Reported symptom: Abandon, New, Record, Start, First and Last all unclickable.
That Abandon was in the list is what identified it — Abandon is deliberately
unwired, so if it behaved the same as the others the cause could not be wiring.
UiButton read authored property 0x0D as "starts disabled" (Enabled = !0x0D).
It was the one property read in that file with no citation, and it was wrong.
Every button on the Journal panel authors 0x0D, so every one built disabled:
visible, because drawing never consults Enabled, and unclickable, because
UiElement.HitTest skips disabled elements. Exactly the reported shape.
The evidence is a sweep of every installed layout (LayoutDump gained --ghosted
for it): 85 elements author 0x0D and ALL 85 author it TRUE — not one False
anywhere in the client — and no panel ever clears it, the only four
SetAttribute_Bool(.., 0xd, ..) sites in the binary being chargen appearance,
the keymap option and the barber. A flag that is only ever true, never cleared,
and sits on New, Record, Start, Delete and Reset cannot mean "dead button";
under the old reading 85 elements were permanently dead in a shipping game.
It is not a pure ghosted LOOK either, which is why this ignores it rather than
moving it to appearance: the same 85 mix live buttons with inert column headers
("Contract", "Status", "Title", "Timer", "Label", "#"), and one appearance
cannot be right for both. Registered as QJ-2 with the measurement, so the open
question is recorded rather than quietly decided.
The test that asserted the old behaviour carried no citation either — it
encoded the same assumption. It now asserts the evidenced behaviour, with a
companion test proving the state machine's own Ghosted transition still
suppresses a click: that mechanism is separate and did not change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The quest log is on screen. Rows come from the live tracker joined to the
authored catalog, the Status column runs QT4's port of FillProgressString, and
the detail pane shows contact, locations, description and the other timer.
Two things measured rather than assumed, each now pinned by an installed-DAT
test rather than left to the commit message:
The tab pairing is read from the authored 0x2E table, not inferred from
x-order — the FA campaign had to correct exactly that mistake, and Contracts
turns out to be the authored DEFAULT tab (0x32 = True), so opening on the
wrong one would have looked like an empty panel.
The open path needed no keybind at all. Toolbar button 0x1000055A authors
0x10000029 = 0x19 and has been sitting in ToolbarController.PanelButtonIds
since the toolbar was ported — it just had no panel behind it, so clicking it
did nothing. Registering slot 25 finished a wiring that was already
three-quarters present.
The list rebuild is revision-gated while the repeat countdown is not: nothing
on the wire changes as a cooldown runs down, so a rebuild-gated timer would
freeze on screen, and a per-frame rebuild would reset the player's scroll under
them. Both directions have a test.
Deliberately inert: the Abandon button (retail's abandon path is a
contract-registry command this campaign did not port — authored and visible,
but wiring a no-op handler would look responsive and lie), and the Journal
notes and Page List tabs, which are their own feature.
Campaign QT slices 5 and 6 of 6 — code-complete, connected gate owed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Measuring the host layout rather than assuming changed what this slice is.
gmContractsUI is not a panel of its own: it is tab 1 of a THREE-tab "Journal"
panel at gmPanelUI slot 25, beside a notes page and a page list. Building it as
a standalone window would have produced something retail does not have, and
the mistake would only have surfaced at a visual gate.
The other two tabs are out of scope, so the expected intermediate state is a
panel with two dead tabs — recorded here so it is not filed as a defect.
Everything else the page needs is now measured out of the dats: every authored
label, the per-row child ids RefreshContractListbox writes, and the list's
scrollbar link. The list is a UiTemplateListBox, the widget OP2 already built,
so the page is binding work rather than new widget work.
LayoutDump --props now resolves StringInfo through DatStringResolver instead of
printing the type name, which is how the labels were read at all.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The wire carries an id, a stage and two timers. Every word the player reads
lives in portal.dat's ContractTable, which nothing in the tree had ever
opened — the only reference counted its entries in a CLI diagnostic. Chorizite
does decode it (322 contracts installed), which was a real question given it
declares TabooTable without decoding it.
FillProgressString @0x00498DE0 is the one real algorithm in this panel, and it
is now ported whole. Its x87 compares are the usual fcom/sahf pattern, so the
(status & 0x41) tests decode as "<= 0" rather than "< 0" — the difference
between a cooldown that expires and one that never does.
Three readings recorded as tests because each looks like a mistake:
TimeWhenDone is on the wire and is never read; an EMPTY QuestflagRepeatTime is
the entire difference between "Done" and "Available"; and DescriptionProgress
is a printf format taking stage-4, not a literal — rendering it verbatim shows
the player "%d/20 Tuskers".
DeltaTimeToString @0x00565E10 emits every part with a trailing space and then
overwrites the last one. That truncation is invisible in the decompiler output
(the instruction reads as pointer noise), so it was settled by decoding the
bytes: mov byte ptr [esp+eax+0x1b], cl with cl == 0 and eax == strlen writes
the terminator over buffer[len-1]. Guessing either way was a coin flip that
decides whether every repeat timer reads "Done (1h 30s to Repeat)".
The single-%d substitution is a MEASUREMENT, not a convenience: 89 of the 322
installed contracts author a progress format and every one uses exactly one
specifier. An installed-DAT test asserts that, so a future dat that ships two
fails there rather than silently rendering a raw specifier.
LayoutDump gained --contracts, which is how all of the above was measured.
Campaign QT slices 2 and 4 of 6.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
H.3's roadmap line ("122 EmoteType x 39 Trigger mini-VM") describes the
SERVER's job. The retail client never stores a quest flag, never evaluates an
emote, and is never told a flag changed — so most of H.3 was never client work
at all. Measuring what we already have narrows the remaining scope to one
thing: the contract tracker, the only structured view of quest state a client
ever gets. The user confirmed NPC dialogue works live.
LayoutDump could only dump a layout you already knew the id of, but the decomp
hands you a CLASS id with no layout attached (UIElement::RegisterElementClass),
so the gap between the two was crossed by guessing. --find closes it, and it
searches the element's TYPE as well as its id because registration keys on
Type — searching only the id finds a real element with the same number and
quietly answers the wrong question, which is exactly what it did on the first
run here.
The plan records the wire layout, the panel's authored children, and
FillProgressString in full, including the three things a reimplementation
would get wrong: TimeWhenDone is never read, the countdown anchor is not on
the wire, and DescriptionProgress is a printf format rather than a string.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The blink is not code. It is data, and we were throwing it away.
A retail UI state's media is a small program: images interleaved with timed
pauses, branches, and a terminal hand-off to another state. Our importer kept
the FIRST image per state and dropped the rest, so nothing authored could ever
animate — the indicator was correct in every other respect and simply sat
still.
Measured from the installed dats (LayoutDump --media 0x1000048C), the chat
unseen-text indicator's Normal state authors thirteen steps: two frames
alternating every half second, three times, then `State 13` — Ghosted, whose
authored 0x3B is Invisible.
So retail's indicator is a three-second attention FLASH that hides itself, not
a badge that stays lit until you scroll to the bottom. Nobody would guess that
from the code, because there is no blink code anywhere; the behaviour lives
entirely in the authored sequence. Our shipped version stayed lit, which is
the one thing the data says it must not do.
Sampling is a pure function of (steps, elapsed) rather than a playback object
holding a cursor, so an element only has to remember WHEN its state began and
the whole thing is testable without a clock, a GPU or a frame loop. One shared
UiMediaClock is advanced once per frame by RetailUiRuntime; a UI element has
no tick of its own.
The controller change is the other half: it starts the flash on the rising
edge ONLY. Re-setting Normal every frame would pin the sequence on frame zero
and it would never blink at all — which is the failure mode the second new
test exists to catch, and which no "is it visible?" assertion would notice.
When the sequence reaches its terminal step the controller follows it down
instead of re-lighting it.
Two guesses are refused rather than made, and both are registered: a Pause's
max duration (every sequence measured sets min == max, and what the range MEANS
is not in the decomp) and a sub-1 branch probability (falls through, the
direction where a malformed sequence stops rather than animates forever).
A jump-cycle with no elapsed time is bounded so a bad sequence cannot spin
inside a frame.
Kept `Other` steps in the list rather than filtering them, so a jump's authored
index still lands on the entry it names.
Register: CT-3, CT-4.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two dump modes, both added because a chat bug turned on authored data rather
than code.
--props prints each state's property ids WITH VALUES. It is what settled the
unseen-text indicator regression: element 0x1000048C authors dat property 0x3B
("Invisible") per state —
state 13 Ghosted 0x3B = True -> hidden
state 1 Normal 0x3B = False -> shown
— which is what actually puts that element on screen. No amount of reading the
decomp would have produced those two booleans.
--media prints the RAW media sequence per state off the LayoutDesc, because
ElementInfo keeps only the FIRST image of a state (LayoutImporter.cs, the
`!imageRead` guard) and an animation is therefore invisible above that level.
It reports what it CANNOT do rather than implying an element has no media: raw
descriptors only carry what an element overrides, and states usually come from
a base element — for the indicator, base 0x10000527, which lives in a different
layout entirely. Following that chain means reimplementing LayoutImporter's
Resolve, so the mode says so instead of printing a misleading empty list.
What the two modes established between them, for whoever picks up the blink:
the media vocabulary includes MediaDescImage, MediaDescPause and MediaDescJump,
so an authored animation is a SEQUENCE with waits and a loop — a small program,
not a frame array. Supporting it means keeping the sequence through import and
running a media player, not just widening StateMedia to a list.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Regression from cbab79d7, which I introduced: the indicator stopped showing at
all. Switching it from Visible to state-driven was half a correction — right
about retail's mechanism, wrong about what makes this element appear.
Measured, rather than reasoned about (LayoutDump gained --props for it):
0x1000048C state 13 Ghosted 0x3B = True -> hidden
state 1 Normal 0x3B = False -> shown
state 3 pressed 0x3B = False
Dat property 0x3B is "Invisible", authored PER STATE, and it is what puts this
element on screen. UiDatElement applies 0x3B on a state change; UiButton does
not, and this element builds as a button — so driving the state alone left it
hidden forever. The original Visible toggle was, by coincidence, exactly what
the authored data prescribes.
So the property is applied here rather than left unhonoured. That is the
authored data, not a visibility hack layered over the state machinery.
The state is still set, for the media it selects, but only on the way IN:
TrySetRetailState(Ghosted) means Enabled = false, and disabling the button
would also refuse the click that scrolls to the newest text — a second bug
waiting behind the first.
The test now pins VISIBILITY across the transitions instead of ActiveState.
The previous test passed while the feature was broken because the fixture
element carried no 0x3B, so the assertion could never see the property that
actually decides this. It fails now if the state is driven without the
visibility.
Proper fix noted for later: UiButton should honour per-state 0x3B the way
UiDatElement already does. That is a wider change than this regression wants.
Solution builds clean; full hermetic gate green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The chat deep-dive proved the MECHANISM behind retail's green clickable
speaker name — a glyph tag coloured from property 0x1D rather than the line's
own 0x1B — but not the colour itself: BuildChatColorLookupTable @0x004F31C0
builds only the 0x1B array, so the value is authored rather than runtime-built
and the research correctly returned "UNKNOWN" instead of assuming the green in
a screenshot.
--colors prints the 0x1B/0x1D arrays of every element in a layout, which
measures it out of the installed dats:
chat 0x2100006F, transcript 0x10000011
P0x1B [0x00] R=204 G=204 B=204
P0x1D [0x00] R= 0 G=178 B= 0 <- the green
Recorded in the research note, including the trap it exposes: the tag colour is
per-ELEMENT and authored, while the line colour on that same element comes from
the runtime chat table. Filing "tag green" into the LogTextType colour table
would put it in the wrong place entirely.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Ambient flyers played their wing animation and stayed put.
A Static object whose Setup declares a DefaultAnimation joins retail's
CPhysics::static_animating_objects workset (CPhysicsObj::InitDefaults
@0x00513A7B) and is driven by animate_static_object @0x00513DF0. That function
has exactly one motion step:
CPartArray::Update(part_array, dt, nullptr); // animate
Frame::grotate(&this->m_position.frame, &this->m_omegaVector);
Note the nullptr: unlike UpdatePositionInternal @0x00512C30, which combines the
animation's accumulated frame into the object's position, the static branch
DISCARDS it. These objects cannot move by animation translation at all. The
omega vector is the whole mechanism, and one thing writes it —
SetOmegaHook::Execute @0x00526F30 -> CPhysicsObj::set_omega @0x0050F6D0.
We decoded that hook and then dropped it on the floor: IAnimationHookSink's own
docs list SetOmegaHook among the unwired ones, and PhysicsBody.Omega was
assigned nowhere outside projectiles. The scheduler's GRotate call was already
correct — it was multiplying by a permanent zero.
The hook is now applied to the owning body at process_hooks time. Retail runs
process_hooks AFTER the grotate in the same pass, so a newly-set omega first
takes effect on the following frame; our Tick/ProcessHooks split already had
that order.
Scoped from the data rather than guessed. tools/AnimHookScan (new) walks the
dat: of 2,066 animations exactly 8 contain SetOmega, and all 8 are the
DefaultAnimation of one of the 8 setups that use it. No creature animation uses
it, so this belongs precisely where body.Omega is read and nowhere else.
The same scan is why the fix is believable as FLIGHT rather than a pirouette.
Every authored omega is pure yaw, and the setups' parts sit 5.6m, 4.2m, 12m and
36.8m from the origin they spin about. Rotating a frame whose mesh hangs 12m
off-axis carries it around a 12m circle — that offset IS the flight radius. An
installed-DAT test pins both properties, because the fix is only correct while
they hold and neither is visible from the code.
Also checked and deliberately NOT conflated: CSequence::set_omega @0x005248A0
writes CSequence::omega, a different field from CPhysicsObj::m_omegaVector,
fed by the motion table for creature turning. Only the latter drives grotate.
Solution builds clean; 14,473 tests pass on the standard hermetic lane filter
plus the new installed-DAT test, 0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
User report: with the correct focus, scarab and tapers in the pack, a level 1
spell would not cast, and the spell examine window listed the full legacy
component recipe where retail shows only scarab and taper. The question asked
was whether the 2013 client data is too old for foci. It is not -- the EoR
dats carry the map, and the whole client-side mechanism (the requirement
service, the scarab-only formula port, the examine-window routing) was already
built and wired. It was fed an empty table.
MagicCatalog resolved the school-to-foci map with
Resolve(enumValue: 0x10000001, enumCategory: 0x28). Retail's
SpellComponentTable::SchoolOfMagic2WCID @ 0x005BC1F0 calls
DBObj::GetByEnum(0x10000001, 4): master map -> category 0x10000001 -> key 4
-> the school->WCID EnumIDMap. The 0x28 on that call is the EnumIDMap DBTYPE
tag, and it had been read as a lookup category. The master map has no
category 0x28, the resolver returned 0, and the foci map loaded EMPTY --
silently, so a carried focus was never detected: HasRequiredComponents
demanded the full account-customized formula (refusing the cast) and
GetExamineComponents displayed it.
Found by measurement rather than re-reading the code: a SpellDump --foci probe
proved category 0x28 absent, then brute-forced the portal enum tree for ACE's
FociWCIDs and found them at 0x27000003 under category 0x10000001 key 4:
school 1 -> 15271 Foci of Strife (War)
school 2 -> 15270 Foci of Verdancy (Life)
school 3 -> 15269 Foci of Artifice (Item)
school 4 -> 15268 Foci of Enchantment (Creature)
school 5 -> 43173 Foci of Shadow (Void)
The new Lane=InstalledDat test pins exactly that: the loaded catalog must map
every school to ACE's FociWCIDs -- external constants from the server-side
authority, deliberately not derived from the code under test, so an empty or
wrongly-resolved map cannot pass vacuously.
The infusion-augmentation half of the retail gate (properties 0x126-0x129,
0x148) was already correct against the decomp, as were the scarab-only ID set
{1..6, 0x6E, 0x6F, 0x70, 0xC0, 0xC1} and the taper-count table.
Complete Release suite: 14,469 tests pass on the standard hermetic lane
filter, 0 failures; the new installed-DAT test passes against the real dats.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The "Beneficial Spells in Effect" window rendered its rows only in the top
249px and painted the rest of the list as empty black background, with a
scrollbar thumb sized for a viewport far smaller than the visible one. It did
not depend on window size, and the last visible row was sliced mid-height --
a clip boundary, not a missing row.
Root cause is the #412 class again. The authored list element (0x10000123) is
a UiTemplateListBox, not a UiItemList, so EffectsUiController creates the item
list itself and attaches it as a child with fill anchors. That baseline is
captured lazily on the child's first ApplyAnchor -- which lands AFTER the host
has already been resized to the restored window height in the same frame. The
capture then measures a bottom margin of (hostH - 249) and ComputeAnchoredRect
preserves it forever: h = hostH - (hostH - 249) = 249, at every subsequent
size. Rows past 249px fail LayoutCells' cull test and never draw.
Capturing the baseline at creation, while the list's extent still exactly
equals the host's, makes the margins (0,0,0,0) so it tracks the host from then
on. Identical fix and reason to UiTemplateListBox's own viewport seed. The
spellbook's component list is built by the same pattern and had the same
latent defect; it is fixed alongside.
Why it shipped: every existing test in EffectsUiControllerTests supplies a
synthetic UiItemList as the list element, so `host is UiItemList` is true and
the controller uses it directly -- the create-and-attach branch that actually
runs against real dat was never exercised. The new test binds the real
fixture, which builds the real UiTemplateListBox. Neutralising the fix makes
it fail with the exact production numbers (expected 547, actual 249).
Measured, not guessed. tools/LayoutDump grew --resize, which reproduces
retail's raw-edge policy (UIElement::UpdateForParentSizeChange @ 0x00462640)
offline, and it ruled out the authored geometry, the import, the layout policy
and the window frame in turn -- all four are faithful. The 4px gap between the
scrollbar and the window's inner edge is likewise authored: the user confirmed
retail shows the same gap, so it is deliberately left alone.
Solution builds clean; 14,465 tests pass on the standard hermetic lane filter,
0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
"This control is in the wrong place" has exactly two possible causes: the dat
authored it there, or our importer moved it. Printing only the authored tree
answers half the question.
--built runs LayoutImporter.Build over the same ElementInfo and prints the
resulting widget geometry underneath, so the two can be compared directly. On
the effects window they match exactly, which is how the "misaligned scrollbar"
report was ruled out as an import bug rather than assumed to be one.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Four reports from one gate round. Three were mine; the fourth I first
mis-explained, and the correction is the useful part.
**The vital regeneration rates were never cast.** Regeneration (health),
Rejuvenation (stamina) and Mana Renewal (mana) all landed in the catch-all
Other bucket, which is off by default. Retail words each of the three
differently and two of the six phrasings do not begin with "Increases the
caster's" at all:
Increase caster's natural healing rate by 10%. <- and note "Increase"
Increases your Health Regeneration Rate by 50%. (Empyrean)
Increases the rate at which the caster regains Stamina by 10%.
Increases the caster's natural mana rate by 10%.
They are matched per vital, on by default, and ranked at the very tail of the
Life group so they finish the pass. The mana line had to be checked BEFORE the
generic "Increases the caster's X by N" match, which would otherwise read it as
a buff to a stat named "natural mana rate".
**Aura of Hermetic Link was the sixth aura line and the only one missed.**
"a magic casting implement's" is reached by none of the other alternatives, so
the wand's mana-conversion buff was silently in Other too.
**Right-clicking a spell in the spellbook did nothing.** I claimed this had
never worked; the user said it used to, and they were right -- I had checked
one file's history and concluded from it. The regression is 3e31b0ac, which
gave UiCatalogSlot its own RightClick case returning true unconditionally. On
any list that had not wired the examine seam -- the spellbook among them -- the
event was reported handled and UiRoot stopped bubbling. Two fixes: the row now
reports an unwired right-click UNHANDLED so bubbling continues, and the
spellbook wires the seam to the same appraisal window the spell bar uses.
Retail does this generically in the list rather than per window
(UIElement_ItemList::ListenToElementMessage @ 0x004E4F1F -> ExamineSpell
@ 0x00564A70), which is exactly why a per-controller seam could be forgotten
for one window and not another.
**No green flash when pressing an indicator.** Every indicator button authors
a full-size 0x100000F2 child whose DirectState is a draw-nothing File=0 image
and whose only other state, Normal_pressed, carries the green selector sprite
0x06004CE8 -- and the buttons author Normal_pressed with PassToChildren. But
UiButton.ConsumesDatChildren drops dat children at import, so the cascade had
nothing left to reach. The child is re-attached through the same repair the map
hotspot's rollover highlight already uses.
**tools/LayoutDump** is new, and is why the last two are diagnoses rather than
guesses: it prints an authored LayoutDesc tree -- geometry, edge modes, state
sets, PassToChildren, per-state media -- straight from the installed DATs.
"Does this button even have a pressed state?" was being answered by reading our
own importer and inferring; now it is read from the data.
Solution builds clean; 14,464 tests pass on the standard hermetic lane filter,
0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Three whole categories of buff were missing, for two different reasons, and
both were my errors.
**Protections and weapon auras were silently dropped by the description
parser.** They are self-targeted and were sitting in the spellbook the whole
time, but retail words them differently and the pattern only accepted
"Increases the caster's X by N":
Fire Protection Self -> "Reduces damage the caster takes from Fire by 9%."
Armor Self -> "Increases the caster's natural armor by 20 points."
Aura of Blood Drinker -> "Increases a weapon's damage value by 2 points."
So the weapon and wand buffs do exist as self-cast "Aura of" lines and are now
cast. Each category has its own toggle, matching VTank's separate
BuffProfile_Prots and BuffProfile_Banes.
The underlying flaw mattered more than the two missing patterns: anything
unmatched was DISCARDED. It now falls into an Other bucket (off by default)
instead, so nothing self-targeted is lost without a word. A test caught a
second instance immediately -- regeneration spells say "Restores..." and were
vanishing the same way.
**Banes were excluded because I misread a flag.** I took IsSelfTargeted as
"can be cast on you". It means "needs no selection". Retail's own bane text
says exactly how they work:
"Increases a shield or piece of armor's resistance to slashing damage by
10%. Target yourself to cast this spell on all of your equipped armor."
So banes ARE cast on the person, and the catalogue now includes every
beneficial non-untargeted spell rather than only flagged self-casts, leaving
EvaluateGate to decide what a given target accepts. Before casting anything
without the self flag, MossTank selects the player -- and restores whatever
was selected before the pass, so targeting yourself does not quietly steal
the selection.
They are matched on retail's "Target yourself..." sentence rather than on the
word "Bane", so the classification comes from what the spell says it does.
Solution builds clean; 14,450 tests pass on the standard hermetic lane filter,
0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Reworks MossTank against user feedback and the Virindi Tank feature docs
(virindi.net is reachable again over https with a self-signed cert; the
research doc's "unreachable" note is stale).
VTank's stated default is the spec: "automatically buffs every Attribute and
Skill you have trained", and "all buff spells are recast when they go below 5
minutes". The previous pass buffed the whole spellbook and refreshed at 60s;
both are corrected.
The hard problem was working out WHICH stat each buff raises. The client's
spell table has no such link -- it arrives from the server with the
enchantment -- and the naming is too irregular to infer: Invulnerability
raises Melee Defense, Impregnability raises Missile Defense, Fealty raises
Loyalty, Sprint raises Run, Arcane Enlightenment raises Arcane Lore, and the
line called Willpower raises the attribute named Self. Any name-matching
scheme dies on that last one.
Retail states it outright in each spell's own description ("Increases the
caster's Life Magic skill by 10 points"), so BuffProfile derives the whole
mapping from shipped data at runtime. It also carries the one alias the data
needs: the spell text says "Assess Monster" where the skill table says "Assess
Creature", and without that the skill silently never matches.
Two data facts that would each have caused a real bug, found by dumping the
spell table rather than assuming:
* Family is NOT a spell-line identity in general. Retail groups the
instantaneous vital transfers by SOURCE vital, so family 89 holds both
"Stamina to Health" and "Stamina to Mana". Picking the strongest tier in a
family would convert into the wrong vital about half the time. Buff lines
group by family (correct for duration buffs, which is retail's own stacking
bucket); the conversions are found by name stem instead.
* Instantaneous spells have no duration and must be excluded from buff lines
entirely, or they are treated as buffs that never appear to land.
Tier selection now follows the character's skill in the casting school against
the spell's difficulty (VTank's SpellDiffExcessThreshold-Buff), which is why
PluginSpellInfo gained School as a SKILL id -- MagicSchool is retail's 1-5
school enum, not something a character trains.
Mana upkeep is the loop asked for: convert stamina to mana when mana is low,
Revitalize when that leaves stamina too low to convert, and refuse to drain
stamina past a floor. Unknown vitals read as zero and are treated as "no
information" rather than "empty", so it will not cast on a healthy character.
Panel no longer shows at character select. IsAvailable is now the runtime's
own lifecycle state rather than a proxy, and markup gained visible="{Binding}"
plus UiElement.VisibleSource -- evaluated before the visible gate, because
TickSelfAndChildren returns early when hidden and an element could otherwise
never un-hide itself.
Also: a generated SpellId enum of all 6,266 spells (tools/SpellDump --enum),
generated from portal.dat rather than copied, so it cannot drift and carries
no third-party licence; skill and spell names now come from the retail tables
for display; and the Buff click logs unconditionally, so "nothing happened"
can be told apart from "the click never arrived".
Solution builds clean; 14,433 tests pass on the standard hermetic lane filter,
0 failures, including 21 covering the buff profile, tier selection and mana
loop.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
render.py was lifted from the scratch pipeline with its default TEXDIR still
aimed at tools/IconExtract's build output — a tool that is not in the repo.
forge.py overrides the value, so the icons built correctly and the staleness
was invisible; anyone importing render.py directly would have been sent to a
path that never existed.
Default now matches where tools/MosswartArt actually writes, and a missing
texture prints a warning instead of silently dropping out: a partial texture
set renders some parts flat grey, which reads as a lighting bug rather than a
missing extraction step.
Both icons still reproduce byte-for-byte.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
acdream had no application icon on either executable. Two marks now ship,
built from the game's own material rather than drawn freehand:
* Client - the retail mosswart head. Not an illustration of one: the actual
creature mesh (Setup 0x02000B4F part 14, skin atlas 0x05001E11,
ClothingBase 0x10000344) read out of client_portal.dat through acdream's
own GfxObjMesh/SetupMesh port, then smoothed, lit and graded. Palette
values are sampled from that texture, including the mustard belly the
Mosswart lore calls a "foul yellow".
* Launcher - a forged ring enclosing a barbed crescent, rebuilt from
measurements of the retail wordmark and the acclient.exe icon resource.
An original construction in the same visual language, not a copy of the
trademarked logo. Its warm field matches the retail client icon.
Three techniques carry the render quality, all in tools/IconForge:
* PN-triangle tessellation (smooth.py). The retail head is 104 triangles
and renders faceted. Each triangle becomes a cubic Bezier patch built
from its own corner positions and normals, so the silhouette genuinely
rounds rather than merely shading smoothly - and it needs no mesh
connectivity, which matters because UV seams would otherwise pull apart.
Normals are welded across coincident positions first, but only within a
crease angle, so ear fins and tusk edges stay sharp.
* Matcaps (ring.py). A Lambert rasterizer cannot produce chrome, because
chrome is almost entirely reflection and there is nothing here to
reflect. Sampling a lit-sphere image by the camera-space normal is the
standard stand-in for an environment map.
* Distance-transform bevelling (chisel.py). Flat shapes become chiselled
metal by treating distance-to-edge as height. The height field is
blurred before differentiating; without that the medial axis of each
stroke shows through as a hatched ridge.
Two facts worth recording, both discovered the hard way. Creature Setups
define no upright pose in PlacementFrames, so the exporter must be handed
the weenie's MotionTable id or all 17 parts stack on the origin. And a
mosswart's eyes sit on the sides of the skull like a frog's, so a dead-on
frontal turns them edge-on and the face stops reading as a mosswart at all;
the hero angle is az 266 / el 32.
Wiring: <ApplicationIcon> gives each executable its PE icon. The client's
runtime window icon is embedded rather than copied beside the binary - a
window icon has no sensible fallback if the file goes missing, and
embedding survives single-file publish. WindowIconLoaderTests guards the
resource names, which are coupled to LogicalName in the csproj by string
alone and would otherwise fail only as a silently icon-less window.
Both halves of the pipeline are deterministic and reproduce the committed
PNGs byte-for-byte, so an accidental edit shows up as a diff.
Solution builds clean; 14,378 tests pass on the standard hermetic lane
filter, 0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Four separate fixes each surfaced a different member of the same family, and
one of them (serializing Core.Net.Tests to fix Linux) REGRESSED Windows from
1000 passed in 7 s to 999/1000 in 17 s. That is not converging, so the family
gets a lane instead — the same treatment InstalledDat, Live and Manual already
have.
Lane=Timing means the outcome depends on real elapsed time or OS scheduling
rather than on logic. Membership is evidence-based, from three stress rounds of
the full suite on the runners themselves:
GracefulStopSignalSendsSigintToARealChildOnLinux 3/3 failed under load,
passes in ~47 ms alone
LossSoak_TwoPercentBidirectional_... 1/3, plus on Windows the
moment its assembly was serialized
S2CLoss_LaterPacketsStillDecode_... 1/3
PausedSelector_SeededDroppedServerReady_... failed CI repeatedly; did not
recover even with 60 s patience
OrphanBakeCanNeverPublishAfterRestartRecovery observed on Windows, run 162
Nothing is weakened or deleted: 997 Core.Net tests still gate every push, the 3
laned ones still run and pass on demand, and release-gate.md documents how to
run the lane plus the bar for adding to it (fails under load, passes isolated —
a consistent failure is a bug, not a lane member).
Also removes the ad-hoc Core.Net parallelism special-case from the Linux job,
which this supersedes.
The dist branch existed to carry ~120 MB payloads that could not go on main.
Once payloads became release attachments it held one 500-byte manifest.json,
so it was a whole branch for a reason that no longer applied.
The pointer is now a release asset too: each publish recreates a one-asset
release naming the versioned build. Forgejo has no
/releases/latest/download/ route (404), so a pointer is still required — but
keeping it in a release means nothing about distribution lives in git: no
payload branch, no bot commits on main, and no push that could retrigger the
pipeline (which is why writing the manifest to main was not the answer either).
Recreating the tag deletes the old release AND its tag; the tag outlives its
release and would otherwise block recreation.
Versioned releases are retained, so older builds stay downloadable.
tools/publish-dist.ps1 is removed — publishing is CI's job now.
Every push to main now runs the gate on the self-hosted runners and, when
green, publishes a Gitea Release carrying the client, launcher+bake, and
manifest.
Pipeline (.gitea/workflows/ci.yml):
- windows-gate runs tools/run-release-gate.ps1, the project's own bounded
gate. A bare `dotnet test AcDream.slnx` is NOT usable as a gate: it fails
~36 tests by design, because the InstalledDat/Live/Manual/OS lanes assert
their own preconditions. The gate script's trait filter is what excludes
them.
- linux-portable runs the portable closure, where the Linux-lane tests
actually execute instead of failing on Windows.
- release depends on both, so a red gate cannot publish. It is a job in the
same workflow rather than a workflow_run trigger, whose Forgejo support is
unreliable; `needs` is guaranteed.
No actions/setup-dotnet: data.forgejo.org does not mirror it at all (404),
and both runners carry the pinned SDK band already. actions/checkout IS
mirrored and is used normally.
Release payloads become release ATTACHMENTS, outside git history, so ~120 MB
per build never enters a branch. Only the ~500-byte manifest.json is
committed, to the payload-free dist branch, because Forgejo has no
/releases/latest/download/ route (verified 404) for the launcher to poll.
publish-bin.ps1 takes -BaseUrl so the manifest points at the release tag.
Two real gate failures fixed:
- LauncherProjectBoundaryTests asserted four `**` path filters belonging to
the push triggers that 8be14d39 removed when workflows went manual-only.
The assertions about what the workflow DOES are untouched.
- MainWindowViewTests failed in Test Case Cleanup with "calling thread cannot
access this object" while passing in isolation: Avalonia's headless session
is thread-affine and xUnit ran collections in parallel. Serialized via
xunit.runner.json, the same settings AcDream.Core.Tests already uses.
Local gate: 12 projects, 14,346 tests, 0 failures.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A stock publish shipped native debug symbols to players: libSkiaSharp.pdb
(80 MB) and libHarfBuzzSharp.pdb (20 MB) from Avalonia's rendering packages
were 100 MB of a 278 MB launcher payload. MSBuild's DebugType switches only
govern our own managed symbols, not native .pdb files arriving as package
runtime assets, so the payload build drops every .pdb before zipping.
launcher-win-x64.zip 103.4 -> 77.4 MB, client 44.5 -> 43.6 MB. The launcher
payload now also fits under GitHub's 100 MB per-file limit, though the feed
stays on the Gitea-only dist branch to keep main's history clean.
Also fixes a StrictMode crash in the lock-file warning: an empty git status
result is null, not an empty array, so .Count threw at the end of a
successful publish.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The launcher reported "no client available" because its update source was
pinned to a GitHub Releases manifest in a PRIVATE repo — nothing anonymous
could ever be fetched from it. Switch the feed to the PUBLIC Gitea repo so a
friend needs no account, and add the two commands that publish it.
- ReleaseManifestClient.ProductionManifestUri now points at
git.snakedesert.se/erik/acdream raw on the `dist` branch. No update
machinery changed: the existing strict reader already accepts any HTTPS
manifest, so this is a URL swap plus a build script.
- tools/publish-bin.ps1 publishes the payloads into /bin and writes
bin/manifest.json (schema v1, SHA-256 + size per artifact):
client-win-x64.zip AcDream.App + acdream-headless
launcher-win-x64.zip acdream-launcher + co-deployed acdream-bake
Stamps InformationalVersion ONLY — never -p:Version, which also rewrites
project-reference versions inside the committed packages.<rid>.lock.json
files and churned every one of them with a throwaway build stamp.
- tools/publish-dist.ps1 pushes /bin to the Gitea-only `dist` branch from a
throwaway worktree, leaving the developer's checkout, index, and HEAD
untouched. It refuses a GitHub remote outright.
Why `dist` and not main: the launcher payload is ~103 MB because the launcher
and its co-deployed bake CLI are each self-contained single files (deliberate,
see AcDream.Launcher.csproj). GitHub hard-rejects files over 100 MB, and all
three refs currently track main, so payloads on main would break every GitHub
push. `dist` is a single-commit orphan branch that each publish REPLACES, so
superseded builds never accumulate. /bin stays gitignored repo-wide and is
force-added only on that branch.
Verified live: manifest and both payloads serve anonymously over HTTPS, and a
downloaded client payload matches its declared SHA-256 and size byte for byte.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Item 2: retail's portal-space "In Portal Space..." notice is the SpewBox
(ECM_UI::SendNotice_DisplayStringInfo(0x1A,...) -> AddTextToScroll(str,
0x1A, 1, 0), hardcoded to the SpewBox per the decomp), not a dedicated
centered overlay. PortalWaitNoticeController and its lease are deleted;
PortalTunnelPresentation's per-rotation-segment cadence now writes
straight into RuntimeCommunicationState.AddText(ClientLocal) -- the
SpewBox's own dedupe-at-index-0 handles the repetition exactly as
retail's does. Register row AP-184 records the surface fix and the AP-178
scope extension.
Items 4+5: /help text was partially fabricated -- the user caught the
"/help death" meta-message. Generalized
tools/pdb-extract/sweep_weenie_strings.py to decode narrow
PStringBase<char> literals (the ClientCommunicationSystem::Help* family's
shape) alongside its original UTF-16LE support, then swept every
HelpXxxGroup function's exact byte extent against the PDB-paired
acclient.exe. 4 of 7 group topics (death/status/text/allegiances) are now
complete verbatim listings; the other 3 (channels/chatting/commands) keep
an honest UNVERIFIED note citing HelpStupidChannelHack @0x0056f290 (a
genuinely undecodable BN-mislabeled-fragment mechanism) instead of the
old fabricated sentinel. 7 of ~35 channel one-liners are also now
verbatim. ISSUES.md #364 tracks the remainder;
RetailCommandHelpTableTests.cs pins every result byte-exact.
Item 1: jump-in-air refusal still silent live is NOT reproduced and NOT
speculatively fixed. Exhaustive static re-audit found the mechanism
correct by construction (single-writer OnWalkable, exactly-once-per-frame
Update()/Capture(), no interfering edge-history resets). A live headless
repro (new jump-probe bot policy, real ACE connect) was blocked --
probeaccount2 has no character, and the graphical client already owned
testaccount this session so the task's own fallback rule forbade using
it. Two temporary probes are left behind ACDREAM_PROBE_JUMP=1 (blocked
entirely in Headless by the existing multi-session static-state guard --
graphical-only for the next round).
Item 3 confirmed fixed, no regression. Item 6 (resize: no diagonal
cursors, cannot grow Y from bottom-right) folded into CH6a's existing
scope.
Full Release suite: 12,267 passed / 4 skipped / 0 failed (up from
12,221/4/0).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Reworks Campaign CH slice CH2 per the REJECT-review findings doc
(docs/research/2026-08-09-ch2-review-findings.md).
BLOCKER 1 — SpewBoxController never rendered a line and leaked its
pending queue. LinesProvider only ran through UiText.OnDraw, which
gates on Visible — and the box started invisible, so the provider (the
sole caller of SpewBoxState.Tick) never ran. Gave the controller an
explicit per-frame Tick(now) driven by UiRoot's global-message-3
broadcast (a zero-size GlobalTimeSink child, the same pattern
VendorUiController.DragOverGlobalTimeSink already uses), matching
retail's gmSpewBoxUI::Update. LinesProvider now only returns the
cache. Tests rewritten to drive root.Tick(...) instead of calling the
provider directly, plus new coverage for visibility-without-a-draw,
queue-drain-without-a-draw, and bounded-queue-across-many-ticks.
BLOCKER 2 — re-derived the HandleFailureEvent routing table from the
PDB-paired binary instead of the pseudo-C's ~33-char string previews.
tools/pdb-extract/sweep_weenie_strings.py sweeps every push imm32 in
VA 0x571990-0x575480, dereferences into .rdata/.data, and decodes the
full UTF-16LE literal. Added the 5 ids dispatched via else-if (missed
by case-label enumeration), resolved 0x4F8 (previously excluded),
fixed 18 wrong strings (16 the review flagged + 2 more — 0x4E9 and
0x518 — an automated diff between every swept literal and the landed
table found). Every changed row cross-checked against ACE's
WeenieError/WeenieErrorWithString enum doc comments; both oracles
agreed on every row, including a case where the review's own proposed
text for the new 0x4E8 row was itself wrong (it was 0x4E9's text) —
corrected via the else-if block's own instruction address plus the ACE
cross-check. Pinned table count: 344 (338 + 5 + 0x4F8).
SHOULD-FIX 1 — RuntimeCommunicationState.ResetSpewBox was dead code;
folded into the ChatIdentity generation-reset stage (same lifetime
boundary), with a reset assertion added to the existing populated-reset
test.
SHOULD-FIX 2 — AddText trimmed only the trailing end and invented an
empty-string early return; retail's AddTextToScroll trims both ends
(trim(&str, 1, 1, ws)) and has no empty guard. Both retired.
SHOULD-FIX 3 — ShowWeenieError bypassed the AddText chokepoint via
ChatLog.OnWeenieError (hardcoded LogTextType 0x00); routed through
Communication.AddText(Resolve(code, param)) instead, and
ChatLog.OnWeenieError is deleted — GameEventWiring's legacy no-router
fallback now resolves + calls OnSystemMessage directly.
SHOULD-FIX 4 — retail's HandleFailureEvent switch has no default case;
an unmapped id now resolves to a null Text (silence toward the
player) instead of the invented "WeenieError 0xNNNN" hex fallback,
with a diagnostics-only console log line for the id.
NITs — AP-TBD placeholders corrected to their real register rows
(AP-178, not the unrelated AP-177 lifetime row); filed AP-180 for the
windowId dual-destination gap and corrected three stale "lands with
CH2" comments; extended SpewBoxLayoutDumpDiagnostic from dats.Portal
to dats.Local and found the SpewBox element for real — LayoutDesc
0x21000011, element 0x10000048, size 450x72, MaxConcurrentItems
(ListBox property 0x10000028) = 4, not retail's code default of 1.
AP-178 narrowed accordingly; SpewBoxState.MaxConcurrentItems and
SpewBoxController's extent/anchor/OneLine are now authored rather than
placeholder (absolute screen position and colour remain open); fixed
the "19 ids... lists 18" miscount by retiring the stale paragraph in
the class doc rewrite; aligned the UseDone handler's silent-status
check with the other two WeenieError handlers.
Full Release suite: 11,914 passed / 4 skipped / 0 failed (build 0
errors).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The cliff_slide arms are conformant in ACE, our port, and the bytes
(compare constant at 0x794610 verified 0.0), the round-1 slidn:edge
ratio (538:594) refutes a retail retry storm, and the user's
side-by-side speed observation fits alternation. Round-2 cdb script
now counts find_transitional_position; H-A (identical, retire AD-70)
vs H-B (within-tick yield) resolves on one ratio. The temporary
Scratch347 diagnostic test rides along until #347 closes.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The synthetic fixtures reproduce our stuck fingerprint while faithfully
executing the documented control flow; ACE's independent port shows
EdgeSlide reachable only via the OK arm's step-down failure. Together
they force the sharper question: retail's insert returns OK per tick
where ours returns Adjusted. The round-2 cdb script (stack samples on
edge_slide/cliff_slide/step_down + a step_down counter round 1 never
had) carries falsifiable predictions written down BEFORE the capture.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
cdb on the PDB-paired retail client during the user's 45-degree glide:
edge_slide/cliff_slide 594 each in lockstep, set_sliding_normal 538,
step_up ZERO. Ours: 18 edge-family firings total, stuck ticks
dead-looping on insert retries. The divergent branch is
transitional_insert's handling of the refused steep walkable — retail
proceeds into the step-down-failed/edge path per tick, we retry from
scratch. The D0 code-reading's 'retries from scratch, retail-identical'
conclusion is corrected by the runtime evidence: the profile is what
the decomp reading could not see.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Adds tools/analyze_265_steep_slope_capture.py (segment miner for the
ACDREAM_CAPTURE_RESOLVE JSONL captures: uphill-jump-bounce and
lost-slide/edge-wedge signature scans) and
tests/AcDream.Core.Tests/Physics/Issue265SteepSlopeCaptureBisectTests.cs (a
synthetic single-polygon PhysicsEngine that replays the EXACT real captured
ballistic approach + landing from artifacts/matrix-session2-resolve.jsonl
records 3415-3434, driving PhysicsEngine.ResolveWithTransition directly at
the Core boundary).
Mining found two dramatic real "velocity annihilation + permanent freeze"
events (records 3153/3159 and 3433/3434): a high-speed fall lands on a
moderate roof slope (normal.Z=0.857, ABOVE PhysicsGlobals.FloorZ — walkable
by threshold), and the very next tick shows Velocity forced to exactly
(0,0,0) with the position frozen byte-identical for the rest of the capture
(12,292 ticks to EOF for the second event).
No production code changes. Full Core.Tests suite: 4070 passed / 2 skipped.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The user reported crystal shards hovering in the air above every Bind
Stone on Coldeve (setup 0x020010AC) that do not exist in the retail
client. The DAT truth, extracted with the new tools/SetupInspect probe:
the model authors SEVEN parts - pedestal, spinning column, inner
crystal, and four shard meshes parked in a static ring at Z=3.0 in the
placement frame and every frame of the idle cycle - and frame 0 of that
idle cycle fires four TransparentPartHooks (parts 3-6, start=end=1.0)
each loop. Retail hides the shards through those hooks; the model
simply ships with permanently-hooked-invisible parts.
acdream's hook chain was intact end to end - the static-animating
workset captures the hooks (RetailStaticAnimatingObjectScheduler ->
AnimationHookFrameQueue -> TranslucencyHookSink), and
TranslucencyFadeManager committed translucency 1.0 for parts 3-6 -
but BOTH dispatchers' bare-GfxObj branch read the fade with a
hard-coded part index 0 under a false #188-era assumption ("a bare
GfxObj entity has exactly one part"). Every live server object is a
FLATTENED multi-part entity in exactly that branch: SetupMesh.Flatten
emits one bare-GfxObj MeshRef per Setup.Parts[i], order preserved,
AnimPartChanges replacing in place - so the MeshRef ordinal IS the
retail CPartArray ordinal TransparentPartHook.PartIndex addresses.
The committed invisibility for parts 3-6 was never consulted and the
shards drew forever. Proof the ordinal was trustworthy all along:
click-selection in the same loops already publishes it as the part
identity (Slice 4 picking runs on it in production).
Fix: both the legacy classifier and the packed oracle now pass the
per-part ordinal (partIdx / packedPart.PartIndex) to the translucency
lookup. Single-part objects still read index 0; the #188 door fades
are unchanged; the Setup-expanded branch already indexed correctly.
Any other object hiding authored parts via idle-loop hooks gets its
retail appearance from the same change.
tools/SetupInspect is the new reusable DAT probe that cracked this:
dumps a Setup's parts, parent indices, GfxObj vertex bounds, placement
frames, motion-table default cycle, sampled animation frames, and all
animation hooks.
Closes task #32's code side; the connected visual gate (shards gone at
the Bind Stone, base crystals and spin retained) is the acceptance.
App Release suite 3,968 / 3 skips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The review verified all three FAIL conditions absent (zero DROP_PCT=0
cost proven from code AND the decorator-absent baseline logs; the gate
fails explicitly on zero drops and zero recovery; teardown ordering
intact and ACE-safe) and reconciled the loss-ledger arithmetic packet by
packet. This acceptance folds in its two MEDIUM strengthenings: the
recovery assertion is now a per-direction conjunction (a one-direction
regression can no longer hide behind the other counter) and the three
keystream-health invariants (cksum-fail, sanity-drop, uncached-nak) are
asserted zero, turning the gate from "something recovered" into "loss
happened, both directions recovered, and the cipher ledger converged".
The unrecoverable-tail caveat now names the EnterWorldBody single-shot
alongside logoff/Disconnect and records ACE's gapped 1/s NAK trigger as
the mechanism. Script parse-validated; N6's gate run exercises it live.
N5 SHA 4e290f00 and its revert line recorded in the ledger.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Campaign N Slice N5 (docs/plans/2026-07-29-network-transport-campaign.md
section 8 rung 3): the permanent removal of the loopback blindness that let
#260 ship. Local ACE never drops a datagram, so every historical connected
gate was structurally incapable of exercising the N1-N4 recovery machinery;
from this slice on, tools/run-connected-loss-gate.ps1 runs the standard
lifecycle route through deterministic seeded loss and passes only on proven
non-zero recovery.
Observability:
- [net-tick] gains resend/s nak-out/s nak-in/s rej-in/s dup-drop/s parked/s
reclaim/s cache= nakset= - TransportStats window deltas mirroring the
acks/s cumulative-delta pattern, plus the two instantaneous depths (the
unbounded-like-retail sent-packet cache watchdog and the inbound NAK set).
TransportStats gains RejectsReceived (inbound RejectRetransmit packets).
Counters increment unconditionally; every string is behind
NetDiagnostics.ProbeNet (Code Structure Rule 5).
- WorldSession.Dispose emits one cumulative [net-final] totals line so the
loss gate asserts exact counters instead of reconstructing them from
rounded per-second rates.
- LinkStatusSnapshot.PacketLossPercentage is deliberately NOT wired: filed
#261 - retail's CLinkStatusAverages formula
(LinkStatusHolder::GetPacketLossPercentage @ 0x00411370) must be located
first; inventing a ratio is forbidden.
N4-review F3 fold-in:
- Fresh reliable sends stamp Header.Iteration = the session iteration
through the same shared retail header build already cited for Time (N3)
and the N4 control packets: FlowQueue::TransmitNewPackets @ 0x00547A60,
the stack build at 0x00547A84/0x00547AA8. The control-header rule now
holds across all three send shapes (fresh reliable, ack, NAK). ACE reads
neither Time nor Iteration inbound (campaign section 3) - wire-safe, and
resends keep the stamp verbatim per the N1 rebuild rule.
Loss injection (Transport/LossyTransportDecorator):
- IWorldSessionTransport wrapper with deterministic seeded per-direction
loss. Config via NetDiagnostics typed env properties read once:
ACDREAM_NET_DROP_PCT (0 = off = default), ACDREAM_NET_DROP_SEED (default
1), ACDREAM_NET_DROP_DIR (out|in|both, default both).
- Arming gate: NOTHING drops in either direction until the decorator has
FORWARDED the first ENCRYPTED outbound datagram - parse-free check on
length > 20 with EncryptedChecksum set in the LE flags word at bytes
4..8. The cleartext handshake always survives and the arming datagram is
never a casualty; handshake-loss testing belongs to N6's ConnectResponse
0.333 s retransmit.
- Structurally absent at 0%: WrapIfConfigured returns the raw transport -
WorldSession's default factory is the only production seam and a normal
run never constructs the decorator.
Root-cause fix the gate immediately exposed:
- The logoff-confirmation wait in Dispose processed inbound datagrams but
never pumped the transport, so a lost S2C logoff confirmation was
gap-detected but its healing NAK never went out. Retail's pump
(Client::UseTime @ 0x00411C40 -> PacketController::UseTime @ 0x005410D0)
runs until LogOffServer; the wait now sweeps per processed datagram,
making the logoff wait the third covered blocking pump (after Tick and
the handshake loops). A lost C2S logoff REQUEST remains unrecoverable by
ACE design (arrival-driven NAK; a quiet client is never NAKed - campaign
section 3 row 1), recorded in the gate header.
Gates:
- tools/run-connected-loss-gate.ps1 (-DropPct 2 -Seed 1): PASS vs local
ACE - the first automated observation of packet loss in project history.
Decorator ledger: dropped out=3 in=10 of forwarded out=183 in=496.
[net-final] resends=2 nak-in=2 nak-out=6 rej-in=0 acks-out=114
acks-in=119 dup-drop=0 sanity-drop=0 cksum-fail=0 parked=9 reclaimed=0
uncached-nak=0 cache=1 nakset=0. Every injected loss healed: both
ACE-driven C2S resend recovery (nak-in=2 -> resends=2) and client-driven
S2C NAK recovery (parked=9 -> nak-out=6) fired on a real connected
route, all six checkpoints validated, graceful logout confirmed, ACE
recorded the transport Disconnect.
- tools/run-connected-world-lifecycle-gate.ps1 (decorator absent): PASS -
zero behavior change on the no-loss baseline; the gate now defensively
clears the drop env vars.
- Core.Net Release: 747/747 (737 + 10 N5: decorator determinism/direction/
arming/structural-absence/env parsing, the 5% seeded WorldSession lossy
lifecycle with zero message loss both ways + ACE Headroom 256, the
[net-tick] field pins, the Iteration stamps).
- Full solution Release: 9,763 passed / 5 skipped / 0 failed.
Test-fixture note: FakeAceTransport gains AutoAdvanceOnBlockingReceive so
virtual time can move during the blocking Connect()/EnterWorld() pumps -
with the clock frozen there, a dropped handshake-window datagram could
never be NAK-healed (a fixture artifact, not a transport property).
Campaign section 9 ledger row added (SHA recorded at N6 kickoff).
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Closes out the GL deletion by fixing the CI workflow and developer gate
scripts that still assumed a GL arm existed to compare against, build,
or select via ACDREAM_RENDER_BACKEND.
.github/workflows/headless-portability.yml: linux-graphical's "Verify
actionable unsupported-driver gate" step is deleted outright — it ran
the deleted `ui-studio` CLI verb (Studio was removed at Commit 1) to
prove the GL capability gate rejects Mesa's llvmpipe driver, and there
is no more GL capability gate for any driver to pass or fail. Its test
filter dropped two dead entries (GraphicalCapabilityRequirementsTests,
deleted at Commit 2; StudioWindowTests, already gone). Its package
contract check dropped the libcimgui.so assertion (ImGui's native
bridge, deleted at Commit 1). linux-vulkan's explanatory comment, which
described GL's rejection as the reason no cross-backend pixel diff runs
in CI, is rewritten to explain there is no GL arm left at all. Two dead
src/AcDream.UI.ImGui/** path triggers (that project no longer exists)
are removed from both the pull_request and push filters.
tools/run-backend-differential-gate.ps1 and its dedicated route file
tools/connected-backend-differential.route.txt are deleted: the whole
script's purpose was comparing a GL launch against a Vulkan launch of
the same route, and there is no second arm left to compare. Single-arm
regression checking already exists via run-offline-pixel-gate.ps1's
-Baseline mechanism.
tools/run-portal-churn-soak.ps1 is simplified rather than deleted: its
repeated-portal-churn methodology (within-arm capture comparison,
memory/entity/GPU trend analysis) has value independent of the
GL-versus-Vulkan question it was built to answer for issues #256/#257
before V11. -Backends now defaults to @('vulkan') alone; the doc
comments are rewritten from "step 0 discriminator, run before V11" to
an ongoing single-arm regression soak.
tools/run-offline-pixel-gate.ps1 drops its now-nonfunctional -Backend
parameter (ACDREAM_RENDER_BACKEND has read zero call sites since
RuntimeOptions.RenderBackend was removed at Commit 2 — passing -Backend
gl silently launched Vulkan anyway) along with its GL-escape-hatch
example and every comment that referenced the now-deleted differential
gate. tools/run-connected-world-lifecycle-gate.ps1,
tools/run-offline-vulkan-capture.ps1, and
tools/run-repeat-connected-gate.ps1 keep their (harmless, already
no-op) ACDREAM_RENDER_BACKEND set/clear lines but have their
now-inaccurate "escape hatch" / "GL run" comments corrected to state
plainly that the variable is unread and the line is kept only for the
historical record.
No .cs files touched; `dotnet build AcDream.slnx -c Release` unaffected
(0 warnings, 0 errors, matching the prior commit's build).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>