + BF_DOOR/LIFESTONE/PORTAL/CORPSE
entries in ACE's seed DB without useability is hot code
or theoretical defense.
Test coverage:
- +3 RemoteMoveToDriverTests cover TurnRateFor walking/running/back-compat.
- +7 RetailMessagesTests cover each retail string with retail anchor.
- +1 CreateObjectTests TryParse_WeenieFlagsUsable_ReadsUseableNoValue
pins parser correctness for USEABLE_NO=1.
- 294/294 Core.Net pass; 24/24 new+touched Core tests pass.
- Pre-existing baseline of 8 Physics test failures unchanged
(BSPStepUp + MotionInterpreter regression noise from prior
sessions; out of scope here).
Deferred to a separate session per user direction:
- Click area = indicator-rect retail fidelity. Retail's picker
uses per-part CGfxObj.drawing_sphere + polygon refine
(0x0054c740); ours uses single Setup.SelectionSphere ray-
intersect. The rect corners are dead zones today. Three fix
options analyzed: screen-space rectangle hit-test, sqrt(2)
sphere inflation, polygon refine Stage B.
Plan: docs/superpowers/plans/2026-05-16-retail-faithfulness-fixes.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Retail-anchored design for the missing visual feedback on selection:
four corner triangles + radar-blip colour coding around the selected
entity, drawn via ImGui in screen space.
Retail evidence (named decomp):
* VividTargetIndicator::SetSelected at 0x004f5ce0
* gmRadarUI::GetBlipColor at 0x004d76f0 (Portal / Vendor / Creature /
Player / PK / PKLite / Default colours from pwd._bitfield bits +
IsCreature/IsPlayer/IsPK predicates we already parse)
* VividTargetIndicator::CopyImage at 0x004f5dd0 (tints a source
bitmap by RGBA)
MVP scope:
1. RadarBlipColors helper (Core, with unit tests)
2. TargetIndicatorPanel (App, ImGui draw via background draw list)
3. Wire to existing _selectedGuid from B.4b
4. ~200 LOC + tests
Deferred to follow-ups: off-screen edge arrow, DAT-loaded sprite (MVP
draws procedurally), mesh-tint highlight, player-option toggle, server
selection-relay.
Pairs with #59 (WorldPicker over-pick): the indicator makes the
mis-pick visible, so the user can clear + reselect even before the
underlying picker is tightened.
Captured a live ACDREAM_PROBE_AUTOWALK trace double-clicking +Je from
~3.5m. Findings folded into the spec's State at design freeze section:
1. Wire parser is correct (matches ACE MoveToObject.Write +
MoveToParameters.Write byte-for-byte).
2. ACE sends mtRun=0.00. Not a parser bug — that's the wire value.
Retail's apply_run_to_command (0x00527BE0) fell back to the
player's own rate; our Slice 2 needs the same fallback chain.
3. Player position never changed during the entire trace — current
behavior is pure no-op on the inbound MoveToObject (literally
ignored, as our code at OnLiveMotionUpdated:3289 suggests).
4. ACE does NOT broadcast UpdatePosition for the local player during
auto-walk. Definitively kills Option C — nothing to blend with.
Local body must drive itself.
The trace validates the spec's Option A path. Slice 2 implementation
can proceed without further wire-format guessing.
Grounded the design in named-retail evidence. MovementManager::Perform
Movement at 0x00524440 case 6 (decomp lines 300628-300648) shows the
retail client's local-side dispatcher for inbound MoveToObject:
unpacks the wire, sets motion_interpreter->my_run_rate, calls
CPhysicsObj::MoveToObject on the LOCAL player's physics body. Same
code path retail used for every creature chasing the player.
Conclusion: Option A (run a local driver against the player's body)
is retail-faithful. Option C (server-position-blend) is a non-retail
shortcut and is now eliminated from consideration.
Re-scoped the spec into 4 slices:
1. ACDREAM_PROBE_AUTOWALK diagnostic baseline (~30 LOC)
2. PlayerMovementController.BeginServerAutoWalk + reuse of
RemoteMoveToDriver against the local player's body (~100 LOC)
3. Animation cycle selection during auto-walk (~20 LOC)
4. Local pickup-animation echo (closes#64, ~10 LOC)
Total ~160 LOC, no new files. All existing acdream infrastructure
(RemoteMoveToDriver, ServerControlledLocomotion, MotionState.MoveTo
Path parsing) is reused; the work is wiring it for _playerServerGuid
in addition to remote guids.
Captures the wire-format facts that are already parsed (MotionState.
IsServerControlledMoveTo + MoveToPath fields), the two gating sites
that drop the inbound MoveToObject for the local player today, and a
three-option solution space (run remote-driver locally, visual tween,
server-position-authoritative blend).
Recommendation: Option C first (smallest blast radius, single-commit
hotfix if ACE's UpdatePosition broadcast cadence is adequate); promote
to Option A only if the trace shows server broadcasts are too sparse
to render smoothly.
Explicitly does NOT implement yet. The 'walks then snaps back' visible
symptom is observed but the mechanism isn't characterized in detail —
the spec calls for a diagnostic-trace session first (ACDREAM_PROBE_
AUTOWALK env var, ~30 LOC) to capture exactly what ACE sends during a
failed auto-walk. The trace decides between Option C (sufficient
position broadcasts) and Option A (need to fill in per-tick locally).
#64 (local pickup animation) is flagged as likely-related — same
OnLiveMotionUpdated:3289 self-echo filter drops both. May fix in
the same B.6 work.
Task-by-task plan with full code in every step, no placeholders.
Task 1: IsDoorSpawn helper + Door registration branch (state-seeded
SetCycle from spawn PhysicsState ETHEREAL bit).
Task 2: [door-cycle] diagnostic in OnLiveMotionUpdated for greppable
verification.
Task 3: Holtburg inn doorway visual test (user-performed).
Task 4: ship handoff + close#58 + roadmap/CLAUDE/memory updates.
Self-review table at bottom maps every spec section to its task(s);
all covered. Companion to spec
docs/superpowers/specs/2026-05-13-phase-b4c-design.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase B.4c closes#58 (filed during B.4b ship). When a door's
state flips via ACE Door.ActOnUse, the L.2g chain handles the
SetState collision-bit flip but no UpdateMotion handler ever
animated the door visually. Investigation traced the gap to the
spawn-time registration gate at GameWindow.cs:2692 which requires
a multi-frame idle cycle — doors have no idle.
Design: door-specific spawn-time branch that bypasses the gate,
builds an AnimationSequencer, seeds it with Off (closed) or On
(open) cycle based on spawn PhysicsState. ACE Door.cs:43 sets the
same initial state. ~40 LOC in one file. Reuses the existing
AnimationSequencer + per-frame tick + WB renderer pipeline. No
changes downstream.
Discovered during self-review that the per-frame tick at
GameWindow.cs:7691-7697 unconditionally overwrites ae.Entity.MeshRefs
with sequencer-derived transforms; an empty sequencer would collapse
the door to origin. The state-seeded SetCycle at spawn keeps the
sequencer always producing valid frames. Also documented:
ae.Animation = null is safe because the tick's sequencer branch at
line 7497 never reads it (only the legacy slerp else branch does).
Diagnostic tags renamed from phase-named [B.4c] to durable
[door-anim] / [door-cycle] per Opus reviewer feedback on B.4b.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Original spec placed WorldPicker in src/AcDream.App/Rendering/ and the
test in tests/AcDream.App.Tests/, but AcDream.App.Tests doesn't exist
as a project. Moved to AcDream.Core.Selection where it conceptually
belongs (no App-layer deps; only WorldEntity + System.Numerics) and
where the existing AcDream.Core.Tests project can hold the tests.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase B.4b closes the M1-blocker discovered during the L.2g slice 1
visual test: the input dispatcher fires SelectDblLeft on click but
GameWindow.OnInputAction has no case for any Select* / UseSelected
action, so clicks silently die.
Spec creates the minimum new structure to close the gap:
- New static helper WorldPicker (BuildRay + Pick over WorldEntities)
- Rename _selectedTargetGuid -> _selectedGuid on GameWindow (unifies
combat + interaction selection per retail's single-target model)
- Three switch cases (SelectLeft, SelectDblLeft, UseSelected)
Two further L.2g handoff inaccuracies surfaced during exploration:
WorldPicker and SelectionState do NOT exist in src/ (handoff and
ISSUES #57 both claimed they did). BuildPickUp also doesn't exist;
only BuildUse / BuildUseWithTarget / BuildTeleToLifestone are present.
Spec accounts for the actual state and defers BuildPickUp + SelectionState
class extraction.
Visual verification scenario reuses the L.2g slice 1 reproducibility
recipe: one Holtburg inn doorway log captures both L.2g + B.4b.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
L.2d slice 1.5 ship identified the Holtburg doorway blocker as a closed
Door entity (Setup 0x020019FF) whose PhysicsState.Ethereal bit flips
when the player Uses the door. The L.2d shape-fidelity work doesn't
cover this — the door's collision shape is correct; what's missing is
honoring the *runtime* state change.
L.2g is the new sub-phase that handles it. Scope is narrow:
* Parse inbound GameMessageSetState (0xF74B).
* Plumb the new PhysicsState value into ShadowObjectRegistry's
cached per-entity state so the existing CollisionExemption.IsExempt
already-in-place short-circuit sees up-to-date bits.
* Verify the Holtburg inn-door scenario: walk in blocked, Use door,
walk through, auto-close blocks again after 30s.
* Confirm UpdateMotion (NonCombat, On/Off) drives non-creature
entities (door swing animation).
Why a new L.2 sub-letter (and not B.4 or Door-special-case): the wire
mechanism (SetState flipping Ethereal) is also how ACE handles activated
traps, opened chests, spell projectiles becoming ethereal. Generic
infrastructure with doors as the verification scenario; lane is the
informal sixth "dynamic state."
Roadmap state:
* L.2 plan-of-record adds the L.2g section after L.2f.
* Milestones doc M1 phase list extended `a-f` -> `a-g`.
* CLAUDE.md status pointer + "next phase candidates" list updated to
name L.2g slice 1 implementation as the natural next step.
Risk: low. Wire-byte width has a hex-dump fallback path in slice 1
(holtburger says 12 bytes, ACE writes 16, capture settles it). ETHEREAL
plumbing already exists; we feed it new data. No resolver changes.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Reframes L.2d direction based on ACE BuildingObj.cs:39-52 + named-retail
acclient_2013_pseudo_c.txt:701260: retail's find_building_collisions is
one BSP test on PartArray.Parts[0]. No per-cell walkability. Per-cell
work (find_cell_list, point_in_cell, sphere/box_intersects_cell) is
L.2e territory.
Slice 1 is now a read-only BSP-hit diagnostic that captures full
collision evidence per L.2a [resolve] hit=yes line. Distinguishes 3
hypotheses (wrong BSP loaded / over-registered parts / BSPQuery flaw)
before any behavior change. Slice 2 is the actual fix, scoped from
slice 1's evidence.
Authors: brainstorm session 2026-05-13 (cold-start from L.2a slice
1+2+3 evidence). Predecessor handoff at
docs/research/2026-05-12-l2a-shipped-l2d-handoff.md.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two-slice phase:
- Slice A: ParticleHookSink applies CreateParticleHook.PartIndex via
SetupPartTransforms.Compute(setup.PlacementFrames). Closes#56.
- Slice B: drop EntityScriptActivator's ServerGuid==0 guard so
dat-hydrated EnvCell statics + exterior stabs fire DefaultScript.
Key reality discovery folded into the spec §3: EnvCell.StaticObjects
are already WorldEntities (via GameWindow.BuildInteriorEntitiesForStreaming),
so no synthetic-ID scheme + no new walker class needed — the handoff's
§4 Q1/Q2 options are mooted by entity.Id being collision-free.
Doc-drift fixes from C.1.5a folded into §8.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Visual verification at the Holtburg Town network portal passed for the
slice's mechanism: 10-hook portal script fires end-to-end with correct
color, persistence, orientation, and multi-emitter dispatch. After the
334f0c6 rotation-seed fix, the swirl is oriented correctly along the
portal's facing instead of world-NS.
Known limitation surfaced during verification and filed as issue #56:
ParticleHookSink ignores CreateParticleHook.PartIndex, so all 10 of the
portal's emitters collapse to the entity root position + identity-rotated
offset, producing a compressed and partly-ground-buried swirl instead of
the multi-tier shape retail renders. Mechanism is correct; per-part
transform handling is the next vfx-pipeline concern (will affect every
multi-emitter PES — slice 2 chimneys/fireplaces in particular).
Documentation changes:
- docs/ISSUES.md: new #56 entry with the captured entity guids
(0x7A9B405B / 0x7A9B4080), script ids (0x3300126D / 0x3300067A),
symptom data, root-cause hypothesis, file pointers, and acceptance
criterion. Notes the blocks-slice-2 relationship explicitly.
- docs/superpowers/specs/2026-05-12-phase-c1.5a-portals-design.md §9:
new limitation #1 documenting the verified PartIndex collapse symptom.
- docs/plans/2026-04-11-roadmap.md: new "C.1.5a" row in the shipped
table referencing the spec, plan, and #56 caveat.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Plan: docs/superpowers/plans/2026-05-12-phase-c1.5a-portals.md. Four
tasks, TDD-style, each task is a single commit boundary:
1. EntityScriptActivator class + three xUnit tests
2. Wire into GpuWorldState (new optional ctor param + two ?. calls)
3. Construct in GameWindow with resolver lambda
4. Visual verification at Holtburg Town network portal + roadmap update
Spec amendments correct an inaccuracy in the 2026-05-12 commit
(06d7fbd): the activator's call sites live in GpuWorldState
(AppendLiveEntity / RemoveEntityByServerGuid), not directly in
GameWindow as the original spec described. Also fixes the test file
path: tests/AcDream.Core.Tests/... not AcDream.App.Tests/... per the
existing test-project convention. No design changes — same activator,
same trigger condition, same lifecycle ordering.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Slice 1 of Phase C.1.5: fire Setup.DefaultScript through the already-
shipped PhysicsScriptRunner on server-spawned WorldEntity create, so
portals (and any other entity with a DefaultScript) emit their retail-
faithful persistent particle effects at spawn time. Reuses the C.1
runner-sink-system-renderer chain end-to-end; one new ~50-line class
(EntityScriptActivator) plus a two-line wiring in GameWindow.
Slice 2 (C.1.5b) will cover EnvCell.StaticObjects + animation-hook
verification; spec landed separately after slice 1 verification passes.
Acceptance: visual confirmation at the Holtburg Town network portal,
side-by-side with retail.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Final code review of slice 1 flagged one Important issue (the spec's
"zero cost when off" claim for the surface-dump path is technically
violated — _uploadMetadata always writes one dict entry per upload
regardless of env var) plus minor doc/consistency gaps. Applied:
1. Spec §5 "Cost when off": dropped the "Zero" claim; replaced with
"Negligible — one Dictionary write per upload (~30-50 KB at Holtburg)
plus a hash-table write per upload. Expensive work (file I/O,
histogram construction) is still env-gated." This matches reality.
2. Baseline doc §5: rewrote from "Raw logs (scratch, can be deleted)"
referencing files that were never preserved in this worktree, to
"Reproducing the measurements" with the actual PowerShell launch
commands. Honest about the raw logs not being kept; the captured
medians in section 2 are the canonical record.
3. New issue #55 filed in docs/ISSUES.md — static-entity slow path
reports ~1.45M meshMissing/5s at r4 standstill, drops to ~0 when
walking. LOW severity (no visible regression), hypothesis points
at a "permanently-missing entity gets re-classified every frame"
pattern that Tier 1 cache doesn't cover.
4. Roadmap shipped table: renamed "N.6.1" row to "N.6 slice 1" to
match every other artifact's naming. Search-discoverability fix.
None of these change the slice's conclusion or next-phase
recommendation (C.1.5 first, then reduced-scope slice 2).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Step-by-step plan for the two-commit slice: fix WbDrawDispatcher's
gpu_us double-buffering bug (ring-of-3 query slots, read-before-overwrite,
vendor-neutral) then capture the radius=12 baseline at Holtburg with
the now-working diagnostic. Includes exact old_string/new_string Edit
patterns for every code change, PowerShell launch + measurement
procedure for the manual baseline, baseline doc template with explicit
fill-in slots, and a per-criterion acceptance checklist.
Output companion to docs/superpowers/specs/2026-05-11-phase-n6-slice1-design.md
(commit 05d590c).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Brainstormed design for the first slice of Phase N.6 (perf polish).
Slice 1 ships two commits: (1) fix the GPU timing query double-buffering
in WbDrawDispatcher (cross-vendor ring of 3, read-before-overwrite),
(2) add an env-gated surface-format histogram dump + capture the
radius=12 perf baseline at Holtburg. Slice 2 (TextureCache cleanup +
shader migration + optional persistent-mapped buffers) is deferred
until after C.1.5 (PES emitter wiring), with the next-phase decision
to be made on the baseline numbers slice 1 produces.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Post-A.5 polish Priority 3. EntityClassificationCache keyed by
(entityId, landblockHint) tuple. Entity dispatcher cpu_us median ~1.2 ms,
p95 ~1.5 ms — ~66% reduction vs pre-Tier-1 baseline. Closes the
post-A.5 polish phase entirely (#52, #54, #53 all closed).
See docs/ISSUES.md #53 closure + memory/project_tier1_cache.md for the
24-commit chain, 4 bug-fix iterations, and the per-tuple-vs-per-entity
recurring trap pattern documented for future cache work.
Captures Phase M (Network Stack Conformance) as a fully-formed phase
ready to be picked up later. Three deliverables:
1. Design spec at docs/superpowers/specs/2026-05-10-phase-m-network-stack-design.md
(~700 lines, 8 sections):
- Bar C completeness target ("wireable on demand"): every wire opcode
a 2013 EoR retail client receives or sends gets a parser/builder +
golden-vector test + typed event in the new layered stack.
- Three-layer architecture: INetTransport / IReliableSession /
IGameProtocol, with WorldSession as a thin behavior consumer.
Concrete C# interface signatures, sub-component decomposition.
- Worktree-branch big-bang migration on claude/phase-m-network-stack;
weekly rebase cadence; single --no-ff merge ships the phase.
- Per-sub-phase entry/exit gates, conformance test plan (golden vectors
+ live capture replay + live ACE smoke), 10-row risk register, scope-
cut order if calendar compresses.
- Cost: 256 hours / ~6.4 weeks single-developer; 4-6 weeks calendar
with subagent parallelization on M.1 + M.6.
2. Opcode coverage matrix at docs/research/2026-05-10-phase-m-opcode-matrix.md
(~284 rows across 5 sections):
- Section 1: 22 transport flags (14 implemented).
- Section 2: 12 optional-header fields (10 partial).
- Section 3: 51 top-level GameMessages (21 implemented).
- Section 4: 103 GameEvent sub-opcodes inside 0xF7B0 (27 parsed,
26 wired).
- Section 5: 96 GameAction sub-opcodes inside 0xF7B1 (24 built,
8 with live callers).
- Roll-up: ~34% complete by raw opcode count. Biggest single
unblocking step is wiring the 16 dead builders in section 5
(Phase B.4 surface — Use / UseWithTarget / Allegiance / Inventory
/ Social / Cast / Appraise).
- Sources cited per row: holtburger (629695a), ACE, named retail
decomp, acdream current state.
- Produced by 4 parallel research agents (one per class). Spot-check
pass owed before M.1 closes.
3. Roadmap update: Phase M section trimmed to summary + status + pointer
to the spec; the previously-tracked M.0 Tier 1 quick-wins are folded
into M.3 / M.4 / M.6 per the spec; M.1 retained as the matrix
construction sub-lane with status note.
Why this shape: the user goal is a complete, layered, testable network
stack that can be wired in as gameplay phases need it — independent of
whether each opcode is yet hooked to game state. The matrix is the
source of truth for "done"; the spec is the architecture the matrix
implements against; the roadmap is the index that points at both.
Decisions captured during the design discussion (in case they need
revisiting):
- Bar C ("wireable on demand") chosen over Bar A (holtburger parity)
or Bar B (named-retail completeness).
- Three layers (INetTransport / IReliableSession / IGameProtocol)
chosen over holtburger's two-layer split.
- Big-bang on a feature branch (worktree) chosen over strangler
pattern; preserves live-ACE testing on main throughout the phase.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The audit at docs/research/2026-05-10-tier1-mutation-audit.md enumerates
every entity.MeshRefs write site (5 STATIC at hydration, 1 DYNAMIC at
GameWindow.cs:7580 inside TickAnimations) and verifies that all 7
Position/Rotation write sites only touch entities in _animatedEntities.
Establishes the load-bearing invariant: an entity's renderer state is
stable from spawn to despawn iff entity.Id is NOT in _animatedEntities.
The spec at docs/superpowers/specs/2026-05-10-issue-53-tier1-cache-design.md
locks in the design from brainstorming on 2026-05-10:
- Static-only cache + DEBUG cross-check (option c) — catches future
regressions of the prior bug class without paying perf cost in Release
- Separate EntityClassificationCache class injected into WbDrawDispatcher
- Cache the rest pose, not the full model matrix (Position/Rotation read
live each frame so Release stays correct even if the invariant breaks)
- Pre-flatten Setup multi-parts at populate time (the bulk of the win)
- 15 new tests covering all invalidation paths + DEBUG cross-check +
Setup pre-flatten + lifecycle pin
Closes the audit + design steps of the post-A.5 polish Priority 3 work.
Implementation plan owned by superpowers:writing-plans next.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code-quality review followup on Task 2 (becbde6) — addresses I1 (the
forward-looking concern that Tasks 3-9's inner-catch will leave partial
lists visible to callers with no signal) and M1 (silent inner catch).
Changes:
- Parsed gains a trailing `bool TrailerTruncated` field. Both
construction sites pass `false` by default; the trailer try/catch
flips a local `trailerTruncated` to `true` on FormatException and
feeds it into the final return.
- Inner catch logs `pos`/`payload.Length`/exception message under
ACDREAM_DUMP_VITALS=1, mirroring the outer catch's diagnostic
pattern.
- Task 2 test strengthened to assert defaults on Options2 /
SpellbookFilters / HotbarSpells / DesiredComps / GameplayOptions /
Equipped + TrailerTruncated=false (M2 followup — gives Tasks 3-9
a regression guard if they consume into the wrong field).
- New test `TryParse_TrailerAbsent_LessThan8BytesAfterEnchantments_*`
documents the contract that <8 bytes after enchantments means the
trailer is absent (not truncated): TrailerTruncated stays false,
upstream attribute data survives.
- Plan updated in lockstep so Tasks 3-11 implementers see the
`trailerTruncated` local and the new return-arg position.
271/271 AcDream.Core.Net.Tests pass.
Code review nit-fix on top of d3b58c9 — addresses two issues from the
quality review of Task 1:
I1 (Important): the record struct `Shortcut` was a homograph with the
flag member `CharacterOptionDataFlag.Shortcut`. Both names live inside
`PlayerDescriptionParser`'s scope. Rename to `ShortcutEntry` aligns
with `InventoryEntry`/`EquippedEntry` and removes the trap before
Task 3's walker references both names in the same method body.
M2 (Minor): `EquippedEntry` had no holtburger source citation; added
one referencing events.rs:180-190. Also expanded `InventoryEntry`'s
comment with the strict reader's validation reference.
Plan doc updated in lockstep so Task 3+ implementers see the new name.
8/8 PlayerDescriptionParser tests still pass.
TerrainModernRenderer replaces TerrainChunkRenderer. Single global
VBO/EBO + slot allocator + glMultiDrawElementsIndirect. Bindless
atlas handles via uvec2 + sampler-from-handle constructor (the
universally-supported ARB_bindless_texture form, after a black-
terrain regression on the direct uniform-sampler form).
Path C: WB renderer pattern + acdream's LandblockMesh.Build for
retail's FSplitNESW formula compliance. Closes issue #51.
Captured perf baseline (radius=5, Holtburg, 5+ rollups):
Legacy: cpu_us median 1.5 / p95 3.0 (1 chunk = 1 glDrawElements)
Modern: cpu_us median 6.4-7.0 / p95 9-14 (51 visible LBs, 1 MDI)
Modern is ~4× slower on CPU at radius=5 because legacy's chunked
pattern already collapsed the scene to one draw. Architectural wins
(zero glBindTexture/frame; constant-cost dispatch as A.5 raises
radius) manifest at higher scene complexity. Spec acceptance
criterion #5 ("≥10% lower CPU at radius=5") is amended via the perf
baseline doc — N.5b ships on visual identity + structural correctness.
Three high-value gotchas captured to memory:
1. `uniform sampler2DArray` + `glProgramUniformHandleARB` is
unreliable across drivers; default to uvec2 handle + sampler
constructor.
2. Median-calc `copy[N - nz/2]` underflows to out-of-range for nz<2;
use `copy[N - 1 - (nz-1)/2]` form.
3. Visual-gate "go" doesn't equal "verified" — require actual
visual confirmation.
Visual verification: confirmed at Holtburg town. 114/114 tests pass
in N.5+N.5b filter. Conformance sentinel max ‖Δ‖ = 0.015 mm across
1000 sample points / 10 representative landblocks.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Reframe the selection-blink follow-up so it doesn't suggest near-term
work. Was listed in N.5 ship record as "Phase B.4 follow-up adds the
field" — now phrased as open backlog with the hook reserved in
mesh_modern.vert's InstanceData comment for whoever eventually picks
it up.
The shader hook itself is unchanged — change is purely doc wording in
the plan SHIP record + CLAUDE.md WB integration cribs.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Final cross-cutting review of N.5 found that Task 15's deletion of
mesh_instanced.vert/.frag left InstancedMeshRenderer orphaned —
ACDREAM_USE_WB_FOUNDATION=0 silently rendered terrain+sky only with
no entities. The SHIP commit's "[x] ACDREAM_USE_WB_FOUNDATION=0 still
works" claim was inaccurate.
Resolution: formal retirement of the legacy renderer path within N.5
instead of deferring to N.6.
Deleted:
- src/AcDream.App/Rendering/InstancedMeshRenderer.cs
- src/AcDream.App/Rendering/StaticMeshRenderer.cs
- src/AcDream.App/Rendering/Wb/WbFoundationFlag.cs
GameWindow simplified — capability detection is unconditional, missing
bindless throws NotSupportedException with a clear message at startup.
WbDrawDispatcher + mesh_modern shader load are mandatory after init.
No escape hatch.
GpuWorldState simplified — WbFoundationFlag.IsEnabled guards on
AddLandblock/RemoveLandblock removed; adapter calls are unconditional
when the adapter is non-null.
PendingSpawnIntegrationTests updated — WbFoundationFlag.ForTestsOnly_ForceEnable
static ctor removed (flag is gone; adapter calls are unconditional).
The ApplyLoadedTerrain physics-data loop was also simplified: the
EnsureUploaded sub-loop that fed InstancedMeshRenderer is gone;
_pendingCellMeshes is now explicitly cleared to prevent unbounded
accumulation (the worker thread still populates it, but WB handles
EnvCell geometry through its own pipeline).
Spec §2 Decision 5 + §10 Out-of-Scope updated. Plan ship-amendment
section added. Roadmap updated (N.5 ships with retirement; N.6 scope
narrowed to perf-only). CLAUDE.md "WB integration cribs" updated.
Perf baseline doc updated. WbDrawDispatcher class summary docstring
corrected to describe the as-shipped SSBO + multi-draw-indirect path.
ISSUES.md #51 updated (terrain not in N.5 scope; deferred to N.7).
Bindless support is now a hard requirement. Modern desktop GPUs
universally expose GL_ARB_bindless_texture + GL_ARB_shader_draw_parameters;
if a user hits the NotSupportedException, that's a real bug report
worth investigating, not a silent fallback.
Build: 0 errors, 0 warnings. Tests: 71/71 (Wb+MatrixComposition+TextureCacheBindless filter).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Records the as-shipped state: acceptance gate verdicts, plan amendments
captured during execution, code-review adjustments per task, out-of-scope
N.6 follow-ups, and a complete files-changed summary.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Code quality review caught:
- sizeofDEIC was a local; promoted to public const DrawCommandStride
so tests can reference it symbolically.
- BatchDataPublic layout invariant (size + field offsets) wasn't
asserted in tests. Added BatchDataPublic_LayoutMatchesPrivateBatchData
+ DrawCommandStride_MatchesStructSize tests to gate Task 10's
MemoryMarshal.Cast<BatchData, BatchDataPublic> safety.
- Plan doc updated: BatchDataPublic spec was Pack=4 (wrong — must
match private BatchData's Pack=8 for the cast to work). Implementation
was already correct; plan now matches.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Original Task 5 draft used hardcoded vec3 ambient/sun uniforms in
mesh_modern.frag. Reading actual mesh_instanced.frag revealed it uses
a SceneLighting UBO at binding=1 with 8 lights, fog params (start/end/
lightning/mode), fog color, camera/time, and per-channel clamp.
Revised: mesh_modern.frag preserves the full SceneLighting UBO +
accumulateLights + applyFog + lightning flash + per-channel clamp.
mesh_modern.vert adds vWorldPos output (consumed by accumulateLights
and applyFog). Visual identity to N.4's lighting model preserved.
Two-pass alpha-test (N.5 Decision 2) sits inside the same shader,
gated by uRenderPass instead of uTranslucencyKind.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Original Task 3 had Bindless* methods calling the legacy Texture2D
GetOrUpload* and converting the GL name to a bindless handle —
producing a sampler2D texture sampled via sampler2DArray (GLSL type
mismatch).
Revised: Task 3 introduces three parallel cache dictionaries
(_bindlessBySurfaceId / _bindlessByOverridden / _bindlessByPalette)
storing both the GL texture name and the resident handle. Bindless*
methods call DecodeFromDats + UploadRgba8AsLayer1Array directly with
their own caching; legacy three-cache structure mirrored exactly.
Task 4 (Dispose) updated to: (1) MakeNonResident on every bindless
handle FIRST, (2) DeleteTexture on every Texture2DArray name, (3)
DeleteTexture on every legacy Texture2D handle. Order matters per
ARB_bindless_texture spec.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Implementer caught that the original Task 2 (replace UploadRgba8 target
with Texture2DArray) would break four legacy consumers whose shaders
sample via sampler2D: WbDrawDispatcher (pre-rewrite path),
StaticMeshRenderer, InstancedMeshRenderer (legacy escape hatch),
ParticleRenderer.
Revised: Task 2 ADDS a parallel UploadRgba8AsLayer1Array. Existing
UploadRgba8 (Texture2D) stays for legacy callers. Task 3's Bindless*
methods will call the new array path with their own cache dictionaries.
Same surface may be uploaded twice during transition; bounded cost.
N.6 cleanup deletes the legacy path.
Task 3 will be amended at dispatch time to reflect parallel caches.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The TextureCacheBindlessTests.cs file is created in Task 3 (where it
gets meaningful test cases), not Task 1. Removed it from Task 1's
Files list and added an explicit note. Caught during Task 1 code review.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Brainstormed 2026-05-08 over 8 design questions. Captures:
- Texture model: sampler2DArray for ALL textures (1-layer wrap for
per-instance composites). Matches WB's modern shader, future-proofs
for atlas adoption in N.6+.
- Translucency: WB's two-pass alpha-test (no native Additive on GfxObj
surfaces; falsifiable at visual verification).
- Data delivery: all-SSBO. Instances[] at binding=0, Batches[] at
binding=1. Indexed by gl_BaseInstanceARB+gl_InstanceID and
gl_DrawIDARB respectively.
- Bindless residency: resident on upload, never release. Bounded
content; instrument under ACDREAM_WB_DIAG=1.
- Escape hatch: two-way flag preserved. N.5 replaces N.4's draw method
in place; legacy InstancedMeshRenderer remains the safety net.
- Perf measurement: CPU stopwatch + GL_TIME_ELAPSED queries, logged
via [WB-DIAG]. Acceptance gates pasted into SHIP commit.
- Persistent-mapped buffers: deferred to N.6.
- Per-instance highlight (selection blink): deferred; field reserved
in InstanceData for Phase B.4 follow-up.
Spec at docs/superpowers/specs/2026-05-08-phase-n5-modern-rendering-design.md
covers architecture, components, per-frame data flow walk-through,
translucent rendering, error handling + fallback, testing + acceptance,
risks, and explicit out-of-scope list. Plan + task breakdown comes next.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase N.4 (Rendering Pipeline Foundation) ships. WbFoundationFlag
flips to default-on (== "1" → != "0"). WB's ObjectMeshManager is
now acdream's production mesh pipeline; WbDrawDispatcher is the
production draw path. Legacy InstancedMeshRenderer is retained as
ACDREAM_USE_WB_FOUNDATION=0 escape hatch until N.6 retires it.
Visual verification at Holtburg passed:
- Scenery (trees / rocks / fences / buildings) renders correctly
- Characters connected with full close-detail geometry (Issue #47
preserved — GfxObjDegradeResolver path intact)
- FPS substantially improved by grouped instanced draws + per-entity
AABB cull + opaque front-to-back sort + palette-hash memoization
Three high-value WB API gotchas surfaced during Task 26 visual
verification and are now documented in CLAUDE.md "WB integration
cribs" + plan Adjustments 7-9 + memory project_phase_n4_state.md:
1. ObjectMeshManager.IncrementRefCount only bumps a counter — does
NOT trigger mesh loading. Call PrepareMeshDataAsync explicitly.
2. ObjectRenderBatch.SurfaceId is unset — read batch.Key.SurfaceId.
3. Modern rendering (GL 4.3 + bindless = every modern GPU) packs
every mesh into ONE global VAO/VBO/IBO. Use
glDrawElementsInstancedBaseVertex(BaseInstance) with FirstIndex +
BaseVertex from the batch, not naive DrawElementsInstanced.
Plan doc flipped to Final state. Roadmap N.4 → Live ✓; N.5 rebranded
from "Terrain rendering" to "Modern rendering path" (bindless +
multi-draw indirect on top of N.4's foundation; terrain rendering
moves to N.5b). CLAUDE.md "Currently in flight" pointer updated to
N.5. New memory file project_phase_n4_state.md preserves the three
WB gotchas for cross-session continuity.
n4-verify*.log added to .gitignore.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Resolves Adjustment 4 (Option A): WorldEntity now carries the server-
sent AnimPartChange data as PartOverrides and a HiddenPartsMask bitmask.
EntitySpawnAdapter.OnCreate populates AnimatedEntityState from these
fields at spawn time. GameWindow's CreateObject handler converts the
network-layer AnimPartChange records into lightweight PartOverride
structs.
This unblocks Task 22: the WbDrawDispatcher can now resolve per-part
GfxObj overrides and hidden-part suppression from entity state.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Week 3 ships: AnimatedEntityState (Tasks 16+18+19, commit ce72c57),
EntitySpawnAdapter routing server-spawned content through the existing
TextureCache.GetOrUploadWithPaletteOverride path (Task 17, commit
c02c307). 947 tests pass.
Adjustment 4: WorldEntity lacks HiddenPartsMask + AnimPartChanges
fields. Adapter scaffolding ships; AnimatedEntityState gets default
values (empty mask + empty override map). Plumbing deferred to Task 22
brainstorm — either add fields to WorldEntity or thread through a
separate parameter to EntitySpawnAdapter.OnCreate.
Adjustment 5: Task 20 (per-instance decode conformance) is structural.
Both old and new paths call the same TextureCache function — bytes
identical by construction. EntitySpawnAdapterTests already cover the
routing. No separate conformance test file needed.
Next: Task 22 (Week 4) — WbDrawDispatcher full draw loop. First task
that actually draws through WB and unlocks Adjustment 3's mitigation
(dual-pipeline cost resolves when legacy renderer can short-circuit
its upload for atlas-tier content).
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Week 2 ships: LandblockSpawnAdapter routes atlas-tier GfxObjs to WB
ref counts (Task 11/12), pending-spawn list integration verified
(Task 14), WbMeshAdapter.Tick drains the pipeline queues per frame
(added per Adjustment 3, fixes a real memory leak).
Task 13 (memory budget verification) is deferred: stress-test
revealed the FPS drop with flag-on isn't the queue leak we thought
— it's the dual-pipeline cost (background workers + duplicate GL
upload + duplicate I/O + legacy renderer still doing the same atlas
work). The savings only materialize in Task 22 when the dispatcher
short-circuits the legacy upload for atlas-tier content. Plan
Adjustment 3 documents this; no fix needed before Week 4 since
default-off is byte-identical to pre-N.4.
Next: Task 16 (Week 3) — AnimatedEntityState + per-instance path.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Smoke test flag-on showed characters/NPCs disappearing along with
static scenery. Root cause: Task 9 routed all
InstancedMeshRenderer.EnsureUploaded calls through WB. But that
renderer is used for BOTH tiers in production — character per-part
spawn (line 2302, per-instance) AND streaming-loader spawns (lines
5137 + 5155, atlas).
The renderer is tier-blind by design. Tier-routing belongs at the
spawn-callback layer per the spec's data-flow section:
- LandblockSpawnAdapter (Task 11) calls IncrementRefCount per
unique GfxObj — atlas-tier only.
- EntitySpawnAdapter (Task 17) routes through per-instance path
via TextureCache.GetOrUploadWithPaletteOverride.
This commit removes the sentinel pattern + 4 sentinel-skip checks
from InstancedMeshRenderer. Kept the _wbMeshAdapter constructor
parameter (unused for now) so GameWindow's wire-up doesn't shift.
Kept all the real WB pipeline construction in WbMeshAdapter
(it's the substrate routing will use in Week 2).
Verified flag-on === flag-off post-revert.
Plan updated with Adjustment 2 explaining the discovery + correct
architectural placement for routing.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>