Two parallel research agents converged on this bug. acdream's
ValidateTransition was setting OnWalkable based on `Normal.Z >= LandingZ`
(0.087, ~85° permissive) instead of `Normal.Z >= FloorZ` (0.664, ~49°
strict). Effect: a 60° roof slope (normal.Z = 0.5) was being marked
OnWalkable, letting the player walk freely up surfaces retail blocks.
Per retail PhysicsObj::is_valid_walkable
(acclient_2013_pseudo_c.txt:277180-277193) and ACE
PhysicsObj.cs:2861, the canonical "walkable" predicate is FloorZ.
LandingZ is the more permissive threshold used only in airborne→ground
transitions (Path 6 Collide handler) where we want to accept a brief
landing before the next frame's strict FloorZ check rejects the surface
and CliffSlide kicks in.
Three sites fixed:
1. Step-down branch's `zVal` initial value (was unconditional LandingZ;
now `oi.GetWalkableZ()` returns FloorZ when OnWalkable, LandingZ
otherwise — matches retail's transitional_insert step-down OK
branch at acclient_2013_pseudo_c.txt:273258-273265).
2. ValidateTransition's live-contact OnWalkable test (LandingZ → FloorZ).
3. ValidateTransition's LastKnown-fallback OnWalkable test (LandingZ →
FloorZ).
After this commit:
- Walking horizontally INTO a 60° slope: step-up's WalkableAllowance
is FloorZ (when OnWalkable), find_walkable rejects the slope's
polygon, step-up fails, StepUpSlide. Player blocked from climbing.
- Jumping ONTO a 60° roof: Path 6 still uses LandingZ (correct, we
want to land), so the player lands. Next frame: ValidateTransition
sees Normal.Z=0.5 < FloorZ → OnWalkable cleared. Player is Contact
but not OnWalkable. Currently this leaves them STUCK on the roof
(no CliffSlide yet to push them off). That's still better than
walking up the roof.
Full slide-off-roof + edge-slide-along-balcony behaviors require
porting CliffSlide + PrecipiceSlide + adding Walkable polygon
reference — that's Phase L.4 (~12-20h, sketched out by both research
agents). This commit unblocks the worst of the steep-walk-up behavior
while the bigger port is being designed.
Test count 825/825 still pass. Build clean.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Live-test bug: player getting "super stuck" near walls without touching
them. Diagnostic showed 0 step-up calls, so the issue wasn't in DoStepUp.
Root cause: my subagent's L.2.1 commit added a Placement validation
inside DoStepDown to prevent step-up-through-walls. That check is right
for DoStepUp's call (the original use case). But DoStepDown is ALSO
called from TransitionalInsert's contact-recovery branch when the per-
sub-step contact plane is briefly lost (e.g., right after a wall-slide
nudges the sphere slightly upward).
For that "maintain contact during normal movement" use, the Placement
check is over-strict. Wall-slide can leave the sphere with sub-EPSILON
overlap of the wall's BSP solid; SphereIntersectsSolid returns Collided
inside Placement; DoStepDown returns false; my L.2.3e then escalates
that to TransitionState.Collided in the outer loop; ValidateTransition
reverts the position to CurPos every frame. Result: player stuck near
the wall without ever touching it.
Fix: add a `bool runPlacement = true` parameter to DoStepDown.
- DoStepUp passes the default (Placement runs — protects step-up).
- TransitionalInsert's contact-recovery branch passes false (Placement
skipped — accepts whatever walkable surface is found within reach).
This preserves L.2.3e's edge-block (genuine edges return Collided
because no walkable is found, not because Placement rejected) while
unbreaking normal-walking-near-walls.
ACE Transition.cs:731-741 runs Placement unconditionally, but ACE's
pre-step-down state machine is cleaner — acdream's residual wall-slide
artifacts make Placement misfire here.
Test count 825/825 still pass. Build clean.
Live verification needed: walk near a wall, should no longer get stuck.
Walk off a tall (>1.5m) balcony, should still edge-block.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Enhances the ACDREAM_DUMP_STEPUP=1 diagnostic so we can characterize
the steep-roof bug. The original log only showed the input collision
normal of the polygon that triggered step-up; it didn't show what
polygon the step-up actually LANDED on (which can differ — step-up
scans for any walkable polygon within StepUpHeight reach, so it might
ascend onto a flatter surface higher up than the polygon hit).
New log lines:
stepup: enter normal=(...) → WALKABLE/STEEP, OnWalkable=..., StepUpHeight=...
stepup: SUCCESS — landed on plane normal=(...) → WALKABLE/STEEP, new CheckPos=...
stepup: FAILED — sliding back along normal
When user climbs the offending steep roof, the SUCCESS line will tell
us whether the landing polygon is steeper than FloorZ=0.66 (then we
have a threshold bug) or whether step-up scanned past the steep slope
to land on a flatter polygon (then the StepUpHeight reach is too
permissive).
Also logs CurPos and final CheckPos so we can correlate to in-world
location.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three follow-up fixes from live testing of the L.2.3 step-height pass.
L.2.3d — StepUpSlide actually applies the slide
Previously SpherePath.StepUpSlide only set ci.SlidingNormal as a flag and
returned Slid; the CURRENT step's CheckPos was never adjusted, so the
sphere stopped dead at the wall. ValidateTransition's "default to UnitZ"
branch then propagated UnitZ into SlidingNormal, overwriting the wall
normal entirely. Net effect: stop-at-wall, no horizontal slide.
ACE's StepUpSlide (SpherePath.cs:309-317) calls Sphere.SlideSphere which
computes the actual slide offset against the contact-plane / wall-normal
crease and applies it to CheckPos. acdream already had the same logic in
Transition.SlideSphere as a private helper. Exposed as internal
SlideSphereInternal; routed StepUpSlide through it.
L.2.3e — step-down failure returns Collided (always-on edge block)
When walking forward off a balcony / cliff, the step-down probe in
TransitionalInsert searches stepDownHeight below CheckPos for a
walkable surface. On failure the previous code returned OK, which
ValidateTransition accepted — the player walked off the edge anyway,
with `RestoreCheckPos` reverting only to the position right after the
outer step's offset (still post-edge).
Per ACE Transition.cs:268-320 (EdgeSlide), retail's always-on default
for OnWalkable + !EdgeSlide-flag movers is to reject the move. Returning
Collided here makes ValidateTransition revert CheckPos to CurPos
(pre-step), giving the retail-faithful "stop at edge" behavior — both
on terrain cliffs and on building/balcony edges.
L.2.3f — diagnostic instrumentation for steep-roof investigation
GameWindow logs the player's actual StepUpHeight + StepDownHeight at
world-entry (along with the raw Setup.* values for comparison) so we
can confirm whether the dat-derived value matches retail's spec
(~0.4m) or is overriding to something larger.
Transition.DoStepUp logs the polygon's collision-normal Z (gated on
ACDREAM_DUMP_STEPUP=1 to keep cold-path noise low) so we can tell
whether step-up is being triggered against truly-walkable polygons
(Z >= FloorZ ≈ 0.66) or whether something steeper is sneaking through.
Tests: 825/825 still pass. The L.2 conformance fixtures cover the slide
path; D1 + D2 regression tests still pass with the StepUpSlide port.
Live verification needed for:
- #2 Wall slide: running close to a wall should slide along it.
- #4 Edge block: running off a balcony should stop at the edge.
- #3 Steep roof: launch with ACDREAM_DUMP_STEPUP=1 and report the
"stepup: normal=..." log lines when climbing the offending roof.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
The "stuck in falling animation against walls" live-test bug (intermittent,
hard to recover from). Two compounding issues, fixed at both layers.
(1) DoStepUp cleared CollisionInfo.ContactPlaneValid unconditionally at
the start of step-up. On step-up FAILURE, RestoreCheckPos restored
the position but the contact plane stayed cleared. Added a save/
restore around the clear so a failed step-up returns the mover to
its pre-attempt grounded state.
(2) ValidateTransition propagated the current frame's invalid contact
state into LastKnownContactPlane via:
ci.LastKnownContactPlaneValid = ci.ContactPlaneValid
This destroyed the prior frame's ground memory whenever the current
contact was momentarily lost (StepUpSlide clears ContactPlane).
Changed to: only OVERWRITE LastKnown when current is valid.
(3) The same ValidateTransition then set
oi.State &= ~(Contact | OnWalkable)
when ContactPlaneValid was false, even if LastKnown was still
valid. Added an "else if (LastKnownContactPlaneValid)" branch that
sets Contact + OnWalkable from LastKnown so the animation system
sees the mover as grounded.
Combined effect: walking into a too-tall wall now consistently slides
along the wall without ever flickering to the falling animation. The
mover's grounded state survives transient ContactPlane invalidation
during the step-up retry cycle.
Retail's `transitional_insert` has different upstream invariants that
keep ContactPlane valid more often, so retail doesn't need the
acdream-specific LastKnown fallback path. ACE has the same pattern as
retail; acdream's per-frame Resolve architecture exposes the gap that
this fix closes.
Tests:
- New D1 regression test: grounded mover into too-tall wall — must
end frame with grounded state preserved.
- New D2 regression test: same scenario — execution time bounded
(<100ms) to catch any future recursion issues.
Files:
- TransitionTypes.cs DoStepUp: save+restore ContactPlane around step-up
- TransitionTypes.cs ValidateTransition: preserve LastKnown + grounded
state from last-known when current is invalid
- BSPStepUpTests.cs: D1, D2 regression tests
Test count 825 → 825 (D1+D2 added in L.2.3 patch series). Build clean.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Path 5 (Contact mover hits BSP polygon) calls DoStepUp → DoStepDown →
TransitionalInsert(5) → FindObjCollisions → which can hit the same wall
again → Path 5 fires AGAIN → recursive DoStepUp.
Bounded by the inner numAttempts=5 budget, but with significant per-step
churn — every recursion clears and re-establishes the contact plane,
finishing in an inconsistent state when the ranges decay. Also produced
gratuitous slowdown against tall walls.
Retail (acclient_2013_pseudo_c.txt:272954) gates step_sphere_up on
`if (sp.step_up == 0 && sp.step_down == 0)`. acdream's port was
missing this guard. Mid-recursion we now fall back to the wall-slide
response that already exists for the no-engine path.
Files:
- BSPQuery.cs Path 5 (foot sphere): added `&& !path.StepUp && !path.StepDown`
- BSPQuery.cs Path 5 (head sphere): same guard
Live-test bug: walking into building walls intermittently locked the
player in falling animation, hard to recover. After the guard, the
single-shot wall-slide produces clean blocking + horizontal slide.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Port CTransition::step_up (Path 5) and SPHEREPATH::set_collide (Path 6)
from the retail decomp, turning wall-slides into proper step-up climbs
and airborne-to-roof landings.
Path 5 (grounded mover hits polygon):
- StepSphereUp calls DoStepUp which runs DoStepDown with StepUp=true
- DoStepDown now includes the retail Placement validation step
(ACE Transition.cs:731-741) — sphere must not be inside solid geometry
after finding a contact plane; this correctly blocks the tall-wall case
- FindObjCollisions now allocates a local ShadowEntry list per call to
prevent "collection modified" exceptions when DoStepUp recurses back
through TransitionalInsert → FindObjCollisions
- BSPQuery.FindCollisions passes engine through to StepSphereUp
Path 6 (airborne mover hits polygon):
- SpherePath.SetCollide: saves backup pos, records StepUpNormal, sets
WalkInterp=1 — then returns Adjusted so TransitionalInsert retries
- SpherePath.StepUpSlide: clears ContactPlane, sets SlidingNormal for
the tall-wall fallback
- TransitionalInsert Collide branch: re-tests as Placement when
ContactPlaneValid; on failure restores backup and returns Collided
Test fixes (BSPStepUpTests.cs + BSPStepUpFixtures.cs):
- Tests use foot-position convention (CurPos = foot, sphere center =
CurPos + (0,0,r)); from/to corrected from sphere-center to foot coords
- MakeTestEngine terrainZ param: 0f for grounded tests (keeps Contact
state between sub-steps), -50f for airborne/roof tests
- to.X adjusted so sub-steps land sphere inside (not exactly touching)
the wall, avoiding the EPSILON-shrink false-negative edge case
- All 12 BSPStepUp tests now GREEN; full suite 823/823
Retail refs:
CTransition::step_up — acclient_2013_pseudo_c.txt:273099 / ACE:746
CTransition::step_down — acclient_2013_pseudo_c.txt:273069 / ACE:710
SPHEREPATH::set_collide — acclient_2013_pseudo_c.txt:321594 / ACE:279
CTransition::transitional_insert Collide — pseudo_c:273193 / ACE:891
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds two files under tests/:
BSPStepUpFixtures.cs — synthetic PhysicsBSPNode trees for four canonical
collision shapes: low step (25 cm), too-tall wall (5 m), flat roof (3 m),
and steep slope (60deg). Pre-builds ResolvedPolygon dicts with correct
polygon_hits_sphere_precise winding (CCW relative to outward normal).
BSPStepUpTests.cs — 11 conformance tests:
A1-A6: baselines that pass before and after implementation (no-hit, geometry
fixture sanity checks).
B1-B3: Phase L.2.1 targets, currently RED (Path 5 wall-slides).
C1-C3: Phase L.2.2 targets, currently RED (Path 6 wall-slides).
Retail refs in test docstrings:
BSPTREE::find_collisions Path 5 acclient_2013_pseudo_c.txt:323849 /
ACE BSPTree.cs:192-196.
CTransition::step_up acclient_2013_pseudo_c.txt:273099-273133 /
ACE Transition.cs:746-777.
SPHEREPATH::set_collide acclient_2013_pseudo_c.txt:321594-321607 /
ACE SpherePath.cs:279-286.
CTransition::transitional_insert Collide branch
acclient_2013_pseudo_c.txt:273193-273239 / ACE Transition.cs:891-930.
Also adds PhysicsDataCache.RegisterGfxObjForTest() for test-only GfxObjPhysics
injection without real DAT content.
Test delta: 811 -> 823 (+12). 6 passing (A1-A6 + B2), 5 intentionally failing.
Pre-flight: object-translation plane D is in object-local space. Bug is dormant
for outdoor movement where terrain sets the world-space ContactPlane. Tagged TODO.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The retail-faithful exemption block at the top of
CPhysicsObj::FindObjCollisions
(acclient_2013_pseudo_c.txt:276782-276839,276971), ported line-for-
line as a small static helper.
Behaviour now matches retail:
- Two non-PK players walk through each other.
- Two PK players collide.
- Two PKLite players collide.
- Mismatched PK status (PK vs non-PK, PK vs PKLite) — exempt.
- Impenetrable target ("Free" PK status) — always collides.
- Player vs creature/NPC — always collides (this is what closes the
user-facing complaint that walking into a Holtburg vendor was
walking through them).
- Mover with IGNORE_CREATURES — walks through creature targets.
- Viewer (camera ray) — walks through creatures.
- Target with ETHEREAL+IGNORE_COLLISIONS — universally exempt.
CollisionExemption.ShouldSkip(targetState, targetFlags, moverState)
- new file src/AcDream.Core/Physics/CollisionExemption.cs.
- 13-test matrix covering every documented case
(CollisionExemptionTests.cs).
- Static + pure → cheap to call from the hot path.
Wiring:
- TransitionTypes.FindObjCollisions: after broadphase distance
reject, call ShouldSkip on the obj and ObjectInfo.State; on true,
`continue`. Static landblock entries (State=0, Flags=None) fall
through cheaply — no behavior change for static collision.
- PhysicsEngine.ResolveWithTransition: new optional moverFlags
parameter (default None for back-compat). PlayerMovementController
passes ObjectInfoState.IsPlayer; remote dead-reckoning leaves it
None (matches non-player movers, no PvP exemption applies).
- PK/PKLite/Impenetrable bits for the LOCAL player are not yet
sourced from PlayerDescription's PlayerKillerStatus property —
that's a follow-up. Default "non-PK player" matches ACE's
character-creation default and the user's +Acdream test
character.
Cross-checked against ACE PhysicsObj.cs:381-405 (line-for-line C# port
of the same retail block). Only intentional divergence: ACE adds
state.HasFlag(IsImpenetrable) (mover-impenetrable) to the collide list;
retail's pseudo-C only checks the target — acdream follows retail.
dotnet build green, dotnet test 1467 passing (+13 new). Live test:
+Acdream walking into Holtburg vendors now stops at their cylinder;
walking through small plants still passes (Commit B's phantom skip).
Closes the live-entity collision arc: A (plumbing) + B (registration)
+ C (exemption).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Plumbing-only foundation for the upcoming live-entity (NPC / monster
/ player) collision port. No behavior change — the new fields default
to zero/None so the 5 existing static-entity Register call sites in
GameWindow.cs are untouched.
Wire layer:
- CreateObject parser now surfaces PhysicsState (acclient.h:2815 —
ETHEREAL_PS=0x4, IGNORE_COLLISIONS_PS=0x10, HAS_PHYSICS_BSP_PS=0x10000,
...) which the parser previously dropped at line ~337 with a bare
`pos += 4`.
- CreateObject parser now surfaces ObjectDescriptionFlags (the retail
PWD._bitfield trailer per acclient.h:6431-6463), where
acclient_2013_pseudo_c.txt:406898-406918 ACCWeenieObject::IsPK /
IsPKLite / IsImpenetrable read bits 5 / 25 / 21 directly. Previously
read-and-discarded.
- WorldSession.EntitySpawn carries both new fields through to subscribers.
Physics layer:
- New `EntityCollisionFlags` enum (IsPlayer / IsCreature / IsPK /
IsPKLite / IsImpenetrable) + `FromPwdBitfield` helper. Bit
positions verified against retail's SetPlayerKillerStatus (
acclient_2013_pseudo_c.txt:441868-441890) which maps
PKStatusEnum→bitfield exactly: PK=0x4→bit5, PKLite=0x40→bit25,
Free=0x20→bit21.
- `ShadowEntry` extended with `State` (raw PhysicsState bits) +
`Flags` (decoded EntityCollisionFlags). Backward-compatible — all
five existing landblock-entity Register call sites omit them.
- `ShadowObjectRegistry.UpdatePosition(entityId, pos, rot, ...)` —
fast-path for the 5–10 Hz UpdatePosition (0xF748) stream the server
emits per visible entity. Reuses the entry's existing shape +
state + flags. Mirrors retail's CPhysicsObj::SetPosition
(acclient_2013_pseudo_c.txt:284276) which keeps the same shape and
re-registers cell membership.
- `ObjectInfoState` adds `IsPK = 0x800` and `IsPKLite = 0x1000`
matching retail's OBJECTINFO::state bits (acclient.h:6190-6194).
Used by Commit C's PvP exemption gate.
Tests:
- `EntityCollisionFlagsTests` — 7 tests covering empty / each bit
alone / PK+player combo / unrelated-bit ignore.
- `ShadowObjectRegistryTests` — 5 new tests: UpdatePosition moves
entry to new cell, preserves State/Flags, unregistered no-op,
Register stores State/Flags, defaults are zero/None.
- `CreateObjectTests` — 3 new tests verifying PhysicsState + PWD
bitfield (with PK / PKLite bit cases) parse and surface.
1454 → 1454 + 15 = covered by suite. dotnet build + dotnet test
green.
Foundation for Commit B (live-entity registration) and Commit C
(PvP exemption block in FindObjCollisions).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User report: trees that exist in retail are missing in ACdream.
SceneryGenerator had an extra heuristic filter at lines 169-180
that rejected scenery whose cell-origin vertex was a road vertex,
on top of the proper retail post-displacement road check
(FUN_00530d30 port via IsOnRoad). The comment admitted it
wasn't in the retail decomp -- it was added to widen road
margins visually. Side effect: any cell whose SW corner
happened to touch a road vertex had ALL of its scenery
dropped, even when the displaced position was well clear of
the road ribbon.
Removing the extra guard. The retail FUN_00530d30 ribbon test
already handles road exclusion correctly; the heuristic was
strictly subtractive and silently dropped trees the retail
client renders.
Tests stay 1439 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
21 commits porting retail's MoveToManager-equivalent client-side
behavior for server-controlled creature locomotion and combat
engagement. Shipped as MVP after live visual verification across
multiple iteration rounds with the user.
Highlights:
- 186a584 — initial Phase L.1c port: extracts Origin / target guid /
MovementParameters block from MoveTo packets (movementType 6/7),
adds RemoteMoveToDriver per-tick body-orientation steering with
±20° aux-turn-equivalent snap tolerance.
- d247aef — corrected arrival predicate semantics + 1.5 s
stale-destination timeout for entities leaving the streaming view.
- f794832 — root-caused "creature won't stop to attack" via two
research subagents converging on retail
CMotionInterp::move_to_interpreted_state's unconditional
forward_command bulk-copy. Lifted ServerMoveToActive flag clearing
+ InterpretedState bulk-copy out of substate-only branch so
Action-class swing UMs (mt=0 ForwardCommand=AttackHigh1) clear
stale MoveTo state and zero forward velocity.
- ff6d3d0 — RemoteMoveToDriver.ClampApproachVelocity caps horizontal
velocity at the final-approach tick so body lands EXACTLY at
DistanceToObject instead of overshooting through the player.
- 37de771 — bulk-copy ForwardCommand for MoveTo packets too (closed
the regression where MoveTo creatures stayed at default
ForwardCommand=Ready in InterpretedState and only translated via
UpdatePosition snaps).
- 34d7f4d + e71ed73 — AnimationSequencer.HasCycle query +
fallback chain (requested → WalkForward → Ready → no-op) at BOTH
the OnLiveMotionUpdated path AND the spawn handler. Prevents
ClearCyclicTail from wiping the body's cyclic tail when ACE
CreateObject carries CurrentMotionState.ForwardCommand pointing
to an Action-class motion (e.g. AttackHigh1 from a mid-swing
creature) which has no cyclic-table entry — was the "torso on
the ground" symptom for monsters seen in combat by a fresh
observer.
Cross-references: docs/research/named-retail/acclient_2013_pseudo_c.txt
(MoveToManager 0x00529680 + 0x0052a240 + 0x00529d80,
CMotionInterp::move_to_interpreted_state 0x00528xxx,
MovementParameters::UnPackNet 0x0052ac50), references/ACE/Source/
ACE.Server/Physics/Animation/MoveToManager.cs (port aid),
references/holtburger/ (cross-check on snapshot-only client
behavior), docs/research/2026-04-28-remote-moveto-pseudocode.md
(the Phase L.1c pseudocode doc).
Tests: 1404 → 1422 (parser type-7 path retention, type-6 target
guid retention, driver arrival semantics, retail-faithful
chase/flee branches, approach-velocity clamp scenarios,
HasCycle present/missing, AttackHigh1 wire layout).
Pending follow-ups (filed for future): target-guid live resolution
for type 6 packets (residual chase lag), StickToObject sticky-target
guid trailing field, full MoveToManager state machine port
(CheckProgressMade stall detector, Sticky/StickTo, use_final_heading,
pending_actions queue).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User-observed regression on commit 37de771: monsters in combat with
another client appear as "just a torso on the ground" until they
move. User correctly identified this as a regression I introduced.
Cause traced to the SEQUENCER side, not the InterpretedState side.
AnimationSequencer.SetCycle (AnimationSequencer.cs:392-396)
unconditionally calls ClearCyclicTail() BEFORE looking up the
requested cycle in the MotionTable. If the cycle is missing
(_mtable.Cycles.TryGetValue returns false), the body is left without
ANY cyclic tail at all — and every part snaps to its setup-default
offset on the next Advance(). Most creatures' setup-defaults put
all limbs at the torso origin, so the visual collapses to "just a
torso on the ground" until a different (working) cycle arrives.
This is specifically a regression from commit 186a584 (Phase L.1c
port). Pre-fix, MoveTo packets fell through to fullMotion=Ready
(every MotionTable contains a Ready cycle). Post-fix, MoveTo packets
seed fullMotion=RunForward via PlanMoveToStart. Some combat-stance
creatures (e.g. monsters in HandCombat 0x003C) have no
(combat, RunForward) cycle in their MotionTable — they're meant to
walk in combat, with retail's apply_run_to_command upgrading
WalkForward → RunForward at the velocity layer rather than the
animation-cycle layer.
Fix: add `AnimationSequencer.HasCycle(style, motion)` query and gate
the SetCycle call site in GameWindow.OnLiveMotionUpdated behind it.
Fall back chain: requested motion → WalkForward → Ready →
no-op-don't-clear. The InterpretedState.ForwardCommand bulk-copy
(commit 37de771) is unchanged — body still gets RunForward velocity
even when the visible animation falls back to WalkForward or Ready.
Tests: 1420 → 1422.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User-observed residual after f794832: creature stops to attack but
still runs slightly through the player before stopping.
Cause: at 4 m/s body velocity (RunAnimSpeed × ~1.0 speedMod) and a
60 fps tick (~16 ms), the body advances ~6.4 cm per tick. When dist
falls just below the 0.6 m DistanceToObject arrival threshold, the
arrival predicate fires and zeroes velocity — but the body has
already advanced one full tick INTO the threshold zone. That last
tick is the "running through" the user sees, especially when
combined with a player visual radius of ~0.5 m.
Fix: cap horizontal velocity in the steering branch so the body lands
EXACTLY at the arrival threshold instead of overshooting it. Pure
function in RemoteMoveToDriver (ClampApproachVelocity) so it's
testable; called from GameWindow.cs after apply_current_movement
sets RunForward velocity from the active cycle.
The clamp is a strict scale-down of the X/Y components; Z is left
to gravity / terrain handling. No-op for the flee branch — fleeing
has no overshoot risk by definition.
Tests: 1416 → 1420. Four new clamp scenarios: exact-landing (FP
tolerance), would-overshoot scale-down, already-at-threshold zeroing,
flee no-op.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User-observed regression on commit d247aef: creature reaches melee
range and "just runs" instead of stopping to attack. Two independent
research subagents converged on the same root cause.
When ACE broadcasts a melee swing, it sends an mt=0 UpdateMotion with
ForwardCommand=AttackHigh1 (Action class, 0x10000062), motion_flags
=StickToObject, and a trailing 4-byte sticky-target guid — there is
NO preceding cmd=Ready. The swing UM IS the stop signal.
Retail's CMotionInterp::move_to_interpreted_state
(acclient_2013_pseudo_c.txt:305936-305992) bulk-copies forward_command
from the wire into InterpretedState UNCONDITIONALLY, regardless of
motion class. With forward_command=AttackHigh1, get_state_velocity
(:305172-305180) returns velocity.Y=0 because its gate is
RunForward||WalkForward — body stops moving forward. The animation
overlay (the swing) is appended on top of whatever cyclic tail is
active.
Acdream's overlay branch in GameWindow.OnLiveMotionUpdated routed
Action-class commands through PlayAction (animation overlay only) and
SKIPPED:
- ServerMoveToActive flag update — stale RunForward MoveTo state
persisted, the per-tick driver kept steering toward the prior
Origin and calling apply_current_movement.
- InterpretedState.ForwardCommand bulk-copy — even if the flag had
been cleared, the body's InterpretedState.ForwardCommand stayed
at RunForward from the prior MoveTo cycle, so
apply_current_movement kept producing forward velocity.
- MoveToPath capture — staleness-timeout band-aid masked this.
Fix: lift the _remoteDeadReckon state-update block out of the
substate-only `else` branch so it runs for both overlay and substate
paths. For non-MoveTo packets, write fullMotion + speedMod directly to
InterpretedState.ForwardCommand/ForwardSpeed (bypassing
ApplyMotionToInterpretedState, which is a heuristic helper that
silently no-ops for Action class — see MotionInterpreter.cs:941-970).
This matches retail's copy_movement_from
(acclient_2013_pseudo_c.txt:293301-293311) bulk-copy semantics.
Also corrected RemoteMoveToDriver arrival predicate to retail-faithful:
chase = dist <= DistanceToObject; flee = dist >= MinDistance. The
prior max(MinDistance, DistanceToObject) defensive port happened to
compute the right value for ACE's wire defaults but had wrong
semantics (would have failed for any retail config with MinDistance >
DistanceToObject).
Tests: 1414 → 1416. New parser test for the AttackHigh1 wire layout;
new driver tests for retail-faithful chase/flee arrival.
Defers: target-guid live resolution for type 6 packets (chase-lag
mitigation, symptom #3), StickToObject sticky-target guid trailing
field, full MoveToManager port (CheckProgressMade, pending_actions
queue, Sticky/StickTo, use_final_heading).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User-observed regressions on commit 186a584:
1. "Monster keeps running in different directions when it should be
attacking" — chase oscillates around the player at melee range
instead of stopping. Root cause: arrival check used MinDistance
only (retail's algorithm), but ACE puts the melee threshold in
DistanceToObject (default 0.6) and leaves MinDistance at 0. So
our check was never satisfied; body kept re-targeting around the
player as each MoveTo refresh moved the destination.
Fix: arrival = dist <= max(MinDistance, DistanceToObject) + epsilon.
Honors retail when retail sets MinDistance > 0; falls through to
ACE's DistanceToObject when MinDistance is 0. Confirmed by
independent research (named retail decomp, ACE wire writers,
holtburger client) that DistanceToObject is the documented chase
threshold in ACE; retail's MinDistance is only meaningful when
server config overrides the default 0.
2. "Monster disappears, then runs in place" — entity left our
streaming view, server stopped emitting MoveTo, last destination
stayed cached. When entity re-entered view, body still steered
toward the stale point, eventually arrived (V=0), animation kept
playing → "running on the spot."
Fix: 1.5 s stale-destination timeout. ACE re-emits MoveTo at
~1 Hz during active chase; if no fresh packet for 1.5 s, the
entity has either left view, transitioned off MoveTo without us
seeing the cancel UM, or had its move cancelled server-side.
Clear destination + zero velocity so the next interpreted-motion
UM (or fresh MoveTo) drives the body cleanly.
Also confirmed (via dispatched research subagent against ACE writer
side, named retail MovementManager::PerformMovement, and holtburger):
the wire's "Origin" field IS the destination, not the start position.
My driver's interpretation was correct; the symptoms were arrival
threshold + staleness, not a misread of the wire.
Tests: 1412 → 1414 (ACE-melee arrival, retail-MinDistance arrival).
Origin-stale lag during active chase remains — server's Origin is
the target's position at packet-emit time, ~1 s behind the player.
For type 6 MoveToObject, the retail-faithful fix is target-guid
live resolution per HandleUpdateTarget @ 0x0052a7d0; deferred per
the pseudocode doc's "out of scope" list. For type 7 there's no
fix without target-velocity prediction.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Ports retail's ParticleEmitterInfo / Particle::Init / Particle::Update
(0x005170d0..0x0051d400) and PhysicsScript runtime to a C# data-layer
plus a Silk.NET billboard renderer. Sky-PES path is debug-only behind
ACDREAM_ENABLE_SKY_PES because named-retail decomp confirms GameSky
copies SkyObject.pes_id but never reads it (CreateDeletePhysicsObjects
0x005073c0, MakeObject 0x00506ee0, UseTime 0x005075b0).
Post-review fixes folded into this commit:
H1: AttachLocal (is_parent_local=1) follows live parent each frame.
ParticleSystem.UpdateEmitterAnchor + ParticleHookSink.UpdateEntityAnchor
let the owning subsystem refresh AnchorPos every tick — matches
ParticleEmitter::UpdateParticles 0x0051d2d4 which re-reads the live
parent frame when is_parent_local != 0. Drops the renderer-side
cameraOffset hack that only worked when the parent was the camera.
H3: Strip the long stale comment in GfxObjMesh.cs that contradicted the
retail-faithful (1 - translucency) opacity formula. The code was
right; the comment was a leftover from an earlier hypothesis and
would have invited a wrong "fix".
M1: SkyRenderer tracks textures whose wrap mode it set to ClampToEdge
and restores them to Repeat at end-of-pass, so non-sky renderers
that share the GL handle can't silently inherit clamped wrap state.
M2: Post-scene Z-offset (-120m) only fires when the SkyObject is
weather-flagged AND bit 0x08 is clear, matching retail
GameSky::UpdatePosition 0x00506dd0. The old code applied it to
every post-scene object — a no-op today (every Dereth post-scene
entry happens to be weather-flagged) but a future post-scene-only
sun rim would have been pushed below the camera.
M4: ParticleSystem.EmitterDied event lets ParticleHookSink prune dead
handles from the per-entity tracking dictionaries, fixing a slow
leak where naturally-expired emitters' handles stayed in the
ConcurrentBag forever during long sessions.
M5: SkyPesEntityId moves the post-scene flag bit to 0x08000000 so it
can't ever overlap the object-index range. Synthetic IDs stay in
the reserved 0xFxxxxxxx space.
New tests (ParticleSystemTests + ParticleHookSinkTests):
- UpdateEmitterAnchor_AttachLocal_ParticlePositionFollowsLiveAnchor
- UpdateEmitterAnchor_AttachLocalCleared_ParticleFrozenAtSpawnOrigin
- EmitterDied_FiresOncePerHandle_AfterAllParticlesExpire
- Birthrate_PerSec_EmitsOnePerTickWhenIntervalElapsed (retail-faithful
single-emit-per-frame behavior)
- UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor
- EmitterDied_PrunesPerEntityHandleTracking
dotnet build green, dotnet test green: 695 / 393 / 243 = 1331 passed
(up from 1325).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Root-causing the user-reported "monsters disappearing some time +
laggy/jittery locomotion" via systematic-debugging Phase 1: our
UpdateMotion parser kept only speed/runRate/flags from a movementType
6/7 packet and discarded Origin (destination), targetGuid, and the
distance/walkRunThreshold/desiredHeading half of MovementParameters.
The integrator consequently held Body.Velocity at zero during MoveTo
("incomplete state" stabilizer 882a07c), so the body froze with legs
animating until UpdatePosition snap-teleported it — sometimes outside
the visible window (disappearing) — and constant-velocity drift along
the old heading between snaps produced jitter on every UP correction.
The 882a07c stabilizer was deliberately conservative because the state
WAS incomplete. Completing the data plumbing makes its restriction
moot: with the full MoveTo payload captured, the body solver has every
field retail's MoveToManager::HandleMoveToPosition (0x00529d80) reads.
Why: server re-emits MoveTo packets ~1 Hz with refreshed Origin while
chasing — verified in the live log (guid 0x800003B5 seq 0x01FE→0x0204
all show different cell/xyz floats). Those are heading updates we'd
been throwing away. With the full payload retained, the per-tick driver
steers body orientation toward Origin (±20° snap tolerance, π/2 rad/s
turn rate above tolerance) and lets apply_current_movement fill in
Velocity from the existing RunForward cycle — no new motion path,
just the right heading.
Scope is the minimum viable subset: target re-tracking, sticky/StickTo,
fail-distance progress detector, and sphere-cylinder distance are
server-side concerns we don't need (server's emit cadence handles all
of them). MoveToObject_Internal target-guid resolution is also skipped
— Origin is refreshed each packet, so the effective target tracks the
real entity even without a guid lookup.
Cross-references:
- docs/research/named-retail/acclient_2013_pseudo_c.txt — MoveToManager
+ MovementParameters::UnPackNet (0x0052ac50) + apply_run_to_command
(0x00527be0). 18,366 named PDB symbols make this the primary oracle.
- references/ACE/Source/ACE.Server/Physics/Animation/MoveToManager.cs
— port aid; flagged divergences (WalkRunThreshold default, set_heading
snap, inRange one-shot) called out in the new pseudocode doc.
- docs/research/2026-04-28-remote-moveto-pseudocode.md — pseudocode +
ACE divergence flags + out-of-scope list per CLAUDE.md mandatory
workflow (decompile → cross-reference → pseudocode → port).
Tests: 1404 → 1412 (parser type-7 path retention + type-6 target guid
retention; driver arrival, in-tolerance snap, beyond-tolerance step,
behind-target shortest-path turn, arrival preserves orientation,
Origin→world landblock-grid arithmetic).
Pending visual sign-off — handoff stabilizer 882a07c was the last
commit the user tested.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Retail MovementManager::PerformMovement (0x00524440) reads MoveTo speed and runRate from the packet, MovementParameters::UnPackNet (0x0052AC50) defines the layout, and CMotionInterp::apply_run_to_command (0x00527BE0) multiplies RunForward by runRate. Parse those fields for UpdateMotion/CreateObject, seed server-controlled MoveTo locomotion with the retail speed multiplier, and avoid overriding active monster MoveTo with sparse UpdatePosition-derived velocity.
Retail MoveToManager::BeginMoveForward calls MovementParameters::get_command (0x0052AA00) and then _DoMotion/adjust_motion, so a server-controlled MoveTo begins visible forward locomotion before the next UpdatePosition echo. Seed RunForward for MoveTo packets that omit ForwardCommand, while preserving active locomotion and letting position velocity refine walk/run/stop.
Six commits on the branch, three retail-decomp investigations
(in-house + two external code-review agents) converging on the
same root causes:
97fc1b5 fix(sky): translucency-as-opacity + sky fog floor + additive fog-skip
05a8a72 fix(sky): retail-faithful sun-vector magnitude for SunColor / AmbientColor
034a684 fix(sky): partition sky pass on Properties bit 0x01, not bit 0x04
375065b fix(meshing): Translucent flag overrides Additive blend per retail SetSurface
646ccca feat(sky): load Setup-backed (0x020xxx) sky objects via SetupMesh.Flatten
0c82d2c docs(issues): #28 root-caused (PES particles), #29 filed
Net effect:
* Sun + ambient colors now use retail's |sunVec| magnitude formula
from PrimD3DRender::UpdateLightsInternal at decomp 424118 — fixes
blue-white sky tint at most keyframes.
* Surface.Translucency is used DIRECTLY as opacity (not 1-x) per
D3DPolyRender::SetSurface at decomp 425255 — fixes 3× too-bright
cloud + correct rain alpha.
* Sky fog re-enabled with SKY_FOG_FLOOR=0.2 mitigation — horizon
haze visible without flat-fogging the dome at storm keyframes.
* Additive surfaces skip fog per SetFFFogAlphaDisabled at decomp
425295 — sun stays bright at horizon dusk/dawn.
* Pre/post-scene partition is bit 0x01 (post-scene placement) instead
of bit 0x04 (weather gate), per GameSky::CreateDeletePhysicsObjects
at decomp 269036. Fixes double-rendered foreground rain.
* Translucent flag forces alpha-blend over Additive when ClipMap is
set, matching retail's blend resolution at decomp 425246-425260.
Cloud surface 0x08000023 now classified correctly.
* Setup-backed sky objects (0x020xxxxx) now load via SetupMesh.Flatten
instead of being silently dropped by EnsureMeshUploaded.
Tests: 1227 pass.
User-visible improvements: foreground rain matches retail's
volumetric look, sky tint shifted from blue-white toward retail's
warm-gray, additive sun stays bright through horizon haze.
Outstanding:
* Issue #28 — PES particle rendering ("aurora light play"). Now
root-caused with implementation outline; defer to its own Phase.
* Issue #29 — residual cloud-density gap; likely rolls into #28.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
# Conflicts:
# src/AcDream.App/Rendering/GameWindow.cs
acdream's TranslucencyKindExtensions.FromSurfaceType picked Additive
first (priority order). Retail's D3DPolyRender::SetSurface at
0x0059c4d0 (decomp 425083+) has a different resolution: when the
Translucent flag (0x10) is set AND either Base1ClipMap (0x04) is set
OR the surface would otherwise be opaque (no Additive/Alpha/InvAlpha),
the blend is *forced* to (SrcAlpha, InvSrcAlpha) — i.e. standard
alpha-blend, not additive. Verbatim from decomp lines 425246-425260:
if ((curr_surface_type & 0x10) != 0) {
if (skipChk != 0 || ebx == 0 || arg3 == 1) {
edi_2 = BLEND_SRCALPHA; // src
ebp = BLEND_INVSRCALPHA; // dst ← alpha-blend
}
curr_alpha = _ftol2(translucency * 255);
}
Where `arg3 == 1` is set after the Base1ClipMap branch and `ebx == 0`
is the opaque-base case in Branch 2.
Concrete impact: Dereth's inner cloud sheet GfxObj 0x01004C35 uses
surface 0x08000023 with Type=0x10114 (B1ClipMap|Translucent|Alpha|
Additive). Retail renders it alpha-blend; acdream was rendering it
additive. Additive on a dark cloud texture only brightens the
background — sun shines through unchanged — which doesn't match
retail's denser cloud appearance.
Rain surface 0x080000C5 (Type=0x10112 = B1Image|Translucent|Alpha|
Additive, NO ClipMap) hits Branch 1 → Additive, ClipMap branch is
skipped, the Translucent override doesn't fire (arg3 stays 0) → stays
Additive. Visual rain rendering is unchanged.
User reported no visible difference at the verification launch; the
remaining cloud-density gap likely lives in the PES particle layer
(issue #28). Keeping this fix because the classification is now
decomp-correct regardless of immediate visual impact — issue #29
documents the residual gap.
1227 tests pass.
The pre/post-scene sky pass split was using SkyObjectData.IsWeather
(bit 0x04) — the wrong bit. Per the named retail decomp:
GameSky::CreateDeletePhysicsObjects at 0x005073c0 / decomp 269036:
MakeObject(this, gfx_id, &tex_velocity,
(properties & 1), // arg4: post-scene flag
(properties & 4)); // arg5: weather gate
GameSky::MakeObject at 0x00506ee0 / decomp 268656:
if (arg4 != 0)
AddObjectToSingleCell(result, after_sky_cell); // post-scene
else
AddObjectToSingleCell(result, before_sky_cell); // pre-scene
So bit 0x01 routes between before_sky_cell (rendered pre-scene by
GameSky::Draw(0)) and after_sky_cell (rendered post-scene by
GameSky::Draw(1)). Bit 0x04 is independent — it gates whether the
object is instantiated at all when LScape::weather_enabled is false.
In Dereth's Rainy DayGroup this matters for the rain cylinders:
0x01004C42 Props=0x04 (bit 0x04 only) → pre-scene + weather-gated
0x01004C44 Props=0x05 (bits 0x01+0x04) → post-scene + weather-gated
0x01004C35 Props=0x02 (bit 0x02 only) → pre-scene (cloud, fog-hide)
Before this fix acdream put BOTH rain cylinders in the post-scene
pass (because both have bit 0x04). That double-rendered foreground
rain — explained why acdream's foreground rain looked thicker than
retail's. Now only 0x01004C44 is foreground; 0x01004C42 renders with
the sky dome.
Added SkyObjectData.IsPostScene (bit 0x01) with citations. Renamed
the internal RenderPass parameter weatherPass → postScenePass and
updated both the partition criterion and the -120m foreground-rain
Z offset to gate on it. Public RenderSky / RenderWeather entry
points kept their names for API stability; doc comments updated to
explain the bit semantics.
Independent confirmation from one of the user's external code-review
agents — the report's Setup-objects-silently-dropped finding is the
remaining defect in the same family (Setup IDs 0x020xxx aren't
loaded by EnsureMeshUploaded; deferred to a separate phase).
1227 tests pass.
Two independent investigations (in-house decomp re-check + two
external agent reports) converged on the same root cause for the
"too blue-white sky" symptom:
acdream computed SunColor = DirColor × DirBright and AmbientColor =
AmbColor × AmbBright. Retail computes them from the magnitude of a
specially-shaped sun vector instead. Per the named retail decomp:
SkyDesc::GetLighting at 0x00500ac9 (decomp 261343-261353):
sunVec.x = sin(H_rad) × DirBright × cos(P_rad)
sunVec.y = cos(P_rad) ← NOT scaled by DirBright
sunVec.z = DirBright × sin(P_rad)
PrimD3DRender::UpdateLightsInternal at 0x0059b57c (decomp 424118):
D3DLIGHT9.Diffuse.r = sunlight_color.r × sqrt(x²+y²+z²)
SmartBox::SetWorldAmbientLight callsite at 0x0050560b (decomp 267117):
SetWorldAmbientLight(sqrt(|sunVec|²) × 0.2 + ambient_level, ...)
Y stays unscaled by DirBright on purpose, so |sunVec| ≠ DirBright in
general — the magnitude varies with sun pitch/heading. That's what
gives retail's "sun feels stronger when it's overhead, ambient warms
up at midday" behavior we were missing.
Added SkyStateProvider.RetailSunVector(kf) that builds the vector
verbatim. SkyKeyframe.SunColor / AmbientColor now compose via |sunVec|.
SunDirectionFromKeyframe normalizes the same vector (replaces our
geometrically-clean spherical convention which didn't match retail's
deliberate Y-decoupled-from-heading shape).
Tests:
- Replaced the linear-interp assumption in
Interpolate_BetweenKeyframes_LerpsColors with a test on the RAW
inputs (DirColor, AmbBright, etc.) — those still lerp linearly;
the composite SunColor doesn't, intentionally.
- Added 4 golden-value tests for the new formulas
(RetailSunVector_AtZenith, _AtHorizonNorth,
SunColor_UsesRetailMagnitudeNotDirBrightDirectly,
AmbientColor_BoostsByTwentyPercentOfSunVectorLength).
- Updated stale LoadFromRegion_SunColor_IsPrepreMultipliedByBrightness
test to LoadFromRegion_SunColor_UsesRetailSunVectorMagnitude
with the new expected magnitude.
User visually verified — acdream's sky shifted from blue-white toward
the warm tint retail shows at the same keyframe.
1227 tests pass.
Three retail-faithful sky/weather composite fixes (one cohesive commit
because they touch the same per-Surface flag plumbing path).
1. Surface.Translucency is OPACITY, not (1 - opacity).
Retail D3DPolyRender::SetSurface at 0x59c7a6 (decomp 425255-425260)
computes `curr_alpha = _ftol2(translucency × 255)` and writes that
directly as vertex.color.alpha. ACViewer (TextureCache.cs:142) and
WorldBuilder (ObjectMeshManager.cs:1115) both use `1 - translucency`
and are wrong by the same misread. Cloud surface 0x08000023 has
Translucency=0.25; under the old (1-x) formula opacity was 0.75,
making clouds 3× too bright vs retail. Flipped to use translucency
directly. Gated on the Translucent flag (0x10) so non-Translucent
surfaces (which carry Translucency=0 in the dat) keep opacity 1.0
instead of going invisible.
2. Sky fog re-enabled with a "fog floor" mitigation.
Disabled 2026-04-24 because Dereth sky meshes are authored at radii
1050-1820m while storm-keyframe FogEnd is ~400m, which would saturate
the entire dome to flat fogColor and destroy stars/moon/dome texture.
Retail visibly DOES fog its sky, mechanism still un-pinned. Workaround:
clamp `vFogFactor` to a minimum of SKY_FOG_FLOOR=0.2 so the dome shows
AT LEAST 20% raw texture even at extreme distances. Tuned via dual-
client visual comparison; preserves stars/moon while letting the
horizon haze visibly in low-FogEnd keyframes.
3. Additive sky surfaces skip fog entirely.
Retail D3DPolyRender::SetSurface at 0x59c882 calls
SetFFFogAlphaDisabled(1) when the Additive flag (0x10000) is set —
sun, moon, stars, additive cloud sheets render unfogged. Without this
gate the sun dimmed to fog color at horizon dusk/dawn instead of
staying bright. Plumbed via new `uApplyFog` shader uniform driven by
the existing SubMeshGpu.IsAdditive boolean (already set from
TranslucencyKind.Additive at upload time).
User visually verified all three vs retail screenshots in Holtburg.
Tests: 1223 pass.
Retail's SkyDesc::GetLighting at 0x00500ac9 (decomp lines 261317-261331)
lerps each color channel and the brightness scalar SEPARATELY, then
multiplies post-lerp:
arg4.r = lerp(k1.amb_color.r, k2.amb_color.r, u)
arg4.g = lerp(k1.amb_color.g, k2.amb_color.g, u)
arg4.b = lerp(k1.amb_color.b, k2.amb_color.b, u)
arg3 = lerp(k1.amb_bright, k2.amb_bright, u)
final = (arg4.rgb * arg3, ...)
acdream pre-multiplied (color × bright) at LOAD time
(`SkyDescLoader.cs:558-559`) and then lerped the product. For any
keyframe pair where both color and brightness change, the two are
mathematically distinct. Example, k1=(white, b=0.5) k2=(black, b=1.0)
at u=0.5:
- retail: color=gray(0.5), bright=0.75 → final = (0.375, 0.375, 0.375)
- acdream: lerp((0.5,0.5,0.5), (0,0,0), 0.5) = (0.25, 0.25, 0.25)
For Rainy/Cloudy DayGroups transitioning between dim and bright
keyframes, this contributes to subtle brightness divergence vs retail.
Refactor:
SkyKeyframe stores DirColor / DirBright / AmbColor / AmbBright
SEPARATELY (raw, not pre-multiplied).
Computed properties SunColor and AmbientColor return the
post-multiplied product, keeping the shader uniform interface
(uSunColor / uAmbientColor) unchanged.
SkyStateProvider.Interpolate lerps each raw channel, then constructs
a new SkyKeyframe whose computed properties yield the correct
post-lerp multiply.
SkyDescLoader now stores raw values without pre-multiplying.
GameWindow comment updated; no functional change there.
Default factory + tests updated to use the new constructor parameters
with DirBright=AmbBright=1.0 (preserving exact existing behavior).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two bugs in calendar display (the CLOCK ITSELF was already correct):
1. **Month enum had wrong order + non-retail names.** Old enum:
Snowreap=0, ColdMeet, Leafdawning, Seedsow, Rosetide, Solclaim, ...
At day-of-year 83 this gave month index 2 = Leafdawning. Retail's
@timestamp at the same moment shows "Seedsow 24". Fixed enum to
chronological order starting at year-anchor month Morningthaw, with
retail-canonical names:
Morningthaw=0, Solclaim, Seedsow, Leafdawning, Verdantine,
Thistledown, Harvestgain, Leafcull, Frostfell, Snowreap,
Coldeve, Wintersebb.
At day-of-year 83 → month 2 = Seedsow ✓
2. **ToCalendar returned relative year, not absolute Portal Year.**
We had AbsoluteYear() = relative_year + ZeroYear (=10) but
ToCalendar's Calendar.Year was the relative one. So acdream's
title bar showed "PY 106" while retail's @timestamp at the same
tick showed "PY 116". Fixed ToCalendar to add ZeroYear so the
exposed Calendar.Year matches retail's display.
3. **GameWindow title bar now shows the calendar.** Format mirrors
retail's @timestamp output:
"PY<Year> <Month> <Day> <Hour> (df=<dayFraction>)"
Lets the user read the same fields off both clients and confirm
clock parity directly. Drift > 1 hour = real bug.
Tests:
- Updated ToCalendar_PY10Day1_Morningthaw (renamed from PY0Day1_Snowreap)
- Updated ToCalendar_AdvancesCorrectly (Snowreap→Morningthaw etc.)
- Added regression: ToCalendar_TickAtSeedsow24Year106_MatchesRetailFormat
pinning a retail-known tick → retail-known calendar string.
The dayFraction formula (CalcDayBegin's `arg2 + zero_time_of_year`,
decomp 0x005a6400 line 434549) was already correct; an earlier-this-
session attempt to flip the sign was reverted in this same commit's
parent. The "few minutes drift" observed in dual-client comparisons
this session was a combination of:
- calendar label mismatch (this fix addresses)
- slot-boundary rounding (fixes itself)
- 1-minute wall-clock interpolation drift (within tolerance)
NOT a clock-formula bug. ISSUE #3 in docs/ISSUES.md is now misnamed
("Client clock drifts from retail"); plan to re-title or close in a
follow-up commit after the visual-divergence investigation lands.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two independent brightness bugs were compounding to make rain ~6.7×
too bright at the cylinder rim, and clouds full-bright instead of
time-of-day-tinted:
**Fix 1 — Surface.Translucency was never plumbed to the shader.**
Retail's D3DPolyRender::SetSurface at 0x59c767: when the Surface's
Translucent (0x10) bit is set, its translucency float drives per-vertex
alpha (curr_alpha = ftol(0.5 × 255) = 127). ACViewer
(TextureCache.cs:142) and WorldBuilder (ObjectMeshManager.cs:1115) both
encode the same as `opacity = (1 - x)`. acdream read only Surface.Type
and Surface.Luminosity in GfxObjMesh.Build() — Surface.Translucency
(the float) was never read, never stored, never reached the shader.
For the rain Surface 0x080000C5 (Translucency=0.5) this meant rain
streaks were at full alpha=1.0 instead of 0.5 — 2× brighter than retail
under the (SrcAlpha, One) blend.
Plumbed end-to-end:
GfxObjSubMesh.SurfTranslucency (init float, default 0)
GfxObjMesh.Build() reads surface.Translucency next to .Luminosity
SubMeshGpu.SurfTranslucency carries it to draw time
SkyRenderer.RenderPass writes uniform `uSurfTranslucency`
sky.frag final alpha: a = sampled.a × (1 - uTransparency) ×
(1 - uSurfTranslucency)
Bonus reach: cloud surface 0x08000023 has Translucency=0.25 → clouds
also dimmed by 25%, more retail-faithful overall.
**Fix 2 — Emissive default was 1.0 instead of the surface's actual Luminosity.**
The sky shader's `effEmissive = (luminosity > 0) ? luminosity : sub.SurfLuminosity`
fallback never fired because the local `luminosity` defaulted to 1f (always
> 0). Every sky mesh got effEmissive=1.0, saturating vTint to white before
the alpha blend. The comment claimed the fallback was active; the code
disagreed.
Empirical sky-surface LUMINOUS audit (RainMeshProbe a6e7108) found that
NO Dereth sky surface carries the SurfaceType.Luminous flag (0x40) —
the previous code comment that did was wrong. The differentiator is
purely the Surface.Luminosity FLOAT:
dome/sun/moon: Lum=1.0 → vTint saturates → texture passthrough
stars/clouds: Lum=0.0 → vTint = ambient + sun·N·L → time-of-day tint
rain: Lum=0.1484 → faint emissive baseline + lit additions
Refactored:
replaceLuminosity = NaN sentinel for "no replace override"
rep.Luminosity > 0 → set replaceLuminosity to override value
rep.MaxBright > 0 → cap replaceLuminosity at MaxBright
effEmissive = NaN ? sub.SurfLuminosity : replaceLuminosity
Dead uniform `uLuminosity` removed from sky.frag and SkyRenderer SetFloat
call — the redundant multiply was already commented-out earlier this
year (would have double-dimmed clouds), and the uniform value was unused
in the fragment.
Visual verification (Holtburg, live ACE, Rainy DG forced and natural
LCG-picked): rain rim is no longer visible; cloud direction matches
retail when the same DayGroup is active; sky lighting transitions through
day cycle with appropriate time-of-day tint on stars/clouds.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Bug A (foreground rain) from docs/research/2026-04-26-sky-investigation-handoff.md:
rain mesh was only visible at horizon, not in the air between camera and
character. Two retail mechanisms ported here:
1. **Render order split.** Retail's `LScape::draw` at 0x00506330 calls
`GameSky::Draw(0)` BEFORE the landblock DrawBlock loop and
`GameSky::Draw(1)` AFTER — i.e. weather meshes render after scene
geometry so additive rain streaks paint on top of terrain and entities.
Acdream was rendering both passes pre-scene, so terrain immediately
painted over the rain.
Refactored `SkyRenderer.Render` into `RenderSky` (filter !IsWeather)
and `RenderWeather` (filter IsWeather) sharing a private `RenderPass`
core that takes a `weatherPass` bool. Partition is per-SkyObject by
`Properties & 0x04` (the WEATHER_BIT, mirroring tools/WeatherEnumerator).
Added `SkyObjectData.IsWeather` getter for the partition.
`GameWindow.OnRender` now calls `RenderSky` before terrain/static-mesh/
particles (line ~4322) and `RenderWeather` after particles (line ~4368).
2. **Weather Z offset.** Retail `GameSky::UpdatePosition` at 0x00506dd0,
lines 0x506e96..0x506e98:
if (((eax_13 & 4) != 0 && (eax_13 & 8) == 0))
int32_t var_4_1 = 0xc2f00000; // 0xc2f00000 == -120.0f
Weather objects (property bit 0x04 set, bit 0x08 unset) get their frame
origin set to player_pos + (0, 0, -120m). The rain cylinder GfxObjs
0x01004C42/0x01004C44 have local Z range 0.11..814.90 (815m tall, 113m
radius). Without the offset the cylinder bottom sat just above the
camera; with -120m the cylinder spans (camera-119.89)..(camera+694.90)
so the camera is inside.
`SkyRenderer.RenderPass` applies the -120m model translation when
`weatherPass` is true (line ~253-254).
3. **Legacy camera-attached emitter gated.** `UpdateWeatherParticles` —
the pre-research workaround that emitted camera-attached rain particles
(broken alpha fade, fixed disk around camera) — is now gated behind
`ACDREAM_FAKE_RAIN_PARTICLES=1`. Default off; the retail-faithful
world-space mesh is the default path.
User-verified: rain is now visible in foreground from many perspectives,
but the cylinder's open-top rim is still visible when looking straight up.
That rim issue is a separate brightness-excess bug filed for follow-up
(Translucency float not plumbed to shader; surface.Translucency=0.5 ignored
so streaks render at 2× retail intensity).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Bug B in docs/research/2026-04-26-sky-investigation-handoff.md: stars
rendered as a small square in one corner of the sky instead of stretching
across the dome.
Root cause: the wrap-mode heuristic at SkyRenderer.cs:234-237 was
"GL_CLAMP_TO_EDGE unless TexVelocity != 0". That heuristic was tuned to
fix a separate symptom (the outer dome 0x010015EE/F0/F1/F2 shows
wall-seam bleed under GL_REPEAT because of bilinear-filter sampling at
texel boundaries). But it misclassified any *static* sky object whose
mesh UVs are deliberately authored outside [0,1] to tile the texture
across the geometry.
The smoking gun: GfxObj 0x010015EF is OI-1 in EVERY DayGroup (always
loaded), has TexVelocity = 0 (no scrolling), and authors UVs in
[0.398, 4.602] (texture tiles ~4× across each face). Under
CLAMP_TO_EDGE the bulk of the inner dome sampled the texture's edge
texels; only the small region where UVs happened to fall in [0,1]
showed actual texture content. Hence "a square in one corner".
Fix:
* GfxObjMesh.Build() now scans the resulting per-vertex UVs and sets
GfxObjSubMesh.NeedsUvRepeat true when any component lies outside
[0,1]. Mesh-time scan, not draw-time guess.
* SubMeshGpu carries the flag through to draw time.
* SkyRenderer uses `sub.NeedsUvRepeat || obj.TexVelocity != 0` to
decide REPEAT vs CLAMP_TO_EDGE. The dome (UVs in [0,1]) keeps
CLAMP — no seam regression. The inner star/sky layer 0x010015EF
(UVs outside [0,1]) gets REPEAT — texture tiles across the dome.
Cloud meshes (UVs outside [0,1] AND non-zero TexVelocity) keep
REPEAT via either branch.
Probe-driven: tools/StarsProbe (committed in 991fb9a) dumps every
SkyObject's geometry + UVs and flags meshes whose UV range exceeds
[0,1]. Run `dotnet run --project tools/StarsProbe -c Release` to
re-derive.
Verified visually by user against the live ACE server in Holtburg —
stars now stretch across the night sky instead of appearing as a
square in one corner. Build green, dotnet test 1222 pass.
Note: this is functionally retail-equivalent for the reported bug but
not the exact retail mechanism. Retail's GameSky::Draw at 0x00506ff0
relies on D3D's global default D3DTADDRESS_WRAP (i.e. REPEAT
everywhere). True retail-faithfulness would require investigating why
our pipeline shows seams on the dome under REPEAT (likely a bilinear
filter / non-seamless texture detail). The data-driven approach taken
here preserves working dome behavior while fixing the broken star
behavior.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User reported transition from running to jumping looked
slow -- the character stood still for ~100 ms at the start
of the jump before the legs folded into Falling.
Root cause: AnimationSequencer.SetCycle resolves a
transition link (e.g. RunForward -> Falling) from the
motion table and enqueues those non-looping link frames
BEFORE the Falling cycle. The link is the "stop running,
prepare to fall" anim -- a few frames of standing-style
pose. While it drained, the character looked frozen.
Fix: SetCycle gains a skipTransitionLink parameter. When
true, the GetLink call is bypassed AND the entire queue is
cleared (so any in-flight non-cyclic frames from a
previous transition don't continue draining). Only the
target cycle gets enqueued, cursor goes straight to its
start.
Both call sites pass true for Falling:
- OnLiveVectorUpdated (remote-jump VectorUpdate handler)
- UpdatePlayerAnimation (local airborne path) when
animCommand == Falling. Other transitions
(Walk -> Run, Run -> Ready, etc.) keep the link --
smooth transitions stay smooth, only the jump start
is hard-cut.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Live diagnostic (extent=1.000, vz=9.09 — formula peak 4.21m) showed
the body's Velocity.Z stayed at ~9 m/s but Position.Z never
advanced past 66.000 even after 575 frames airborne. The collision
resolver was snapping the player back to ground every step.
Root cause: PhysicsEngine.ResolveWithTransition unconditionally
pre-seeded the Transition's CollisionInfo from body.ContactPlane
before each resolve (a slope-walking continuity hack). Once
airborne, that pre-seed makes Transition.CollisionInfo's
ContactPlaneValid stay true. Then in AdjustOffset's "Have a contact
plane" path, when collisionAngle > 0 (offset moving AWAY from the
plane = jumping up), the code calls Plane::snap_to_plane on the
offset which ZEROES the Z component for flat ground (Normal.Z=1,
plane.D=0 → snap_to_plane sets vec.z = 0). The horizontal X/Y
parts of the offset survived; vertical Z was destroyed every step.
Position.Z only ever got the gravity drift back down, so the
"jump" was literally a sub-frame upward blip followed by 575
frames of stuck-at-ground while gravity ate vz.
Retail's CTransition::init at retail address 0x509dd0
(named-retail line 271954) explicitly sets
contact_plane_valid = 0 at the start of every transition resolve.
ValidateWalkable then re-establishes it during the sweep when
the foot sphere bottom is within EPSILON of the terrain plane —
so for grounded motion the plane is set fresh per frame, and for
airborne motion no plane interferes.
Fix: only seed the contact plane when isOnGround is true.
Airborne resolves now start with no plane, so AdjustOffset
preserves the upward Z and the integrator's positional update
actually lands. Slope-walking continuity is preserved because
the seed still fires whenever the body is grounded.
Diagnostic logging stripped after the fix.
Tests stay 1222 green. Live verification pending.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Two animation/movement issues from live verification:
1. Walk-backward leg twitches forward two times before the cycle
reverses (X key glitch).
Root cause: AnimationSequencer.GetLink only implemented the
forward-direction lookup path. ACE's MotionTable.get_link
(MotionTable.cs:395-426) takes BOTH the substate and the new
motion's speeds, and switches lookup branches when EITHER speed
is negative:
* Forward path: Links[(style<<16) | substate][motion]
* Reversed path (any negative speed): Links[(style<<16) |
motion][substate]
For Ready → WalkBackward we adjust_motion to WalkForward at
speed -0.65 (negative). Our previous code looked up
Links[Ready][WalkForward] — the "start walking forward"
transition. Played in reverse, the cursor stranded at the
wrong cycle frame and produced the user-visible "left leg
twitches forward two times" before the cycle stabilized.
With the reversed key Links[WalkForward][Ready] (the "stop
walking → ready" anim) played at the cycle's negative speed,
the link smoothly transitions Ready → start-of-cycle, then
the cycle reverses cleanly.
GetLink signature changed from (style, fromMotion, toMotion)
to (style, substate, substateSpeed, motion, speed). Both
call sites updated: SetCycle passes CurrentSpeedMod +
adjustedSpeed; the Action-overlay path passes 1f, 1f
(action overlays are always forward).
2. Jump too low.
Two changes after deep investigation in named-retail decomp:
a) Charge rate sped up from 1.0/s → 2.0/s. Retail's PowerBar
charge constant is illegible in the named decomp (the
divisor was clobbered in GetPowerBarLevel's FPU stack
reordering at 0x0056ade0). 2.0/s (full charge in 0.5s)
matches retail muscle memory better — a tap gives a
noticeable hop, half-hold a meaningful jump, full-hold
the maximum.
b) Default jumpSkill bumped 200 → 300. Retail formula:
height = (skill / (skill + 1300)) × 22.2 + 0.05
At extent=1.0:
skill=200 → 3.01m max (felt too low)
skill=300 → 4.21m max (closer to retail mid-tier "I
can clear that fence" hop)
Override via ACDREAM_JUMP_SKILL env var.
Long-term fix is issue #7 — parsing PlayerDescription's
skill block to apply the server's authoritative skill
values. Until then, this default is the right baseline.
(Velocity formula sqrt(height × 19.6) is unchanged and
matches retail byte-for-byte; we only changed how much
extent-feeding skill we default to.)
Tests stay 1222 green. The walk-backward fix has no new test
because GetLink is private; the cycle-transition behavior
will be exercised live.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Phase J follow-up after a 2026-04-25 trace where typing /help
produced two identical "Unknown command: help" lines (ACE fires the
text via both GameMessageSystemChat 0xF7E0 and a paired
CommunicationTransientString 0x02EB), and the server's WeenieError
0x0026 trailer rendered cryptically as "WeenieError 0x0026".
Three small changes:
1. WeenieErrorMessages: add 0x0026 ThatIsNotAValidCommand ->
"That is not a valid command." Plus 0x0414 / 0x050F that Phase J
already added are now covered by tests too.
2. ChatLog.OnSystemMessage dedup. Track last system text + arrival
time; if a second identical text shows up within 1 second,
suppress. ACE's two-path send (gag warnings, command errors,
etc.) collapses to a single chat line. Long bursts of repeated
text still skip the duplicates without resetting the timer.
3. Client-side /help and /clear in ChatPanel. Intercepted BEFORE
the parser passes to the server bus:
- /help, /?, /h (case-insensitive) -> render local cheat-sheet
listing acdream's slash prefixes via ChatLog.OnSystemMessage.
Avoids the round-trip to ACE that produced the duplicate
"Unknown command: help" lines AND gives users discoverability.
- /clear, /cls -> drains the chat log so the panel starts empty.
New ChatVM.ShowSystemMessage() + ChatVM.Clear() expose the
minimum surface the panel needs to dispatch client-only feedback
without coupling the panel to ChatLog directly.
12 new tests:
- 3 WeenieErrorMessages template adds (0x0026 / 0x0414 / 0x050F).
- 4 ChatLog dedup cases (immediate dup, different text, triplet,
bookended-by-different-text).
- 5 ChatPanel client-command cases (/help, 3 alias variants,
/clear).
Solution total: 1033 green (243 Core.Net + 130 UI + 660 Core),
0 warnings.
Acceptance: type /help in chat -> local help banner appears, no
server round-trip, no "Unknown command: help" duplicates. Type
/clear -> chat tail empty. Welcome banner + WeenieError-templated
"You are not in an allegiance!" / "You do not belong to a
Fellowship." continue rendering once each.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Six fixes from the 2026-04-25 live verify session.
1. ServerMessage (0xF7E0) wired to ChatLog. ACE's
GameMessageSystemChat - used for the login banner "Welcome to
Asheron's Call ... powered by ACEmulator ... type @acehelp" plus
any future server broadcast - rides opcode 0xF7E0. The parser
shipped in I.5 but the WorldSession.ServerMessageReceived event
was never subscribed by GameWindow, so the welcome line was
silently dropped. Subscribed now; same wave wires the missing
EmoteHeard / SoulEmoteHeard / PlayerKilledReceived events that
I.5 also left orphan.
2. Drop optimistic /say echo + plumb local-player-guid into ChatLog.
ACE's HandleActionTalk broadcasts a HearSpeech back to the sender
too, so we were double-printing every /say (own optimistic +
server echo). New ChatLog.SetLocalPlayerGuid() pushes the chosen
character guid in (mirrors VitalsVM pattern); OnLocalSpeech
detects own-guid match and substitutes Sender="" so the formatter
's IsOwnSpeaker path renders "You say, ..." instead of
"+Acdream says, ...". Single line per /say.
3. IsOwnSpeaker check now applies to ChatKind.Channel too. Empty/
"You" sender -> "[Allegiance] You say, \"text\"" instead of the
"[Allegiance] says, \"text\"" double-space hole that Phase I.6's
OnSelfSent left when echoing legacy ChatChannel sends.
4. Long-form slash aliases: /general /allegiance /patron /vassals
/monarch /covassals /fellowship /fellow /lookingforgroup
/roleplay /rp /tr /gen, plus /s as alias for /say. Retail muscle
memory expected these; the prior parser only recognized /g /a /p
/v /m /cv /lfg /role and friends, so "/patron hello" fell
through as /say with the literal "/patron" prefix.
5. WeenieError templates filled in for the codes the user hit:
- 0x0414 YouAreNotInAllegiance -> "You are not in an allegiance!"
- 0x050F YouDoNotBelongToAFellowship -> "You do not belong to a Fellowship."
Replaces the cryptic "WeenieError 0x0414" / "0x050F" lines.
6. @ command pass-through: ACE handles @help / @acehelp / @tele etc.
server-side by intercepting Talk text with @ prefix; the user's
message isn't broadcast and ACE replies via SystemChat. Drop the
optimistic /say echo so the chat shows only the server's response
(the SystemChat wiring from #1 surfaces it as [System] {help}).
Tests:
- 11 long-form-alias Theory cases on ChatInputParser.
- 3 own-guid-substitution cases on ChatLog (own match, different
guid, pre-login fallback).
- Existing PrefixSubstring test refactored to "/genio" since the
previous "/general" stub is now a real verb.
Solution total: 1021 green (243 Core.Net + 125 UI + 653 Core),
0 warnings, 0 errors. +14 tests.
Acceptance: at login, [System] Welcome to Asheron's Call appears.
Single "You say, \"hi\"" per /say. /allegiance with no allegiance
shows [Allegiance] You say, ... + [System] You are not in an
allegiance!. /patron / /vassals / /monarch route correctly.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three follow-up fixes from the 2026-04-25 live verify session.
1. CRITICAL: BuildTell wire field order. Our outbound layout was
[target_name, message] but ACE's GameActionTell.Handle reads
[message, target_name] (verified against
references/ACE/.../GameActionTell.cs:17-18 verbatim). Result: every
/tell since Phase I.3 has been failing with WeenieError 0x052B
(CharacterNotAvailable) because ACE was looking up the message
text as the recipient name. Swapped the field order in
ChatRequests.BuildTell so message is written first; updated the
pinned BuildTell test to expect the corrected layout. The
WorldSessionChatTests round-trip continues to pass since SendTell
delegates to BuildTell.
2. Retail-style FormatEntry. The user asked for the canonical retail
strings:
/say (own): You say, "text"
/say (incoming): Name says, "text"
/tell (own echo): You tell Caith, "text"
/tell (incoming): Caith tells you, "text"
channel: [Trade] +Acdream says, "text"
/shout (own): You shout, "text"
/shout (incoming):Name shouts, "text"
Discriminators: SenderGuid == 0 distinguishes our own outbound
echoes (set by OnSelfSent) from real incoming whispers (carry the
sender's player guid). Sender == "" or "You" distinguishes our own
/say echoes (OnLocalSpeech substitutes "You" when the wire sender
is empty per holtburger client/messages.rs:476-487).
ChatEntry gains a new ChannelName slot so Channel-kind entries
render with the friendly room name ("Trade") instead of "ch 3".
Falls back to "ch {ChannelId}" when ChannelName isn't populated
(legacy ChatChannel inbound or older callers).
3. Suppress optimistic Channel echo. The user saw duplicates per
/trade /lfg in the live trace:
[ch 0] Trade: hello <-- our optimistic
[ch 3] +Acdream: [Trade] hello <-- ACE's TurbineChat broadcast
ACE's TurbineChatHandler at Network/Handlers/TurbineChatHandler.cs
broadcasts EventSendToRoom to ALL recipients in the room including
the sender, so the canonical echo always arrives via 0xF7DE. Drop
the optimistic OnSelfSent for Turbine kinds in GameWindow's
SendChatCmd handler; trust the server. Legacy ChatChannel paths
(Fellowship / Allegiance / Patron / Monarch / Vassals / CoVassals)
keep the optimistic echo because the legacy 0x0147 broadcast may
not always come back to the sender.
Inbound TurbineChat also stops embedding "[Trade] " into the
message text — passes the friendly name out-of-band via the new
channelName parameter on ChatLog.OnChannelBroadcast.
11 tests updated for the new format strings (8 in ChatVMTests, 1 in
ChatVMCombatTests, 1 BuildTell, plus the format additions cover
incoming/outgoing variants per kind). Solution total: 1007 green
(243 + 114 + 650), 0 warnings.
Tells should now actually deliver. Channel echoes show as
[Trade] +Acdream says, "hello" without the duplicate.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three post-launch fixes from the 2026-04-25 live verify session.
1. WeenieError display bug. Many ACE WeenieError / WeenieErrorWithString
codes are *informational*, not error-level — the user saw cryptic
"WeenieError 0x051B: General" / "WeenieError 0x051D" at login, but
those decode as "You have entered the General channel." and
"Turbine Chat is enabled." per ACE WeenieError(WithString).cs
templates. New static helper Core/Chat/WeenieErrorMessages.cs maps
~30 high-frequency codes to retail-faithful templates with `_`
placeholder substitution. ChatLog.OnWeenieError now routes through
Format(); unknown codes still fall back to "WeenieError 0xNNNN[: param]"
so nothing is silently lost. New codes can be added in 30 seconds
when the user reports one.
2. Tell target eats trailing punctuation. Retail muscle memory is
"/t Name, message" — comma is the separator. Our split-on-whitespace
pulled "Name," (with comma) as the target, server returned 0x052B
"That person is not available now." because no such character.
ChatInputParser.TryParseTargeted now strips a trailing ,;:.!? from
the target token so "/t Caith, hi" and "/t Caith hi" both work.
Added 7 Theory cases covering each separator + the long-form alias.
3. TurbineChat routing diagnostics. The user's ACE login showed the
"TurbineChatIsEnabled" + "YouHaveEnteredThe_Channel" notifications
for General/Trade/LFG, confirming TurbineChat IS active server-side.
But outbound /g /trade /lfg might still fall back to legacy
ChatChannel (which the server then rejects). Added diagnostic
Console.WriteLines so the next launch shows:
- "chat: SetTurbineChatChannels parsed enabled=true general=0x... ..."
(when ACE sends the 0x0295 channel-id table)
- "chat: outbound TurbineChat General room=0x... cookie=0x... len=N"
(when SendChatCmd routes a Turbine kind through 0xF7DE)
- "chat: outbound legacy ChatChannel Fellowship id=0x... len=N"
(when SendChatCmd uses the legacy 0x0147 path)
- "chat: SendChatCmd kind=General dropped (turbine.Enabled=false no legacy id)"
(when neither path can dispatch — usually means ACE didn't send
0x0295 yet and the kind is Turbine-only)
Sets up Bug 3 (proper outbound TurbineChat for /g /trade /lfg) for
a follow-up commit once the next live trace shows the actual flow.
18 new tests:
- WeenieErrorMessagesTests: 11 covering known templates + fallback.
- ChatInputParserTests: +7 Theory cases for trailing-punctuation strip.
Solution total: 1007 green (114 UI + 650 Core + 243 Core.Net), 0 warnings.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Full port of holtburger's TurbineChat sidecar wire path:
- TurbineChat.cs: 0xF7DE codec with three payload variants
(EventSendToRoom S->C, RequestSendToRoomById C->S, Response).
10-field outer header (size_first/blob_type/dispatch_type/
target_type/target_id/transport_type/transport_id/cookie/
size_second + payload).
- UTF-16LE turbine string codec with 1-or-2 byte variable-length
prefix (high bit on first byte signals 2-byte form). Mirrors
holtburger's read_turbine_string / write_turbine_string at
references/holtburger/.../messages/chat/turbine.rs:502-544.
- SetTurbineChatChannels.cs: 0x0295 GameEvent sub-opcode parser
(10 x u32 channel ids). Wired through GameEventDispatcher in
WorldSession ctor; routes to GameEventWiring + TurbineChatState.
- ChatChannelInfo.cs (Core): unified record union with Legacy
(channel id + name) and Turbine (room id + chat type +
dispatch type + name) variants, plus IsSelfEchoChannel
predicate (Tells = false, channels = true so optimistic echo
is suppressed where the server will echo).
- TurbineChatState.cs (Core): Enabled flag + 10 cached room ids
+ NextContextId() cookie counter starting at 1.
- WorldSession adds TurbineChatReceived + TurbineChannelsReceived
events; SendTurbineChatTo outbound builds RequestSendToRoomById
+ sends through SendGameAction. ProcessDatagram dispatches
0xF7DE at the top level.
- GameWindow constructs TurbineChatState, subscribes inbound
EventSendToRoom -> ChatLog.OnChannelBroadcast; extends I.3's
SendChatCmd handler to route Turbine kinds (General/Trade/Lfg/
Roleplay/Society/Olthoi) through TurbineChat first, fall back
to legacy ChatChannel send when state.Enabled == false.
Round-trip golden fixtures from holtburger source verified for
all three payload variants + UTF-16LE strings (short + long
prefix + non-ASCII Cafe + empty) + SetTurbineChatChannels.
26 new tests:
- TurbineChatTests, SetTurbineChatChannelsTests in Core.Net.Tests
- ChatChannelInfoTests, TurbineChatStateTests in Core.Tests
Solution total: 960 green (243 Core.Net + 625 Core + 92 UI).
ACE doesn't run a TurbineChat server, so codec is "ready when
needed" for retail-server-emulating setups. Legacy ChatChannel
fallback continues to work for current ACE-against-acdream play.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three fixes to the Vitals HUD path:
1. EnchantmentMask Vitae/Cooldown bit values (parser regression).
ACE's enum at references/ACE/Source/ACE.Entity/Enum/EnchantmentCategory.cs
has Vitae=0x4 and Cooldown=0x8. I had them swapped — when ACE wrote
the Vitae singleton with mask bit 0x4 set, my parser read it as
"Cooldown" and tried to consume a count-prefixed list (no count
present), blowing up with FormatException, returning null from
TryParse. PlayerDescription consequently failed to parse on every
live login. Fix: swap the bit values + bucket constants to match ACE.
2. Vitae applies regardless of StatModKey. Live trace showed:
vitals: PD-ench spell=666 layer=0 bucket=Vitae key=0 val=0.95
ACE's Vitae enchantment serializes with key=0 (meaning "any vital")
per retail. EnchantmentMath was filtering Vitae by key like other
buffs, so the 5% death penalty never applied to Health/Stam/Mana
max — the Vitals percent read 95% because current=276 / max=290
(server already reduced current; our max didn't match). Fix:
Vitae bucket short-circuits the per-key check and applies its
multiplier to all vitals.
3. Absolute current/max in HUD overlay. VitalsVM exposes
HealthCurrent/Max, StaminaCurrent/Max, ManaCurrent/Max from
LocalPlayerState. VitalsPanel overlay format is now
"current / max (percent%)" when absolutes are available; falls
back to percent-only pre-PlayerDescription. Matches the retail
look the user requested ("HP 400/400" style).
Test deltas (841 -> 842):
- Existing Vitae test still passes (key matches statKey case).
- New Vitae key=0 test pins the "any vital" semantics.
- Existing PlayerDescription Vitae singleton test updated to
write mask=0x4 (was 0x8 with the swapped enum).
Live verification: with +Acdream's Vitae-666 active and Endurance.current=290:
HP : current=138, max=145×0.95≈138 → bar 100% (was 95%)
Stam : current=276, max=290×0.95≈276 → bar 100%
Mana : current=190, max=200×0.95≈190 → bar 100%
Overlay reads e.g. "276 / 276 (100%)".
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Extends PlayerDescriptionParser past the spell block to parse the
Enchantment trailer per holtburger events.rs:462-501 +
magic/types.rs:40. New EnchantmentEntry record carries the full
60-64 byte wire payload:
u16 spell_id, layer, spell_category, has_spell_set_id
u32 power_level
f64 start_time, duration
u32 caster_guid
f32 degrade_modifier, degrade_limit
f64 last_time_degraded
u32 stat_mod_type, stat_mod_key
f32 stat_mod_value
[u32 spell_set_id]?
+ EnchantmentBucket (Multiplicative / Additive / Cooldown / Vitae)
EnchantmentMask outer u32 selects which buckets follow; each bucket
(except Vitae) is u32 count + N records. Vitae is a singleton.
Parsed.Enchantments now exposed as IReadOnlyList<EnchantmentEntry>.
GameEventWiring routes each entry through Spellbook.OnEnchantmentAdded
with the full StatMod data + bucket. EnchantmentMath.GetMod consumes
StatMod records to produce real (Multiplier, Additive) per stat key:
Bucket 1 (Multiplicative): multiplier *= val
Bucket 2 (Additive): additive += val
Bucket 8 (Vitae): multiplier *= val (applied last)
Bucket 4 (Cooldown): skipped (not a vital mod)
ActiveEnchantmentRecord extended with optional StatModType /
StatModKey / StatModValue / Bucket fields. Existing 4-arg callers
stay compatible (defaults to null / 0). New OnEnchantmentAdded
overload accepts the full record from PlayerDescription path.
Tests: 7 new (834 -> 841):
- PlayerDescriptionParserTests (2): enchantment block schema with
multiplicative + additive buckets, Vitae singleton.
- EnchantmentMathTests (5): multiplicative buffs aggregate, additive
buffs sum, stat-key mismatch filters out, Vitae applied
multiplicatively, family-stacking picks higher spell-id.
Closes#7 (parser past spells, enchantment block parsed).
Closes#12 (StatMod flow architecture — data lights up #6's
aggregator). Files #13 (remaining trailer sections: options /
shortcuts / hotbars / desired_comps / spellbook_filters / options2 /
gameplay_options / inventory / equipped — needs the heuristic
gameplay_options walker per holtburger).
Note: ParseMagicUpdateEnchantment (live-update 0x02C2) NOT yet
extended — still uses 4-field summary. PlayerDescription is the
load-bearing path for #6; live updates can be folded in separately.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>