Called once per frame from OnUpdate. Owns a StreamingRegion and uses
delegates into LandblockStreamer + a terrain-apply callback so unit
tests can inject fakes. Handles first-tick bootstrap (whole window
loads), boundary recenter (diff against previous center), and
drain completions (up to N per frame to cap GPU upload spikes).
4 new tests, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Code review follow-up to commit 0904372. Five Important fixes plus
three Minor polish items found by the reviewer before StreamingController
depends on this class under churn.
I1: Dispose is now thread-safe via Interlocked.Exchange on an int
guard. Two concurrent Dispose calls no longer double-dispose the
CancellationTokenSource.
I2: EnqueueLoad/EnqueueUnload now throw ObjectDisposedException when
called after Dispose instead of silently dropping the job. Jobs
vanishing into a completed channel was a debugging hazard.
I3: Start throws ObjectDisposedException when called after Dispose
instead of silently doing nothing (the old guard only checked
whether the thread was non-null, not whether the streamer was
still usable).
I4: New test Load_ExecutesLoaderOnBackgroundThread captures the
loader delegate's ManagedThreadId and asserts it differs from
the test thread's id, proving the whole reason this class
exists (off-thread execution) is actually happening.
I5: New LandblockStreamResult.WorkerCrashed record type for the
outer catch in WorkerLoop. Previously the crash path wrote
Failed(0, ex.ToString()) which collided with landblock (0, 0)
in the north ocean, making "worker crashed" indistinguishable
from "landblock 0 failed to load".
Minor polish:
- M1: Test spin constants (SpinTimeoutMs, SpinStepMs,
SpinMaxIterations) extracted so the 200 x 10ms pattern has one
source of truth.
- M2: DefaultDrainBatchSize public const on LandblockStreamer so
the batch cap has a name and a comment explaining why 4.
- M3: Safety-argument comment on the sync-over-async
WaitToReadAsync call explaining why it cannot deadlock (dedicated
thread, no SyncContext).
- M6: XML remarks on the class and on DrainCompletions documenting
threading contract (Enqueue = any thread, Drain = single consumer
thread).
112 Core + 96 Core.Net tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Background thread pulls load/unload jobs from an inbox channel, invokes
a caller-supplied Func<uint, LoadedLandblock?> (production wraps
LandblockLoader.Load, tests inject a fake), and posts results to an
outbox channel the render thread drains. Graceful shutdown via
CancellationToken; failed loads reported rather than retried.
4 new tests, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
LandblockStreamJob (Load/Unload) and LandblockStreamResult
(Loaded/Failed/Unloaded) are the channel payload types the next
task's LandblockStreamer will use. Separate file because they're
shared between the worker thread and the render thread and deserve
a focused home.
Folds in two carryover nits from the Task 1 fix review:
- Stale "radius + 1" comments in StreamingRegionTests updated to
match the real radius+2 threshold (no numeric-assertion changes).
- Single-step recenter test now asserts Visible.Count == 25 and
Resident.Count == 30, locking in the Visible/Resident semantic
split behaviorally.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Review follow-up from commit 11df793. Three fixes:
1. Visible semantics: StreamingRegion.Visible now strictly describes the
current (2r+1)×(2r+1) window, not window + hysteresis retainees.
Added a parallel Resident property exposing the actual loaded set
(window + hysteresis buffer). This matters because StreamingController
(next task) reads these to decide what to render vs what to unload;
conflating them in one set would have forced awkward post-processing
downstream.
2. Doc/code disagreement: updated the RecenterTo and RegionDiff doc
comments from "radius + 1" to "radius + 2" to match the actual
implementation (which is what the tests require). Also updated the
plan doc so future readers don't hit the same contradiction.
3. Edge-clamping test coverage: added a single-axis edge test
(cx=0, cy=50 → 15 entries) and an ID-encoding test (radius=0 at
0x12,0x34 → 0x1234FFFE) so a swapped-shift bug in EncodeLandblockId
or an asymmetric off-by-one would fail a test instead of passing
silently.
9 tests green, full suite regressions-free.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Pure data type describing the set of landblocks inside the current
streaming window, with a diff-style Recenter that returns (toLoad,
toUnload) pairs the LandblockStreamer consumes as jobs. Hysteresis
of radius+2 prevents load/unload churn at boundary crossings (spec
says radius+1 but tests confirm radius+2 is the correct buffer size).
First piece of Phase A.1 per docs/superpowers/plans/2026-04-11-foundation-a1-streaming.md.
7 new tests, all green. Total suite: 105/105.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Companion to the Phase 6.6 UpdateMotion parser. Without this, every
server-spawned entity stays frozen at its CreateObject origin forever
— NPCs don't patrol, creatures don't hunt, other players don't walk
past. UpdatePosition is the per-entity position delta the server sends
on every movement tick.
The wire format is straightforward but fiddly:
u32 opcode | u32 guid | u32 flags | u32 cellId | 3xf32 pos
(0..4) conditional f32 rotation components, present iff the
corresponding OrientationHasNo* flag is CLEAR
optional 3xf32 velocity iff HasVelocity
optional u32 placementId iff HasPlacementID
four u16 sequence numbers (consumed but not used)
Layout ported from references/ACE/Source/ACE.Server/Network/Structure/
PositionPack.cs::Write and ACE.Entity/Enum/PositionFlags.cs.
WorldSession dispatches PositionUpdated(guid, position, velocity) on
a successful parse. GameWindow wiring (guid → WorldEntity lookup and
transform swap) is deferred to the same follow-up commit that lands
Phase 6.6 wiring, after the in-flight Phase 9.1 translucent-pass work
merges so we don't step on GameWindow.cs edits.
96 Core.Net tests (was 89, +7 for UpdatePosition coverage).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Server sends UpdateMotion whenever an entity's motion state changes:
NPCs starting a walk cycle, creatures switching to a combat stance,
doors opening, a player waving, etc. Phase 6.1-6.4 already handles
rendering different (stance, forward-command) pairs for the INITIAL
CreateObject, but without this message NPCs freeze in whatever pose
they spawned with and never transition to walking/fighting.
Added UpdateMotion.TryParse with the same ServerMotionState the
CreateObject path uses, reached via a slightly different outer
layout (guid + instance seq + header'd MovementData; the MovementData
starts with the 8-byte sequence/autonomous header this time rather
than being preceded by a length field). Only the (stance, forward-
command) pair is extracted — same subset CreateObject grabs.
WorldSession dispatches MotionUpdated(guid, state) when a 0xF74C
body parses successfully. The App-side wiring (guid→entity lookup
and AnimatedEntity cycle swap) is intentionally deferred to a
separate commit because it touches GameWindow which is currently
being edited by the Phase 9.1 translucent-pass work.
89 Core.Net tests (was 83, +6 for UpdateMotion coverage).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Entities using 8-bit palette-indexed textures (PFID_P8), uncompressed 24-bit
RGB surfaces (PFID_R8G8B8), and 32-bit packed-BGR surfaces (PFID_X8R8G8B8)
were all rendering as solid magenta. PFID_P8 uses the same palette-lookup and
isClipMap (indices 0..7 → fully transparent) convention as the existing
INDEX16 decoder, reading one byte per pixel instead of two. PFID_R8G8B8 and
PFID_X8R8G8B8 decode on-disk B,G,R[,X] byte order to R,G,B,255 RGBA8 output
for OpenGL PixelFormat.Rgba upload; the X padding byte in X8R8G8B8 is
discarded rather than forwarded as alpha.
168 tests green (85 AcDream.Core.Tests + 83 AcDream.Core.Net.Tests), including
9 new SurfaceDecoder tests covering correct channel mapping, clipmap
transparency, truncated-data fallback, and palette-missing fallback for P8.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Decodes the CreateObject (0xF745) game message body far enough to hand
an entity off to acdream's existing IGameState/MeshRenderer pipeline.
Ported from ACE's WorldObject_Networking.cs (SerializeCreateObject,
SerializeModelData, SerializePhysicsData) and Position.cs.
Scope: the parser extracts exactly three fields —
- GUID (u32 right after the opcode)
- ServerPosition (landblockId + XYZ + rotation quaternion), if the
Position bit is set in the PhysicsDescriptionFlag
- SetupTableId (setup dat id for the visual mesh chain), if the
CSetup bit is set
Everything else in a CreateObject body (weenie header, object description,
motion tables, palettes, texture overrides, animation frames, velocity,
acceleration, omega, scale, friction, elasticity, translucency,
default scripts, sequence timestamps, ...) is consumed-or-skipped with
just enough bytes to advance past the correct flag-gated sections.
The parser stops at the end of PhysicsData — we don't need weenie-header
fields for rendering placement.
Components parsed in order (all from ACE's serialize routines):
1. Opcode u32 (must be 0xF745)
2. u32 GUID
3. ModelData header (byte 0x11 marker, byte subPaletteCount,
byte textureChangeCount, byte animPartChangeCount), followed by
PackedDword palette/subPalette fields, texture change records,
anim part change records, aligned to 4 bytes at end
4. u32 PhysicsDescriptionFlag
5. u32 PhysicsState (skipped)
6. Conditional Movement/AnimationFrame section
7. Conditional Position section (LandblockId, X, Y, Z, RW, RX, RY, RZ)
8. Conditional MTable/STable/PeTable u32 ids (all skipped)
9. Conditional CSetup u32 (extracted as SetupTableId)
The PackedDword reader is a new helper: AC's variable-width uint format
where values ≤ 32767 encode as a u16, larger values use a marker bit in
the top of the first u16 and a continuation u16. Ported from
Extensions.WritePackedDword.
LIVE RUN AGAINST THE ACE SERVER (test account, Holtburg):
step 4: CharacterList received account=testaccount count=2
character: id=0x5000000A name=+Acdream
character: id=0x50000008 name=+Wdw
sent CharacterEnterWorldRequest
step 6: CharacterEnterWorldServerReady received
sent CharacterEnterWorld(guid=0x5000000A)
step 8 summary: 83 GameMessages assembled, 68 CreateObject,
68 parsed, 52 w/position, 68 w/setup
First 10 parsed CreateObjects:
guid=0x5000000A lb=0xA9B40021 xyz=(104.89,15.05,94.01) setup=0x02000001
guid=0x80000600 no position setup=0x02000181
guid=0x800005FF no position setup=0x02000B77
guid=0x80000603 no position setup=0x02000176
guid=0x80000604 no position setup=0x02000D5C
guid=0x80000694 no position setup=0x020005FF
guid=0x80000697 no position setup=0x02000921
guid=0x80000601 no position setup=0x02000179
guid=0x80000605 no position setup=0x02000155
guid=0x80000695 no position setup=0x020005FF
The first line is +Acdream himself — GUID matches what we picked from
CharacterList, landblock 0xA9B4 is Holtburg (the area we already render),
setup 0x02000001 is the default humanoid player mesh. The other 67 are
NPCs/weenies/scenery-weenies in the same area; the 16 without positions
are inventory items whose position is inherited from the parent.
ALL 68 CreateObjects parsed cleanly — no short reads, no format errors.
Phase 4.7d proves byte-level compatibility with ACE's outbound network
serialization format. The remaining Phase 4 work (WorldSession type +
GameWindow wiring) is glue code above a codec that now speaks the real
AC wire format.
Tests: 77 core + 83 net (+1 live test) = 161 passing, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Drives the full post-handshake flow on a live ACE server. After the
3-way handshake completes, acdream:
1. Reassembles CharacterList and parses out every character on the
account (tested against testaccount which has two: +Acdream and
+Wdw). Full field decode: GUIDs, names, delete-delta, slotCount,
accountName, turbine chat, ToD flag.
2. Picks the first character and builds a single-fragment
CharacterEnterWorldRequest (opcode 0xF7C8, empty body beyond opcode)
on the UIQueue, wraps it with EncryptedChecksum + BlobFragments,
consumes one outbound ISAAC keystream word, and sends.
3. Waits for CharacterEnterWorldServerReady (opcode 0xF7DF) to confirm
the server accepted our encrypted outbound packet.
4. Builds CharacterEnterWorld (opcode 0xF657, body = u32 guid +
String16L accountName) and sends as a second fragment with
fragment_sequence 2, packet sequence 3.
5. Drains 10 seconds of post-login traffic: 101 GameMessages assembled,
68 of which are CreateObject (0xF745) — the entities around
+Acdream spawning into our session. Also saw DeleteObject (0xF746),
ObjectDescription (0xF74C), SetState (0xF755), GameEvent (0xF7B0),
LoginCharacterSet (0xF7E0), and a 0x02CD smaller opcode.
This is the Phase 4.7 win: acdream is authenticated, connected,
character-selected, logged in, and actively receiving the world state
stream, all with ZERO protocol errors. Every byte of every packet we
sent to the server was correct — the first bit wrong in our outbound
ISAAC math would have produced silent disconnect instead of 101
successful replies.
Added to AcDream.Core.Net:
- Messages/CharacterList.cs: full parser for opcode 0xF658, ported
from ACE's GameMessageCharacterList writer. Returns structured
record with Characters[], SlotCount, AccountName, UseTurbineChat,
HasThroneOfDestiny. Tested offline with hand-assembled bodies
matching ACE's writer format.
- Messages/CharacterEnterWorld.cs: outbound builders for
CharacterEnterWorldRequest (0xF7C8, opcode-only) and
CharacterEnterWorld (0xF657, opcode + guid + String16L account).
- Messages/GameMessageFragment.cs: helper to wrap a GameMessage body
in a single MessageFragment with correct Id/Count/Index/Queue and
Sequence. Also a Serialize helper to turn a MessageFragment into
packet-body bytes for PacketCodec.Encode. Throws on oversize
(>448 byte) messages; multi-fragment outbound split is TBD.
- GameMessageGroup enum mirroring ACE byte-for-byte (UIQueue = 0x09
is the one we use for enter-world).
Fixed: FragmentAssembler was keying on MessageFragmentHeader.Id, but
ACE's outbound fragment Id is ALWAYS the constant 0x80000000 — the
unique-per-message key is Sequence, matching how ACE's own
NetworkSession.HandleFragment keys its partialFragments dict. Our
live tests happened to work before because every GameMessage we'd
seen was single-fragment (hitting the Count==1 shortcut), but
multi-fragment CreateObject bodies would have silently mixed. Fixed
now and all 7 FragmentAssembler tests still pass with the Sequence-key.
Tests: 9 new offline (4 CharacterList, 2 CharacterEnterWorld, 3
GameMessageFragment), 1 new live (gated by ACDREAM_LIVE=1). Total
77 core + 83 net = 160 passing.
LIVE RUN OUTPUT:
step 4: CharacterList received account=testaccount count=2
character: id=0x5000000A name=+Acdream
character: id=0x50000008 name=+Wdw
choosing character: 0x5000000A +Acdream
sent CharacterEnterWorldRequest: packet.seq=2 frag.seq=1 bytes=40
step 6: CharacterEnterWorldServerReady received
sent CharacterEnterWorld(guid=0x5000000A): packet.seq=3 frag.seq=2 bytes=60
step 8 summary: 101 GameMessages assembled, 68 CreateObject
unique opcodes seen: 0xF7B0, 0xF7E0, 0xF746, 0xF745, 0x02CD,
0xF755, 0xF74C
Phase 4.7 next: start decoding CreateObject bodies to extract GUID +
world position + setup/GfxObj id, so these entities can flow into
IGameState and render in the acdream game window. The foundry statue
is waiting in one of those 68 spawns.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Reassembles the fragments arriving from the live handshake into full
game message bodies, reads the opcode from the first 4 bytes, and
identifies them by name. On the live wire we now see exactly the
sequence ACE sends right after HandleConnectResponse:
GameMessage assembled: opcode=0xF7E5 (DDDInterrogation), body=28 bytes
GameMessage assembled: opcode=0xF658 (CharacterList), body=80 bytes
GameMessage assembled: opcode=0xF7E1 (ServerName), body=20 bytes
summary: 5 packets received, 5 decoded OK, 0 checksum failures,
3 GameMessages assembled
Every layer of the net stack is now proven live:
* NetClient send/receive on both ports 9000 and 9001
* PacketCodec.Encode building LoginRequest + ConnectResponse with
correct unencrypted CRC
* IsaacRandom byte-compatible with ACE's ISAAC (3 EncryptedChecksum
packets decoded, zero mismatches)
* PacketHeaderOptional parsing ConnectRequest, TimeSync, AckSequence
* MessageFragment.TryParse walking a body tail of back-to-back
fragments (the 152-byte packet had TWO messages: CharacterList
and ServerName packed into one datagram)
* FragmentAssembler reassembling by index
The CharacterList body has our test character +Acdream inside it but
we're not decoding its fields yet — that's Phase 4.7 where we actually
pick a character and send CharacterLogin to enter the game world.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This is the Phase 4 protocol-compatibility proof. acdream's codec now
completes the full AC UDP handshake against a live ACE server and
successfully decodes three consecutive EncryptedChecksum game packets
— which means every layer of the codec is byte-compatible with ACE.
Changes:
- NetClient: added Send(IPEndPoint, ReadOnlySpan<byte>) overload so
one socket can talk to ACE's two listener ports (9000 for
LoginRequest, 9001 for ConnectResponse and all subsequent traffic)
- LiveHandshakeTests.Live_FullThreeWayHandshake_ReachesConnectedState:
drives the full 3-leg handshake end-to-end. Protocol details that
I got wrong on the first attempt and fixed after reading
references/holtburger/crates/holtburger-session/src/session/auth.rs:
* ConnectResponse header.Sequence = 1 (LoginRequest is seq 0)
* ConnectResponse header.Id = 0 (NOT the clientId from
ConnectRequest; that field is ACE's internal session index,
separate from the packet header Id)
* 200ms Thread.Sleep before sending ConnectResponse — holtburger
calls this ACE_HANDSHAKE_RACE_DELAY_MS, empirically determined
to avoid a server-side race where ACE is still finalizing the
session when our ConnectResponse arrives
* ConnectResponse goes to port 9001, not 9000 (ACE's second
ConnectionListener, see Network/Managers/SocketManager.cs)
LIVE RUN OUTPUT:
[live] step 1: sending 84-byte LoginRequest to 127.0.0.1:9000
[live] step 2: got 52-byte datagram from 127.0.0.1:9000,
flags=ConnectRequest
ConnectRequest cookie=0x458ABEE950D18BEE clientId=0x00000000
[live] step 3: sleeping 200ms then sending 28-byte ConnectResponse
to 127.0.0.1:9001
ISAAC seeds primed
[live] step 4: got 28-byte datagram from :9001,
flags=EncryptedChecksum,TimeSync, seq=2 OK
[live] step 4: got 64-byte datagram from :9001,
flags=EncryptedChecksum,BlobFragments, seq=3 OK
[live] step 4: got 152-byte datagram from :9001,
flags=EncryptedChecksum,BlobFragments, seq=4 OK
[live] step 4: got 24-byte datagram from :9001,
flags=AckSequence, seq=4 OK
[live] step 4: got 24-byte datagram from :9001,
flags=AckSequence, seq=4 OK
[live] step 4 summary: 5 packets received, 5 decoded OK,
0 checksum failures
What each "OK" proves, reading left to right:
* TimeSync (seq=2): our IsaacRandom is byte-compatible with ACE's
ISAAC.cs — if a single bit were wrong in any state register the
checksum key would mismatch and decode would fail. Our inbound
ISAAC consumed one word for this packet.
* BlobFragments (seq=3, 64 bytes): header hash + fragment hash +
ISAAC key recipe all check out. These fragments contain the start
of GameMessageCharacterList / ServerName / DDDInterrogation game
messages ACE enqueues right after HandleConnectResponse. We don't
parse game message bodies yet (Phase 4.7) but the fragments are
fully retrievable from Packet.Fragments.
* BlobFragments (seq=4, 152 bytes): continuation of the same game
messages; our sequential ISAAC consumption handled two back-to-back
encrypted packets correctly.
* AckSequence (seq=4): unencrypted mixed with encrypted in the same
stream — our codec handles both paths in one session.
Everything in AcDream.Core.Net is now proven byte-compatible with a
retail AC server at the protocol level. The remaining Phase 4 work
(4.6f, 4.7) is above the codec: parsing game message opcodes out of
the fragment payloads and routing CreateObject into IGameState so
acdream can show the foundry statue and the +Acdream character.
Test counts: 77 core + 73 net (+1 new live test) = 150 passing.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Reaches the first major milestone of Phase 4: acdream's codec is proven
byte-compatible with a live ACE server. LiveHandshakeTests drives a real
UDP exchange against 127.0.0.1:9000 and successfully negotiates the
first half of the connect handshake.
Added:
- Packets/PacketHeaderOptional.cs: new ConnectRequest flag branch.
ACE's AGPL parser doesn't decode ConnectRequest (server only sends
it) so this is new client-side code. Exposes ConnectRequestServerTime,
Cookie, ClientId, ServerSeed, ClientSeed — the values we need to
seed our two ISAAC instances and echo the cookie back in a
ConnectResponse.
- NetClient.cs: minimum-viable UDP transport, a thin UdpClient wrapper
with synchronous Send and timeout-based Receive. No background thread
or retransmit window yet — good enough for handshake bring-up and
the offline state-machine tests.
- LiveHandshakeTests.cs: gated behind ACDREAM_LIVE=1 environment
variable so CI without a server doesn't fail. Reads credentials
from ACDREAM_TEST_USER / ACDREAM_TEST_PASS (never logged or
committed), builds a LoginRequest datagram via our codec, sends
it to localhost:9000, waits for up to 5s for a response, and
asserts we receive a ConnectRequest with non-zero cookie, clientId,
and both ISAAC seeds.
Tests (5 new, 77 total in net project, 154 across both projects):
- ConnectRequestTests: two offline tests exercising the new
PacketHeaderOptional branch via synthetic datagrams. One verifies
every field round-trips through Encode + TryDecode, one feeds the
extracted 32-bit seeds into IsaacRandom to prove they work as
keystream seeds.
- NetClientTests: 2 offline tests — loopback SendReceive round-trip
between two NetClient instances (proves UDP pump is alive without
needing any server), and Receive-with-timeout returning null
cleanly when no datagram arrives.
- LiveHandshakeTests: 1 live integration test (early-exits when
ACDREAM_LIVE env var not set, so it passes trivially in CI).
LIVE RUN OUTPUT (against user's localhost ACE server):
[live] sending 84-byte LoginRequest to 127.0.0.1:9000 (user.len=11, pass.len=12)
[live] received 52-byte datagram from 127.0.0.1:9000
[live] decode result: None, flags: ConnectRequest
[live] ConnectRequest decoded: serverTime=290029541.121 cookie=0xAC45998D06754133
clientId=0x00000001 serverSeed=0x4CC09763 clientSeed=0x5C3DE13E
Meaning: 84-byte LoginRequest went out, 52-byte ConnectRequest came
back, codec.TryDecode returned None error, every field parsed to a
sensible value. This proves byte-compatibility of both directions at
the protocol layer, ISAAC seed extraction path, Hash32 checksum on
both encode and decode, and the whole String16L/String32L/bodyLength
layout of LoginRequest against the real server parser.
Next step: send ConnectResponse echoing the cookie so the server
promotes us to "connected" and starts streaming CharacterList +
CreateObject messages (those will use EncryptedChecksum, which is
where our ISAAC implementation gets its ultimate test).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Completes the encode side of the codec so acdream can stop hand-
assembling outbound packets in tests. Given a PacketHeader (with Flags
set, DataSize ignored/overwritten) and a body byte span, Encode:
1. Overwrites header.DataSize with body.Length
2. Parses the optional section out of the body (reusing
PacketHeaderOptional.Parse as a length measurer) and hashes those bytes
3. If BlobFragments is set, walks the body tail as back-to-back
fragments and sums their Hash32s
4. For unencrypted: header.Checksum = headerHash + optionalHash + fragmentHash
5. For EncryptedChecksum: pulls one ISAAC keystream word and computes
header.Checksum = headerHash + (isaacKey XOR payloadHash)
6. Packs header + body into the final datagram
Tests (6 new, 67 total in net project, 144 across both test projects):
- Unencrypted round-trip: Encode then TryDecode recovers the AckSequence
field
- DataSize is overwritten (caller can pass garbage)
- Encrypted round-trip: two ISAACs with same seed, one encoding and
one decoding, both agree on the keystream word
- Encrypted but no ISAAC → throws InvalidOperationException
- LoginRequest end-to-end: LoginRequest.Build → Encode → TryDecode →
LoginRequest.Parse round-trips credentials exactly. This is the
single most important integration test for the outbound side —
every byte this exercises is exactly what acdream will put on the
wire when Phase 4.6 goes live.
- BlobFragments body with one embedded fragment: Encode preserves
the fragment and fragmentHash is correctly folded into the checksum
Codec is now complete end-to-end (decode + encode) and has the
LoginRequest outbound path proven against its own decoder. The next
commit will wire NetClient over real UDP sockets and connect to the
localhost ACE server.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Adds the outbound-side primitives acdream needs to send a LoginRequest
packet to an ACE server: a growable byte buffer writer with AC's two
length-prefixed string formats, plus the LoginRequest payload builder
and parser.
PacketWriter (Packets/PacketWriter.cs):
- Growable byte[] buffer with little-endian WriteByte/UInt16/UInt32/Bytes
- WriteString16L: u16 length + ASCII bytes + zero-pad to 4-byte boundary
(pad counted from start of length prefix, matching ACE's Extensions.cs)
- WriteString32L: u32 outer length (= asciiLen+1) + 1 marker byte (value
ignored by reader, we emit 0) + ASCII + pad. Reader decrements the
outer length by 1 when consuming the marker, so asciiLen is recovered
correctly. Asserts ≤255 chars (two-byte-marker variant not needed for
acdream's dev credentials).
- ASCII encoding used instead of Windows-1252 since dev account names
and passwords are ASCII-safe; can switch to CodePages later if a
non-ASCII identifier ever turns up.
LoginRequest (Packets/LoginRequest.cs):
- Build(account, password, timestamp, clientVersion="1802") produces
the login payload bytes that go into the body of a packet whose
header has the LoginRequest flag set
- Parse(bytes) for tests and diagnostics — server never calls this
in production, but round-trip tests make the writer self-verifying
- NetAuthType enum mirrors ACE: Account/AccountPassword/GlsTicket
- Wire layout per ACE's PacketInboundLoginRequest:
String16L ClientVersion
u32 bodyLength (bytes remaining after this field)
u32 NetAuthType (2 = AccountPassword)
u32 AuthFlags (0 for normal client)
u32 Timestamp
String16L Account
String16L LoginAs (empty for non-admin)
String32L Password (when AccountPassword)
- bodyLength field is back-patched after the full body has been
written (classic "write placeholder, come back and patch" flow)
Tests (17 new, 61 total in net project, 138 across both test projects):
PacketWriter (11):
- u32 little-endian
- String16L: empty, 1/2/3-char with correct padding
- String32L: 2-char short, empty, >255 throws
- AlignTo4 no-op when aligned, pads when not
- Buffer grows past initial capacity on big writes
LoginRequest (6):
- Build→Parse round-trip with realistic credentials (testaccount/
testpassword/timestamp)
- Empty account/password round-trip (padding edge case)
- BodyLength field reflects actual remaining bytes after itself
- Total wire size is multiple of 4 (sanity check on padding)
- Different credentials produce different bytes
- End-to-end: payload embedded in a full Packet with LoginRequest
header flag + correct unencrypted checksum, PacketCodec.TryDecode
parses it, BodyBytes round-trips back to the same credentials
through LoginRequest.Parse
This gives acdream everything needed to construct the first datagram
of the handshake. Phase 4.5c next: WorldSession state machine to drive
the handshake sequence.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Brings the codec to end-to-end: a raw UDP datagram goes in, a parsed
Packet comes out with verified CRC (both plain and ISAAC-encrypted
variants). Synthetic packets built inside tests round-trip through
TryDecode cleanly.
Added:
- Packets/PacketHeaderOptional.cs: parses every flag-gated section
that lives between the 20-byte header and the body fragments —
AckSequence, RequestRetransmit (with count + array), RejectRetransmit,
ServerSwitch, LoginRequest (tail slurp), WorldLoginRequest,
ConnectResponse, CICMDCommand, TimeSync (double), EchoRequest (float),
Flow (FlowBytes + FlowInterval). Records the raw consumed bytes into
RawBytes so CalculateHash32 can hash them verbatim — AC's CRC requires
hashing the optional section separately from the main header and the
fragments.
- Packets/Packet.cs: a record type bundling Header, Optional, Fragments,
and the raw body bytes. Produced by the decoder, consumed by downstream
handlers in Phase 4.5.
- Packets/PacketCodec.cs: TryDecode(datagram, isaac?) that
1. Unpacks the header,
2. Bounds-checks DataSize against the buffer,
3. Parses the optional section,
4. If BlobFragments is set, walks the body tail as back-to-back
MessageFragment.TryParse calls,
5. Computes headerHash + optionalHash + fragmentHash,
6. Verifies CRC:
- Unencrypted: sum equals header.Checksum
- Encrypted: (header.Checksum - headerHash) XOR payloadHash must
equal the next ISAAC keystream word (which is consumed on match)
Returns a PacketDecodeResult(Packet?, DecodeError) so callers can log
and drop malformed packets instead of throwing.
- Public helper PacketCodec.CalculateFragmentHash32 so tests (and later
the encode path) can reuse the fragment-hash math.
Tests (7 new, 44 total in net project, 121 across both test projects):
- Minimal valid packet with AckSequence optional, no fragments, plain
checksum — verifies optional parse + CRC accept
- Wrong checksum rejected
- Buffer shorter than header → TooShort
- Header DataSize > buffer → HeaderSizeExceedsBuffer
- Packet with BlobFragments flag + one fragment: parses fragment and
validates the full headerHash + fragmentHash equals wire checksum
- Encrypted checksum ROUND TRIP: two ISAAC instances with same seed,
one encodes the checksum key, one decodes — validates the
(Header.Checksum - headerHash) XOR payloadHash == isaacNext contract
byte-for-byte
- Encrypted checksum with wrong key on the wire → rejected
Known limitation: the parser advances past WorldLoginRequest and
ConnectResponse their full 8 bytes whereas ACE "peeks" them (seek/reset).
The on-wire byte count is the same, only the read-position behavior
differs; any consumer that wanted to re-read those sections can do so
from Packet.BodyBytes.
Phase 4.5 (NetClient UDP pump + handshake state machine) next.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Ports the fragment layer of the AC UDP protocol. A UDP packet's body is
zero or more message fragments back-to-back; a logical GameMessage that
doesn't fit in ~448 bytes gets split across multiple fragments sharing
the same Id with differing Index values. The assembler handles
reassembly across arbitrary arrival ordering and duplicate fragments.
Added (all reimplemented from ACE's AGPL reference, see NOTICE.md):
- Packets/MessageFragmentHeader.cs: 16-byte fragment header struct
with Pack/Unpack, constants for MaxFragmentSize (464) and
MaxFragmentDataSize (448). Bit-layout doc comment documents what
each field is for.
- Packets/MessageFragment.cs: readonly record struct bundling a
header with its payload bytes; TryParse(source) parses one fragment
from the start of a buffer and returns (fragment, consumed) for
incremental parsing of multi-fragment packets. Refuses to parse
fragments with impossible TotalSize (too small for header, too
large for the 464-byte max, or larger than the source buffer).
- Packets/FragmentAssembler.cs: buffers partial messages keyed by
fragment Id. Ingest(frag, out queue) returns the assembled byte[]
when the last fragment arrives, null while still waiting. Key
correctness properties, all tested:
* Single-fragment (Count=1) shortcut releases with no buffering
* Out-of-order arrival (e.g. 2, 0, 1) releases on last arrival
and assembles in INDEX order, not arrival order
* Duplicate-fragment idempotence (re-sending same index is a no-op)
* Missing fragments stay buffered; DropAll() forcibly clears them
* Two independent messages can be assembled in parallel without
interfering
* messageQueue captured from first-arriving fragment (it's a
property of the logical message, not individual fragments)
Tests (17 new, 37 total in net project, 114 across both test projects):
- MessageFragmentHeader (4): pack/unpack round-trip, little-endian
wire format, constants, size-check throw
- MessageFragment (6): complete parse, insufficient header, oversized
TotalSize, undersized TotalSize, incomplete body, two-back-to-back
incremental parse
- FragmentAssembler (7): single-fragment, in-order 3-fragment,
out-of-order 3-fragment (tests index-order assembly), duplicate
idempotence, missing-fragment buffered, two parallel messages,
DropAll
Phase 4.4 (GameMessage reader + opcode handlers) next.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Adds the 20-byte AC UDP packet header struct + pack/unpack + its
checksum helper, and the Hash32 primitive the checksum uses.
Hash32 (Cryptography/Hash32.cs):
- Seeds accumulator with length << 16
- Sums input as little-endian uint32s word-aligned
- Folds any trailing 1-3 bytes via descending shift (24 → 16 → 8)
- Hand-computed golden values for 4-byte, 5-byte, and each 1/2/3
tail-byte case — no oracle needed, algorithm is simple enough to
verify by tracing
PacketHeader (Packets/PacketHeader.cs):
- Pack/Unpack: Sequence, Flags, Checksum, Id, Time, DataSize, Iteration
(20 bytes, little-endian on the wire)
- CalculateHeaderHash32: substitutes the 0xBADD70DD sentinel for the
Checksum field before hashing (matches AC retail + ACE convention —
without it the checksum would chicken-and-egg on itself). Uses a
local struct copy so the real Checksum isn't mutated on the caller.
- HasFlag for bitmask queries
PacketHeaderFlags (Packets/PacketHeaderFlags.cs):
- Full flag enum from ACE reference: Retransmission, EncryptedChecksum,
BlobFragments, ServerSwitch, ConnectRequest/Response, LoginRequest,
AckSequence, TimeSync, Disconnect, NetError, EchoRequest/Response,
Flow, and friends
Tests (15 new, 20 total in net project, 97 across both projects):
Hash32 (7):
- Empty returns 0
- 4-byte known value (hand-computed from bit layout)
- 5-byte value with one tail byte
- 1/2/3 tail-byte boundary cases (verifies 24/16/8 shift ordering)
- Determinism
PacketHeader (8):
- Pack/Unpack round-trip preserving all 7 fields
- Pack writes little-endian wire format in byte order
- HasFlag single and multi-bit
- CalculateHeaderHash32 invariance under Checksum field changes
(the critical property — verifies the BADD sentinel substitution)
- CalculateHeaderHash32 doesn't mutate
- CalculateHeaderHash32 determinism
- Unpack/Pack size-check throw
User confirmed an ACE server is running on localhost for the future
Phase 4.6 live integration step. Credentials will be read from env
vars at runtime, never committed.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
First step of Phase 4 (networking). Adds a new AcDream.Core.Net project
for the AC UDP protocol implementation and a matching AcDream.Core.Net.Tests
project. Keeps networking isolated from rendering and the dat layer,
which also keeps the AGPL-reference-material hygiene cleaner.
AcDream.Core.Net/NOTICE.md documents the attribution policy: we read
ACE's AGPL network code (and holtburger's Rust ac-protocol crate) to
understand AC's wire format, but we reimplement everything in acdream's
own style. Wire-format facts aren't copyrightable; specific code is.
This commit adds one component: IsaacRandom — AC's variant of Bob
Jenkins' ISAAC PRNG, used to XOR a keystream into the CRC field of
every outbound packet for authentication. Clean-room reimplementation
based on reading:
- references/ACE/Source/ACE.Common/Cryptography/ISAAC.cs (AGPL oracle)
- Bob Jenkins' public ISAAC algorithm description
Implementation notes:
- 256 uint32 mm[] state, 256 uint32 rsl[] output buffer, a/b/c regs
- Initialize() runs 4 golden-ratio Mix() warmup rounds then two fold-in
passes over rsl[] and mm[] (fresh instance → both start as zeroes)
- AC variant: seed is exactly 4 bytes, interpreted as little-endian
uint32 assigned to a = b = c before the first Scramble()
- Scramble() produces 256 output words in one pass; Next() consumes
them backwards from offset 255 → 0, re-scrambling at offset -1
- Test seed 0x12345678 matches ACE's reference output byte-for-byte
across the first 16 values (golden vectors transcribed from a
throwaway oracle harness that compiled ACE's ISAAC.cs and printed
its output; the harness was deleted after extracting the values)
Tests (5, all passing):
- Next_Seed12345678_MatchesAceGoldenVectors: 16 golden uint32 values
- Next_TwoInstancesSameSeed_ProduceIdenticalSequence: 1000 outputs
- Next_DifferentSeeds_ProduceDifferentFirstOutput
- Next_512Calls_SpansTwoScrambleBatches: >400 distinct values in 512
outputs (catches all-zero / stuck-at-one bugs at scramble boundary)
- Ctor_ShortSeed_Throws
Both test projects still green: 77 core + 5 net = 82/82.
Phase 4.2 (packet framing + checksum) next.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
The visual-win commit that wires up the Phase 3c.1/.2/.3 building blocks:
Holtburg's terrain now uses AC's real per-cell texture-merge blend
(base + up to 3 terrain overlays + up to 2 road overlays, with alpha
masks from the alpha atlas) instead of the flat per-vertex single-layer
atlas lookup that preceded it.
Geometry rewrite:
- New TerrainVertex struct (40 bytes): Position(vec3) + Normal(vec3) +
Data0..3 (4x uint32 packed blend recipe)
- LandblockMesh.Build is now cell-based: iterates 8x8 cells instead of
the old 9x9 vertex grid, emits 6 vertices per cell (two triangles),
384 total vertices per landblock
- For each cell: extract 4-corner terrain/road values → GetPalCode →
BuildSurface (cached across landblocks via a shared surfaceCache) →
FillCellData → split direction from CalculateSplitDirection → emit
6 vertices in the exact gl_VertexID % 6 order WorldBuilder's vertex
shader expects
- Per-vertex normals preserved via Phase 3b central-difference
precomputation on the 9x9 heightmap, interpolated smoothly across
the cell (we deliberately didn't adopt WorldBuilder's dFdx/dFdy
flat-shade approach — Phase 3a/3b user-tuned lighting was worth
keeping)
Renderer rewrite:
- TerrainRenderer VAO: vec3 Position, vec3 Normal, 4x uvec4 byte
attributes for Data0..3. The uvec4-of-bytes read pattern matches
Landscape.vert so the ported shader math stays byte-for-byte
identical to WorldBuilder's.
- Binds both atlases: terrain atlas on unit 0 (uTerrain), alpha atlas
on unit 1 (uAlpha)
Shader rewrite (ports of WorldBuilder Landscape.vert/.frag, trimmed):
- terrain.vert: unpacks the 4 data bytes + rotation bits, derives the
cell corner from gl_VertexID % 6 + splitDir, rotates the cell-local
UV per overlay's rotation field, and computes world-space normal
for the fragment shader
- terrain.frag: maskBlend3 three-layer alpha-weighted composite for
terrain overlays, inverted-alpha road combine, final composite
base * (1-ovlA)*(1-rdA) + ovl * ovlA*(1-rdA) + road * rdA. Phase
3a/3b directional lighting applied on top (SUN_DIR, AMBIENT=0.25,
DIFFUSE=0.75, in sync with mesh.frag).
- Editor uniforms (grid, brush, unwalkable slopes) deliberately
omitted — not applicable to a game client
- Per-texture tiling factor hardcoded to 1.0 for now (WorldBuilder
reads it from uTexTiling[36] uploaded from the dats); one tile per
cell = 8 tiles per landblock-side, slightly coarser than the old
~2x-per-cell tiling. Tunable via the TILE constant if needed.
TerrainAtlas grew parallel TCode/RCode lists (CornerAlphaTCodes,
SideAlphaTCodes, RoadAlphaRCodes) so TerrainBlendingContext can be
built without the mesh loader touching the dats directly.
GameWindow builds a TerrainBlendingContext once, shares a Dictionary
<uint, SurfaceInfo> surfaceCache across all 9 landblocks. Output:
"terrain: 137 unique palette codes across 9 landblocks" — avg ~15
unique per landblock, cache reuse healthy.
LandblockMeshTests rewritten for 384-vertex layout. 77/77 tests green.
Visual smoke run launches clean: no shader compile/link errors, no
GL warnings, terrain renders to the screen.
User visual verification is the final acceptance gate for Phase 3c.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Ports WorldBuilder's full BuildTexture / FillCellData pipeline as
pure CPU functions in TerrainBlending.cs, along with the SurfaceInfo
recipe record and a TerrainBlendingContext input struct that carries
the atlas index lists the algorithm needs.
This is still pure algorithm work — no GL, no shaders, no mesh gen
changes. Visual Phase 3c.4 next commit wires it into LandblockMesh
and rewrites the terrain shaders to consume Data0..3.
Added (all ports of WorldBuilder LandSurfaceManager methods):
- ExtractTerrainCodes: inverse of GetPalCode terrain bits
- PseudoRandomIndex: deterministic hash over palette code for alpha
variant selection; overflow-dependent int math matches WorldBuilder
byte-for-byte
- RotateTerrainCode: *2 with wrap (1→2→4→8→1, multi-corner patterns
handled in tests)
- GetRoadCodes: decodes the 8-bit road mask into up to two canonical
road patterns + allRoad flag; magic 0xE/0xD/0xB/0x7 switch kept verbatim
- FindTerrainAlpha: picks corner vs side alpha map, walks the 4
rotations looking for a TCode match, returns (alphaLayer, rotation)
or (255, 0) for "not found"
- FindRoadAlpha: same idea for road maps, iterates all maps from a
pseudo-random offset
- BuildSurface: composes the above into a SurfaceInfo, handling the
all-road, all-duplicate-terrain, and distinct-terrain cases via
BuildOverlayLayers + BuildWithDuplicates (ports GetTerrainTextures +
BuildTerrainCodesWithDuplicates)
- FillCellData: packs a SurfaceInfo + CellSplitDirection into the 4
uint32 vertex attributes Data0..Data3. Byte layout documented in
XML comment and matches WorldBuilder's Landscape.vert uvec4 byte
unpacking exactly.
SurfaceInfo record carries resolved atlas byte layers directly (base +
3 terrain overlays + 2 road overlays, each with optional alpha layer
and 0-3 rotation). Sentinel 255 = "slot unused".
Tests (14 new, 75/75 total):
- ExtractTerrainCodes round-trip with GetPalCode
- RotateTerrainCode single-corner cycle + multi-corner patterns
- GetRoadCodes: no-road, all-road, single-corner road
- PseudoRandomIndex: range, count=0 guard, determinism
- BuildSurface: all-grass → base only; all-road → road as base;
two-grass-two-dirt → base + overlay
- FillCellData: full round-trip bit layout with recognizable
byte values in every slot, plus a no-road1 case that verifies
the texRd1 slot collapses to 255 when road1 alpha is absent
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Loads AC's terrain blending alpha masks into a second GL_TEXTURE_2D_ARRAY
alongside the existing terrain atlas. The alpha atlas is built but not
yet sampled by any shader — that wiring lands in Phase 3c.4.
SurfaceDecoder additions:
- Handles PFID_A8 (generic single-byte-alpha) by replicating each
alpha byte into all four RGBA channels
- Same branch handles PFID_CUSTOM_LSCAPE_ALPHA (0xF4), AC's landscape-
specific alpha format — the bit layout is identical, just a different
format ID to distinguish the asset class in the dats. I only found
this by adding a diagnostic in the first iteration (initial attempt
returned Magenta for every alpha map because I only wired PFID_A8)
- 3 new tests: 2x2 A8 round-trip, short-source fallback, and a
CUSTOM_LSCAPE_ALPHA test verifying it's routed through the same path
TerrainAtlas additions:
- New GlAlphaTexture property plus CornerAlphaLayers / SideAlphaLayers
/ RoadAlphaLayers index lists so the coming BuildSurface port can
cite atlas layers by source category
- BuildAlphaAtlas walks TexMerge.CornerTerrainMaps, SideTerrainMaps,
RoadMaps and uploads each decoded mask as a layer in insertion
order; categories carry their atlas-layer index in the respective
list
- Fallback handling (single-layer white) when TexMerge is missing or
every map fails to decode
- Alpha atlas uses ClampToEdge wrap so repeating tile sampling at
mask boundaries doesn't produce seams
- Dispose() now cleans up both textures
On Holtburg's region the log prints:
TerrainAtlas: 33 terrain layers at 512x512
AlphaAtlas: 8 layers at 512x512 (corners=4, sides=1, roads=3)
Tests: 61/61 passing. No visual change expected this commit (shader
still ignores Data0..3 and the alpha sampler).
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
First of four steps porting WorldBuilder's texture-merge terrain
blending. This commit is pure CPU math with no GL or dat dependencies
so the ported logic can be verified in isolation before it starts
driving real rendering.
Ported:
- GetPalCode(r1..r4, t1..t4): packs corner terrain/road bits into
a 32-bit palette code (bit layout documented in XML comment)
- CalculateSplitDirection: deterministic hash picking SWtoNE vs
SEtoNW triangulation for a cell; magic constants kept exact to
match AC's server-side collision triangulation
- CellSplitDirection enum with values matching WorldBuilder's so
later bit-packing stays byte-identical
Tests (10 new, 58/58 passing total):
- GetPalCode golden value for all-grass-no-roads: 0x10008421
(hand-computed from the bit layout, not derived from a run)
- GetPalCode all-zero produces only the sizeBits marker
- GetPalCode determinism, road-flag isolation (r1 flip touches
only bit 26), size bit always set, terrain region bounded to
bits 0-19
- CalculateSplitDirection hand-computed golden for (0,0,0,0):
(1813693831 - 1369149221) * (1/2^32) ~= 0.1035 < 0.5 -> SWtoNE
- Determinism
- Across a full 8x8 landblock the hash produces a mix of both
split directions (would fail if the hash collapses)
Deferred to Phase 3c.3 (need dat data for TexMerge):
BuildSurface, FillCellData, PseudoRandomIndex, SurfaceInfo
Reference: WorldBuilder Chorizite.OpenGLSDLBackend/Lib/LandSurfaceManager.cs
WorldBuilder.Shared/Modules/Landscape/Lib/TerrainUtils.cs
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Adds WorldEntitySnapshot, IGameState, IEvents abstractions; WorldEvents
implements replay-on-subscribe with per-handler exception swallowing;
WorldGameState tracks entities; AppPluginHost exposes all three; stubs
wired in Program.cs to keep build green ahead of Task 9 live wiring.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Task 1's subagent used the raw ushort as the map key because the test
used raw ushort 7 as the value. But the atlas map is built from
Region.TerrainInfo.LandSurfaces.TexMerge.TerrainDesc which keys on
TerrainTextureType enum values, extracted from bits 2-6 of the
TerrainInfo ushort per DatReaderWriter's Types/TerrainInfo.cs.
Reverts to using block.Terrain[hi].Type so the Task 2 TerrainAtlas can
actually find matching keys against real dat terrain. The test is
updated to encode Type=7 correctly as (7 << 2) in the raw ushort.
Three root causes found via systematic debugging after the user reported
that the dc60405 texture fix and 4763b97 height table fix had no visible
effect on Holtburg.
## Heightmap transpose (LandblockMesh.Build)
Phase 1's LandblockMesh.Build indexed block.Height as y*9+x but AC packs
per-vertex heights in x-major order (x*9+y, matching ACViewer's
LandblockStruct: Height[x * VertexDim + y]). The bug was invisible on
flat landblocks (Phase 1 smoke test) but left buildings buried by 10-13
world-Z units on Holtburg, because building Frame.Origin positions
reference the un-transposed ground truth.
Diagnostic evidence (before fix, Holtburg 0xA9B4FFFF):
entity 0x020000A5 at ( 84.6,126.0) entityZ= 66.03 terrainZ= 78.15 delta=-12.13
entity 0x02000118 at ( 74.2,139.9) entityZ= 66.03 terrainZ= 78.92 delta=-12.89
After fix: deltas are 0.03 to 2.18 — buildings now sit on the ground
with small positive offsets for foundations.
Regression test added: Build_HeightmapPackedAsXMajor_NotYMajor asserts
asymmetric heights land at the correct world positions.
## Solid-color surfaces with Translucency=1.0 (SurfaceDecoder.DecodeSolidColor)
The "bright pink doors and windows" the user saw were 11 Holtburg
surfaces with OrigTextureId==0 — these carry a ColorValue instead of
a texture chain. Phase 2a's TextureCache dropped them into the magenta
fallback. All 11 turned out to be Base1Solid|Translucent with
Translucency=1.00, meaning "fully transparent placeholder surface"
(debug ColorValue is gray/green/red/blue/black, never displayed).
DecodeSolidColor now takes a translucency parameter and multiplies
alpha by (1 - translucency), so Translucency=1.0 → alpha=0, and the
mesh shader's existing alpha discard (< 0.5) makes the pixel invisible.
TextureCache honors Surface.Type.HasFlag(Base1Solid) and passes
surface.Translucency through.
Regression tests added: DecodeSolidColor_Opaque_PreservesAlpha and
DecodeSolidColor_FullyTranslucent_AlphaGoesToZero.
## Clipmap alpha-key (DecodeIndex16)
AC convention (per ACViewer TextureCache.IndexToColor): on surfaces
marked Base1ClipMap, palette indices 0..7 are treated as fully
transparent regardless of their actual palette color. Without this,
low-index pixels on clipmap surfaces (typically doorway cutouts and
foliage) render as opaque using whatever sentinel color is at those
palette slots.
DecodeRenderSurface now takes an isClipMap parameter. TextureCache
passes Surface.Type.HasFlag(Base1ClipMap). DecodeIndex16 forces
rgba=(0,0,0,0) when isClipMap && idx < 8.
Regression test added: DecodeIndex16_ClipMap_ZerosAlphaForLowIndices.
## Notes
- dc60405's PFID_INDEX16 palette decoder remains correct — no change.
- 4763b97's LandHeightTable wiring remains correct — real-table lookup
still runs, it just happens to be linear at Holtburg's height range.
The fix is forward-compatible with mountains elsewhere.
- All three bugs were invisible to the original unit tests. The new
regression tests pin them down.
## State
- dotnet build: 0 warnings, 0 errors
- dotnet test: 42 passing (was 38 + 4 new)
- Runtime: 126 entities hydrated on Holtburg, no exceptions, no
magenta fallback (counter was 11, now 0 via diagnostic confirmation)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Phase 1 simplified per-vertex height as byte * 2.0f, but AC stores
heights as byte indices into a 256-entry non-linear float lookup
(Region.LandDefs.LandHeightTable). Static object placements in
LandBlockInfo use the real table, so terrain rendered with the
simplified scale left buildings floating or buried.
LandblockMesh.Build now takes an explicit float[] heightTable so
the core code stays testable without a DatCollection. GameWindow
loads Region id 0x13000000 once at startup and passes its
LandDefs.LandHeightTable into every landblock mesh build. The
Phase 1 tests use an identity table (i * 2f for i in 0..255) so
their expectations remain unchanged.
Addresses the 'buildings buried and floating' issue the user
observed after the Phase 2a visual checkpoint.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Pure CPU mesh generator: takes a DatReaderWriter LandBlock DBObj and
produces 81 vertices + 128 triangles covering 192x192 world units.
Vertices are a readonly record struct (position, normal, texcoord)
so the upcoming GPU upload in Task 8 can sizeof() them directly.
Height byte -> world z uses a simple 2x scale; the real AC height
lookup table is a Phase 2+ concern.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Addresses code quality review of a7f0732:
- LoadedPlugin now holds the AssemblyLoadContext explicitly so Task 10
can call Unload() for hot reload (Critical)
- LoadedPlugin.Error is Exception? to match PluginDiscoveryResult and
preserve stack traces; synthetic failures build FileNotFoundException
and InvalidOperationException (Important)
- PluginLoader falls back to ReflectionTypeLoadException.Types if
GetTypes() can't fully resolve (Important)
- Hardcoded abstractions assembly name is now a const (Minor)
Addresses code quality review of c082ecf:
- Require takes a literal JSON field name, no more fragile PascalCase->camelCase transform
- Parse_MissingRequiredField_Throws asserts exact message, not substring
- Remove unused using System.Text.Json.Serialization