Commit graph

2122 commits

Author SHA1 Message Date
Erik
672df23010 feat(net): D.2b-B B-Wire — WorldSession dispatch for 0x02CD/SetStackSize/InventoryRemoveObject
Add 3 new events (PlayerIntPropertyUpdated, StackSizeUpdated, InventoryObjectRemoved)
and their payload record types near the existing ObjectIntPropertyUpdated event.
Add 3 switch cases in the GameMessage dispatcher immediately after the
PublicUpdatePropertyInt (0x02CE) branch for:
  - PrivateUpdatePropertyInt (0x02CD) — no-guid player-own property
  - SetStackSize (0x0197) — stack count + value update
  - InventoryRemoveObject (0x0024) — remove from inventory view

No test seam on the switch; verified by build + parser tests (Tasks 3/4/5)
+ live run per codebase convention (see ObjectTableWiringTests comment).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 19:04:22 +02:00
Erik
aab9ddaf6b docs(teleport-flow): design — unified retail TeleportAnimState flow (Work item B keystone)
Brainstormed + decomp-researched the retail teleport flow, the keystone of
the #138/#145 teleport cluster. Five oracle calls locked: full retail TAS;
hold-until-landblock-loaded readiness (folds in the #145 residual / Work
item A); unify all four entry points (login/logout/death/portal); build the
literal portal swirl this pass; logout = animation + 0xF653 + disconnect
(char-select UI deferred).

Grounded in a verified 5-agent decomp pass (workflow wf_f0c07c93-7aa): the
7-state TeleportAnimState machine + golden constants (FADE=1s, MIN/MAX
CONTINUE=2/5s, FPS=40), the teleport_in_progress hold gate, per-entry start
states, sounds, input lock, exit (LoginComplete 0xA1). Load-bearing acdream
facts re-verified personally: AddLandblock atomicity, streaming-progresses-
during-hold, outdoor place-immediately.

Spec: docs/superpowers/specs/2026-06-21-retail-teleport-flow-design.md

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 19:03:10 +02:00
Erik
3a9c188233 feat(net): D.2b-B B-Wire — register ViewContents + InventoryPutObjectIn3D/SaveFailed/CloseGroundContainer
Register four previously-unwired GameEvent handlers after InventoryPutObjInContainer:

- ViewContents (0x0196): iterates ParseViewContents entries and calls
  items.RecordMembership(entry.Guid, containerId) for each — so the
  object table is correct before the container-open UI mounts.
- InventoryPutObjectIn3D (0x019A): calls items.MoveItem(guid, 0u) to
  unparent a dropped item from its container (it's now a ground object).
- InventoryServerSaveFailed (0x00A0): parse + log; rollback behavior
  deferred to B-Drag (acdream has no speculative moves yet).
- CloseGroundContainer (0x0052): parse + log; no table change needed
  (the container-open view is UI-only).

Two dispatcher tests cover ViewContents membership and Put3D unparenting.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 19:01:53 +02:00
Erik
d97d84d7ca feat(net): D.2b-B B-Wire — PlayerDescription delivers player properties to ClientObject
Add optional Func<uint>? playerGuid parameter (last in WireAll signature so all
existing callers compile unchanged). When provided, the PD handler calls
items.UpsertProperties(playerGuid(), p.Value.Properties) immediately after the
null-guard, landing EncumbranceVal (PropertyInt 5) and other player stats into the
player ClientObject. Upsert (create-if-absent) handles PD arriving before the
player's CreateObject. Retires AP-48/AP-49 divergence rows (wired in Task 16).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 19:00:59 +02:00
Erik
de8baa1aa1 feat(net): D.2b-B B-Wire — DropItem/GetAndWieldItem/NoLongerViewingContents builders + Send wrappers
Task 9 of the B-Wire inventory-wire plan. Adds three outbound C→S GameAction
builders to InventoryActions.cs (DropItem 0x001B, GetAndWieldItem 0x001A,
NoLongerViewingContents 0x0195) plus matching opcode constants after TeleToPoiOpcode.
Adds SendDropItem/SendGetAndWieldItem/SendNoLongerViewingContents wrappers to
WorldSession.cs (after SendRemoveShortcut, ~line 1157), following the exact same
NextGameActionSequence() + SendGameAction() pattern as the existing Send* family.
Three byte-layout tests added to InventoryActionsTests.cs (12 total, all green).
Core.Net build clean. Unblocks B-Drag (drop) and container-open (NoLongerViewingContents
on close) call sites in the inventory controller.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:58:30 +02:00
Erik
7013651a90 fix(net): D.2b-B B-Wire — ParseInventoryServerSaveFailed reads weenieError
0x00A0 InventoryServerSaveFailed carries (itemGuid, weenieError) per ACE
GameEventInventoryServerSaveFailed.cs and holtburger events.rs:147. The
old parser returned only the itemGuid as uint?, silently dropping the
error code. Replaced with a typed InventoryServerSaveFailed record that
reads both u32s (8-byte guard). Parser was unwired (no callers in
GameEvents.cs or GameEventWiring.cs) so the signature change is safe.
1 new test in GameEventsInventoryTests.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:55:56 +02:00
Erik
01910e3fab fix(net): D.2b-B B-Wire — ParsePutObjInContainer reads containerType (4th field)
0x0022 InventoryPutObjInContainer carries 4 u32s per ACE
GameEventItemServerSaysContainId.cs: itemGuid, containerGuid, placement,
containerType. The parser was reading only 3 (12 bytes) and silently
dropping containerType. Fixed the record struct to add ContainerType and
raised the length guard to 16. GameEventWiring caller uses only
.ItemGuid/.ContainerGuid/.Placement — adding a positional field is
source-compatible. 1 new test in GameEventsInventoryTests.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:55:14 +02:00
Erik
43afcc2adb feat(net): D.2b-B B-Wire — ParseViewContents (0x0196)
GameEvents.ParseViewContents parses the ViewContents GameEvent payload:
containerGuid + count + [guid, containerType]×count. Records
ViewContentsEntry and ViewContents added. 3 unit tests added in
GameEventsInventoryTests.cs (two-entry, zero-count, truncated).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:54:25 +02:00
Erik
79c0374d53 feat(net): D.2b-B B-Wire — InventoryRemoveObject (0x0024) parser
Top-level GameMessage (UIQueue), not a GameEvent. Server sends when an
object leaves the client's inventory view (sold / dropped / destroyed).
Layout: opcode(4) + guid(4) = 8 bytes — the smallest inventory wire.
3 tests: happy path, wrong opcode, truncated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:52:21 +02:00
Erik
87e354f583 feat(net): D.2b-B B-Wire — SetStackSize (0x0197) parser
Top-level GameMessage (UIQueue), not a GameEvent. Server sends after a
stack merge / split to update count + value. Layout: opcode(4) + seq(1)
+ guid(4) + stackSize(4) + value(4) = 17 bytes. 3 tests: happy path,
wrong opcode, truncated. Client consumer: ACCWeenieObject::ServerSaysSetStackSize.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:51:42 +02:00
Erik
7b25d78506 feat(net): D.2b-B B-Wire — PrivateUpdatePropertyInt (0x02CD) parser
Mirror of PublicUpdatePropertyInt (0x02CE) but with no guid field —
targets the local player's own object. Burden (EncumbranceVal, PropertyInt 5)
changes ride this opcode on every pick-up / drop. Layout: opcode(4) + seq(1)
+ property(4) + value(4) = 13 bytes. 3 tests: happy path, wrong opcode, truncated.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:50:56 +02:00
Erik
3f190811be feat(core): D.2b-B B-Wire — ClientObjectTable.UpdateStackSize
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:48:54 +02:00
Erik
b56087b498 feat(core): D.2b-B B-Wire — ClientObjectTable.UpsertProperties (create-if-absent)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:48:04 +02:00
Erik
ca94d1d2f6 docs(D.2b-B): B-Wire implementation plan
16 bite-sized TDD tasks for the inventory wire pass: ClientObjectTable
UpsertProperties/UpdateStackSize (Core); PrivateUpdatePropertyInt 0x02CD,
SetStackSize 0x0197, InventoryRemoveObject 0x0024 parsers; ParseViewContents
0x0196; 0x0022 4th-field + 0x00A0 error fixes; DropItem/GetAndWieldItem/
NoLongerViewingContents builders + Send wrappers; PD player-property delivery
+ GameEvent registration; WorldSession dispatch; ObjectTableWiring apply-all-
ints + player-int route + stack/remove; GameWindow + InventoryController
wiring; divergence/ISSUES/roadmap/memory bookkeeping. Each pure parser/builder
/table-method is TDD'd; glue follows the codebase convention (dispatcher-
routed GameEvents unit-tested via the GameEventWiringTests harness, top-level
GameMessages build+run-verified). Plan derived from reading every call site.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:41:43 +02:00
Erik
5737951a19 docs(D.2b-B): B-Wire spec — inventory wire layer
Design/spec for B-Wire (follows B-Controller c38f098). Root cause found:
the burden binding already reads wire EncumbranceVal (PropertyInt 5) but
the value never arrives — login PD parses the player's int table then
drops it, the live 0x02CD (PrivateUpdatePropertyInt, no guid) is unparsed,
and ObjectTableWiring gates all non-UiEffects ints out.

Scope (user chose the full wire pass): player-property delivery (login PD
bundle upsert + 0x02CD parse + loosen the apply gate, retiring AP-48/AP-49),
latent-bug fixes (0x0022 4th field, 0x00A0 error), new C→S builders
(DropItem 0x001B / GetAndWieldItem 0x001A / NoLongerViewingContents 0x0195),
new S→C parsers (ViewContents 0x0196 GameEvent; SetStackSize 0x0197 +
InventoryRemoveObject 0x0024 GameMessages), and WireAll registration.
Opcodes pinned against ACE GameMessageOpcode.cs / GameActionType.cs; every
format requires grep-named → cross-ref → pseudocode → port + conformance.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:25:58 +02:00
Erik
adaec1845f docs: handoff — fold in retail teleport-anim (TAS) flow + acdream gap analysis for the teleport-flow feature
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:24:08 +02:00
Erik
59b4868408 docs: handoff — teleport issues cluster (#145 residual + retail teleport flow + FPS leak)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:11:37 +02:00
Erik
1230c07af3 docs(handoff): D.2b B-Controller shipped + visually confirmed; B-Wire next
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:08:05 +02:00
Erik
b7ca33118b docs(#145): REOPEN — cascade recurs on unstreamed-arrival-near-edge (streamed case fixed)
3rd live session found the carried-anchor fix is incomplete: the cascade recurs
when a teleport arrives onto a NOT-YET-STREAMED landblock near an edge (0xC98C
arrival at local Y=190.3, NO-LANDBLOCK -> marches 0x8C->0xFE, wire localY=-21684,
ACE rejects). Streamed-arrival case IS fixed (verified ~10 landblocks). Same root
as the Z free-fall (#135/#138 placed-but-unstreamed gap). Prior 'gate passed' was
premature. Needs apparatus (anchor/guard diagnostic at the crossing) before a fix.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:04:54 +02:00
Erik
c38f098ec0 docs(D.2b-B): B-Controller visually confirmed; #145 continuation + overflow follow-up
- #145: the original fix was incomplete (mounted panels inherited ZLevel 1000 →
  behind the backdrop → washed out); continuation 417b137 closes it. Updated status.
- D.2b-B SHIPPED entry: visually confirmed; the two render bugs (backdrop wash-out
  + captions host-direct) documented.
- New OPEN issue: contents grid overflows (needs the gutter scrollbar wired; scroll
  was out-of-scope for B-Controller per the spec).
- Roadmap ledger: B-Controller visually confirmed + the render fix noted.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 18:01:38 +02:00
Erik
417b1375fd fix(ui): D.2b-B — inventory panels render over the backdrop (#145 continuation) + captions
Visual verification surfaced two render bugs (controller LOGIC was already correct):

1. BACKDROP WASH-OUT (the big one — #145 continuation). The mounted backpack/
   3D-items panels inherited their sub-window root's ZLevel 1000 via the merge's
   zero-wins-base rule. The #145 ZOrder fold (ReadOrder − ZLevel·10000) turned 1000
   into ZOrder ≈ −10,000,000 — sinking the panels BEHIND the frame's Alphablend
   backdrop (ZLevel 100 → ≈ −1,000,000). The backdrop then overpainted the panels'
   captions/burden-meter/cells (the paperdoll root is ZLevel 0 so it escaped, which
   is why the previous session thought #145 was done). Fix: the sub-window mount now
   keeps each slot's OWN frame ZLevel, so panels sit in front of the backdrop.
   Root-caused via a one-shot sprite-segment-order dump (backdrop was painting after
   the panel content) + a live ZLevel probe.

2. CAPTIONS. The caption elements resolve to UiText; driving a nested child UiText
   didn't paint. AttachCaption now drives the host UiText directly.

Locked by InventoryFrameImportProbe (real-dat smoke: asserts each mounted panel's
ZOrder > the backdrop's). Visually confirmed by the user: dark backdrop behind,
Burden 17% + vertical bar + Contents-of-Backpack + full item grid all visible.
Build + App(532)/Core(1526) tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 17:58:44 +02:00
Erik
7605439efa test(physics #145): continuous-tracking test — refutes the review staleness claim
Adversarial review flagged a possible CellPosition staleness on indoor->outdoor
transition. Verified against source: false positive (SnapToCell isn't called on
building entry; the body is world-space so the delta is frame-invariant; the anchor
disengages indoors). Added a test proving CellPosition tracks the outdoor cell under
the world position across a multi-cell, cross-landblock walk and stays canonical.
Core cell-sync 6/6.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 17:38:47 +02:00
Erik
b0cbc09ba0 docs(#145): cascade FIXED + user-gate passed — far-town round-trip works (Slices 1-3+7)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 17:30:11 +02:00
Erik
403a338feb fix(physics #145): Slice 7 — idle the motion interpreter on teleport arrival
SetPosition zeros the body velocity but the motion interpreter kept the
PRE-teleport ForwardCommand (RunForward), so the next Update() rebuilt that
run vector via get_state_velocity and the player sprinted off in the old
direction on arrival. DoMotion(Ready) makes the player arrive at rest. Not a
cascade fix anymore (Slice 3 closed that) — the last user-visible bit of #145.
All suites green: Core 1529 / App 480 / UI 425 / Net 313.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 13:54:29 +02:00
Erik
6349ba49aa fix(physics #145): Slice 3 — carried-anchor membership; closes the far-town cascade
The outdoor membership pick derived the landblock origin from the terrain
registry, which returns (0,0) for an UNSTREAMED neighbour — so a fresh far-town
teleport at a landblock edge marched the cell id one block per physics tick
(the cascade; the 17410 ACE rejects is its wire artifact).

Fix: thread the CARRIED cell-relative frame anchor (body.Position -
body.CellPosition.Frame.Origin) into the pick via SpherePath.CarriedBlockOrigin.
That anchor IS the true landblock world origin, correct even for an unstreamed
neighbour, so the pick re-derives the SAME (consistent) cell and never marches.
- CellTransit.FindCellSet/BuildCellSetAndPickContaining: Vector3? carriedBlockOrigin
  (null default = legacy TryGetTerrainOrigin → every existing caller/test untouched).
- PhysicsEngine.ResolveWithTransition: set the anchor from a SEEDED OUTDOOR body
  whose carried landblock matches the resolve cell (else null → legacy).
- PlayerMovementController.SetPosition: 3-arg overload seeds CellPosition from the
  wire's (cell, local) via SnapToCell; 2-arg delegates with cellLocal=pos (anchor
  (0,0,0) == legacy → zero test churn).
- GameWindow.CellLocalForSeed: the placement seam (_liveCenter used ONCE here to
  derive the cell-local; physics carries it forward without _liveCenter).
Regression: TeleportFarTownRunawayTests (south + east edge, unstreamed neighbour).
Core 1529 / App 480, zero regressions.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 13:51:04 +02:00
Erik
865aae8876 docs(#145): Slice 3 — capture cellId/anchor-consistency + indoor-staleness edge cases + sweep threading map
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 11:08:13 +02:00
Erik
9e184eb861 docs(#145): Slice 3 design — carried-anchor (body.Position - CellPosition.Origin) replaces TryGetTerrainOrigin
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 11:05:54 +02:00
Erik
7cae03951e docs(#145): plan — split Slice 2 into 2a (Core, shipped) + fold 2b seeding into Slice 3
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 10:57:04 +02:00
Erik
7928b445ab fix(physics #145): Slice 2a — canonicalize outdoor seed + re-derive cell index every tick
The wire local is LANDBLOCK-relative [0,192); the cell low word = floor(local/24),
so a consistent (cell,local) pair must keep them in lockstep. Two retail-faithful
corrections vs the first pass:
 - SnapToCell canonicalizes the OUTDOOR seed via AdjustToOutside (retail
   SetPositionInternal/adjust_to_outside @0x00504A40 — the #107 'never trust a
   server (cell,pos) pair' protection). Indoor seeds stay verbatim (BSP-validated).
 - SyncCellPositionDelta calls AdjustToOutside on EVERY delta, not just on 192 m
   crossings, so intra-landblock 24 m cell-index changes track (needed by Slice 3
   membership). Idempotent within a cell.
Tests rewritten to verify both (the earlier test paired an inconsistent cell+local).
Core 1527 passed / 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 10:55:27 +02:00
Erik
afe495b9e6 feat(physics #145): Slice 2a — PhysicsBody carries CellPosition; setter delta-syncs into the cell frame
Add CellPosition (retail Position type) alongside the world Vector3 Position.
The Position setter mirrors each world delta into the cell-local origin and
calls AdjustToOutside only when the local coord crosses a landblock boundary
([0,192) on X or Y), so the within-block cell id is preserved from the wire
seed. SnapToCell seeds both positions from the wire's (cell, local) pair
verbatim — no streaming center involved. Unseeded bodies (ObjCellId==0) and
indoor cells are no-ops in the delta path. UpdatePhysicsInternal's existing
`Position +=` desugars through the new setter automatically; no call sites
changed. 4 new unit tests; full Core suite 1526 passed / 0 failed / 2 skipped.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 10:49:39 +02:00
Erik
c980763322 refactor(physics #145): Slice 1 — rename Frame->CellFrame to avoid DatReaderWriter.Types.Frame collision
The new value type collided with DatReaderWriter.Types.Frame (used in
physics-adjacent code like ShadowShapeBuilder), which the structural fix
(per-file using-aliases across 6 files) would have re-incurred in every
later physics slice. Renamed the TYPE to CellFrame; the Position.Frame
MEMBER keeps retail's name. Restored the 5 alias-only files to their
pre-Slice-1 state; synced spec + plan. Core 1522 passed / 0 failed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 10:34:36 +02:00
Erik
438bb681a5 feat(physics #145): Slice 1 — Position/Frame types + LandDefs.GetBlockOffset (0x0043e630)
Introduces the two value types (Frame, Position) that represent retail's
cell-relative position pair (acclient.h:30647/30658). Types are unused
by consumers yet — zero behavior change. Also ports LandDefs::get_block_offset
(pc:69189, @0x0043e630): world-meter offset between two named landblock ids,
the ONLY cross-cell translation primitive in retail physics. Conformance tests:
same-landblock→Zero, south-neighbour→(0,-192,0) (the exact #145 cascade cell),
east-neighbour→(+192,0,0), diagonal→(+192,+192,0). 4/4 pass; full Core suite
1522 passed / 0 failed. DatFrame alias added to 4 files that had using
DatReaderWriter.Types + using AcDream.Core.Physics in scope simultaneously.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 10:30:20 +02:00
Erik
ed32db70d7 docs(#145): implementation plan — cell-relative physics frame (7 slices)
Bite-sized, TDD-structured 7-slice plan for subagent-driven execution:
(1) Position/Frame types + GetBlockOffset, (2) PhysicsBody carries
Position, (3) membership via AdjustToOutside — closes the cascade,
(4) inter-tick collision state cell-relative + validate_transition
lockstep, (5) wire off Position, (6) _liveCenter render-only, (7)
teleport velocity-idle. Conformance via transform-on-read.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 10:23:37 +02:00
Erik
fd1f86b771 docs(#145): Option B design spec — cell-relative physics Position frame
Approved design for the cell-relative physics frame port: retire
_liveCenter from physics (render-only), carry Position{ObjCellId,
Frame{local in [0,192), quat}} as the source of truth, port
get_block_offset (verified 0x0043e630 nets to delta-landblock * 192 m),
translate inter-tick collision state per-cell like retail (0x0050a592).
7-slice parallel-frame migration; conformance via transform-on-read (no
fixture re-capture).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 10:18:18 +02:00
Erik
67f98e8e72 docs(#145): verified root cause + decision to port cell-relative physics frame (Option B) + handoff
Workflow wf_87607d15-c43 (4 research streams + synthesis + 3 adversarial verifiers, HIGH confidence) confirmed the far-town runaway is a cell-membership label cascade from a discarded TryGetTerrainOrigin bool (CellTransit.cs:736 -> (0,0) origin for unstreamed neighbors), not a free-fall; 17410 is a wire artifact. User chose the architectural fix: port retail's cell-relative Position + retire _liveCenter from physics. Handoff doc carries the verified mechanism, the retail port table (decomp addresses), acdream divergence sites, apparatus (desync-capture.jsonl + probes + harness template), and the brainstorming-gate requirement.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 09:47:01 +02:00
Erik
1ccf07b705 fix(ui): D.2b-B — address phase-boundary review (burden % saturation + equipped filter)
Opus phase-boundary review findings:
- I1 (faithfulness): LoadToPercent now computes from the CLAMPED fill
  (floor(LoadToFill(load)*300)), so the burden % SATURATES at 300% like retail
  (decomp 176544-176576 clamps arg2 to [0,1] BEFORE the *300). The old
  floor(load*100) over-read to 400% at 4x capacity. Golden test corrected.
- I2 (partition): exclude equipped items (CurrentlyEquippedLocation != None) from
  the contents grid + selector — a mid-session self-wield routes them through
  MoveItem(item, WielderGuid=player) into GetContents(player); retail's gm3DItemsUI
  shows pack contents only. New conformance test.
- N1: drop dead 'using System.Collections.Generic' (left after the 383e8b7 cleanup).
- N3: AP-48 risk wording (drift can be low OR high vs server EncumbranceVal).

Build green; BurdenMath 17, InventoryController/UiMeter 10 tests pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 09:28:29 +02:00
Erik
7bb4bd3ae8 docs(D.2b-B): divergence rows + issues/roadmap for inventory population
AP-48: client-side SumCarriedBurden fallback (EncumbranceVal not yet wired).
AP-49: aug capacity (PropertyInt 0xE6) not tracked → un-augmented Str×150.
AP-50: meter direction from geometry (m_eDirection/0x6f not read from LayoutDesc).
AP-51: main-pack cell placeholder icon (equip-pack DID deferred to Sub-phase C).

AP count: 43 → 47 rows. ISSUES: D.2b-B closed entry + remaining B-Wire/B-Drag/C
gaps noted. Roadmap: D.5 sub-phase ledger updated to reflect B-Controller shipped.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-21 09:15:05 +02:00
Erik
03fbf4464d feat(ui): D.2b-B — wire InventoryController into the inventory-init block
Adds _inventoryController field (after _selectedObjectController) and calls
InventoryController.Bind in the existing inventory-init block, between
RegisterWindow and the Console.WriteLine. Uses Objects/iconComposer/
vitalsDatFont already in scope; strength lambda pattern-matches AttributeSnapshot
to int? (uint? has no implicit cast to int?).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-21 09:12:34 +02:00
Erik
383e8b7b55 refactor(ui): D.2b-B — Populate uses GetContents only (drop test-driven fallback)
The implementer added a full-scan fallback in Populate() to accommodate a test
that seeded items via AddOrUpdate (which deliberately does NOT touch the container
index — only Ingest/MoveItem do). That was a production workaround for a faulty
test, and inconsistent (it only triggered when the index was wholly empty).

Root-fix: Populate reads GetContents(player) only — the index IS retail's
per-container item list. The test now seeds via the faithful indexed path
(AddOrUpdate + MoveItem → Reindex) through a SeedContained helper. 530 App tests green.
2026-06-21 09:09:15 +02:00
Erik
89c640a54d feat(ui): D.2b-B — InventoryController bind + grid population (loose/side-bag partition)
Task 4: InventoryController.Bind + Populate: find-by-id bind for the 7 inventory
element ids, configure grid (6 cols x 32px) + container list, partition
GetContents(player) into loose items (contentsGrid) vs side bags (containerList),
populate main-pack cell in topContainer, subscribe ObjectAdded/Moved/Removed/Updated
for live rebuilds. Handles both Ingest-indexed (production) and AddOrUpdate-direct
(test) paths via fallback scan.

Task 5: burden meter (vertical UiMeter, FillFromBottom=true) + RefreshBurden port
of CACQualities::InqLoad (decomp 0x0058f130) → gmBackpackUI::SetLoadLevel
(0x004a6ea0): EncumbranceCapacity/LoadRatio/LoadToFill/LoadToPercent. Three
AttachCaption overlays (Burden, Contents of Backpack, %text). 5 tests all green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-21 09:04:48 +02:00
Erik
5e75d2ac76 feat(ui): D.2b-B — UiMeter vertical fill (burden bar, retail m_eDirection 2/4)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:58:37 +02:00
Erik
fb050aed4d feat(core): D.2b-B — ClientObjectTable.SumCarriedBurden (carried-Burden fallback)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:55:35 +02:00
Erik
5875ac857d feat(core): D.2b-B — port EncumbranceSystem capacity/load + SetLoadLevel fill/percent
EncumbranceCapacity (decomp 0x004fcc00), Load (0x004fcc40), SetLoadLevel
fill=load/3 clamped + percent=floor(load*100) (0x004a6ea0). Golden tests.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:54:16 +02:00
Erik
a4f0b51894 docs(issues): reopen #145 — far-town teleport resolver runaway (residual of the source-drop fix)
Captured: teleport to far town (201,91) places correctly via the #145 verbatim path, then the per-frame resolve marches membership one landblock south/frame (un-rebased local position) until ACE rejects the inconsistent (cell, local) pair. #138 re-hydrate exonerated. Root cause under multi-agent research (acdream code + retail decomp oracle + capture).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:54:05 +02:00
Erik
5b3295ad13 docs(D.2b-B): InventoryController implementation plan (8 tasks, TDD)
Bite-sized TDD tasks: BurdenMath encumbrance ports (T1), SumCarriedBurden
fallback (T2), UiMeter vertical fill (T3), InventoryController bind+populate
(T4) + burden+captions (T5), GameWindow wiring (T6), divergence/docs (T7),
visual gate (T8). Self-reviewed against the spec; test helpers verified
against the shipped widget APIs.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:50:21 +02:00
Erik
0e273ff2ac docs(D.2b-B): InventoryController (B-Controller) design spec
Read-only population of the gmInventoryUI tree: bind 0x21000023 by id,
fill the 'Contents of Backpack' grid + the right-strip pack-selector from
ClientObjectTable, drive the vertical burden meter, render the Type-0
captions. Faithful selector + full faithful burden meter (per brainstorm).

Ported AC algorithms with decomp anchors: CACQualities::InqLoad (0x0058f130),
EncumbranceSystem::EncumbranceCapacity (0x004fcc00) / Load (0x004fcc40),
gmBackpackUI::SetLoadLevel (0x004a6ea0), UIElement_Meter::DrawChildren
(0x0046fbd0) / Initialize (0x0046f7b0, m_eDirection from property 0x6f).
Key finding: BuildMeter's single-image sprite assignment is already correct
(meter-own=track, child=fill); only vertical fill is new.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:31:21 +02:00
Erik
b07825cd24 docs(research): #138 handoff — RESOLVED banner + correct the re-hydrate source (not ClientObjectTable)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:09:36 +02:00
Erik
aa4a04d28e docs(issues): #138 fix shipped — re-delivery confirmed; handoff source-table corrected
Records the confirmed root cause (ACE never clears KnownObjects on a
teleport so it won't re-send known objects; retail/holtburger keep the
client object table and re-render from it) and the two-part fix
(re-hydrate from _lastSpawnByGuid; pending-bucket persistent rescue).

Corrects the 2026-06-21 handoff: ClientObjectTable is the inventory data
model with no world position/Setup and cannot rebuild a render entity;
the real retained world-object table is GameWindow._lastSpawnByGuid.
Status: FIX SHIPPED, pending user visual gate.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:07:42 +02:00
Erik
0a5f91b6fe fix(streaming): #138 — rescue persistent entities from the pending bucket on unload
GpuWorldState.RemoveLandblock rescued persistent entities (the player)
only from the _loaded list, silently dropping one sitting in the
_pendingByLandblock bucket. The player is re-injected via AppendLiveEntity
every frame; right after a teleport its destination landblock has not
streamed in yet, so the player lands in the pending bucket — and if that
landblock is then unloaded during the streaming churn, the persistent
entry was dropped, violating the "persistent therefore survives unload"
contract. Leading candidate for the #138 "own avatar vanishes after a
couple round-trips" symptom (cumulative; needs user visual confirm).

Fix: scan the pending bucket for persistent guids and rescue them too,
so DrainRescued re-parks them at the next valid landblock. Provable
correctness fix with a deterministic test (rescue-from-pending plus a
negative for non-persistent). Core tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:07:28 +02:00
Erik
bf66fb4123 fix(streaming): #138 — re-hydrate server objects from the retained spawn table on reload
Doors/NPCs/portals vanished after a portal OUT of the 0x0007 dungeon back
to Holtburg. Root cause confirmed via ACE + holtburger cross-reference:
the dungeon collapse drops a landblock's render entities for FPS, and ACE
will NOT re-broadcast objects whose guid is still in its per-player
KnownObjects set (never cleared on a normal teleport — ACE relies on the
client retaining its object table and culling stale objects itself). So
nothing restored them on the way back.

Retail-faithful fix: a real client keeps its weenie_object_table and
re-renders the world from it (holtburger keeps the table across a
teleport; only suspends physics bodies). acdream's _lastSpawnByGuid (the
parsed CreateObject records — position + Setup + appearance) IS that
table and survives the collapse (the collapse path never calls
RemoveLiveEntityByServerGuid, the only thing that prunes it). On landblock
(re)load, replay OnLiveEntitySpawnedLocked for retained spawns whose
render entity is absent — independent of any ACE re-send.

- LandblockEntityRehydrator: pure selection (landblock match; skip
  already-present, the player, and mesh-less spawns), unit-tested (7).
- StreamingController: onLandblockLoaded callback after AddLandblock
  (Loaded = dungeon-exit expand) and AddEntitiesToExistingLandblock
  (Promoted = Far->Near).
- GameWindow.RehydrateServerEntitiesForLandblock: present-gate keys on
  GpuWorldState (NOT _entitiesByServerGuid, which holds collapse
  orphans), replay under _datLock; the replay's own
  RemoveLiveEntityByServerGuid de-dup scrubs the orphan state.

Corrects the handoff: ClientObjectTable is inventory-only (no world
position/Setup) and cannot rebuild a render entity; _lastSpawnByGuid is
the world-object table. Register row AP-48 (no retail 25s visibility
cull). dotnet build + 1518 Core tests green.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-21 08:06:41 +02:00