Faithful port of retail UIElement_UIItem::UpdateCapacityDisplay (0x004e16e0):
each container cell (side bags + main pack) shows a vertical UIElement_Meter
(element 0x10000347, back 0x06004D22 / fill 0x06004D23) filled to
GetNumContainedItems / ItemsCapacity, clamped [0,1]; hidden for non-containers
(CapacityFill=-1). Drawn procedurally on UiItemSlot like the triangle/square
overlays (back full + front clipped bottom-up). Right-anchored flush to the cell
edge (visual gate: the dat X=26 sat ~5px off the right edge). Visually confirmed
2026-06-22. Divergence AP-59; polish deferred to ISSUES #146 (exact rect/anchor,
fill direction vs m_eDirection 0x6f, closed-bag lazy-load).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
acdream accumulated every CreateObject from every town visited and never pruned by
distance/time (only on server DeleteObject / respawn de-dup), so the entity tables +
the O(N^2) TickAnimations scan grew with each hop and sank FPS (confirmed in Release).
Faithful port of holtburger liveness.rs (ACE_DESTRUCTION_TIMEOUT_SECS=25,
CONSERVATIVE_VISIBILITY_DISTANCE_M=384): a world entity is evicted only after being
>384m AND outside the 3x3 landblock neighborhood for 25s continuous (arm-on-leave /
clear-on-return). Logic in a pure, unit-tested EntityVisibilityCuller; GameWindow
wires a 1Hz tick that snapshots the world entities + player and tears each evicted
guid down through the existing pruner. Player + held/equipped/contained items are
excluded (player by guid; inventory items never carry a world position so they never
enter the culled map). A re-created object starts fresh (deadline cleared on remove).
Skipped during a teleport hold (frozen player position). AD-32 registered.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
After a teleport ACE floods a town's CreateObjects; WorldSession.Tick drained the
ENTIRE inbound queue every frame, each spawn hydrating mesh+textures under _datLock
on the render thread — monopolizing the update loop for ~a minute and starving the
streaming apply, so only the destination landblock loaded and neighbors trickled in
(visible at high render-FPS because update/render are separate Silk.NET callbacks).
Bound the per-frame drain to a ~4ms wall-clock budget once InWorld (handshake uses
the blocking PumpOnce path, never Tick). A time budget self-adapts to the highly
variable per-datagram cost; the tail stays queued (unbounded channel, FIFO) and
drains over the next few frames. Acks are queued per packet BEFORE the heavy handler
(WorldSession.cs:680), so deferring the tail only delays the tail's acks a few frames
— within ACE's tolerance (holtburger defers acks on a flush cadence; verified in
references/holtburger session/send.rs). Budget decision extracted as a pure testable
static (4 unit tests).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The prior commit pinned 0x060011F4 from a research dat-dump of
GetDIDByEnum(0x10000004,7) — it rendered as a GREEN TILE (green slot, no
pack) at the visual gate. Dat-exported the candidates (AcDream.Cli
dump-sprite-sheet / export-ui-sprite): 0x0600127E is the 32x32 brown
backpack (user-hinted, PNG-confirmed). Swap the pinned literal; the
test + AP-51 register row updated to the visually-verified id. Container
type-underlay (green) + backpack base still composited via _iconIds.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The m_topContainer cell (0x100001C9) rendered blank (tex=0). Retail's
IconData::RenderIcons (0x0058d1ee) has an IsThePlayer() branch that draws a
CONSTANT backpack — m_idIcon = GetDIDByEnum(0x10000004, 7) = 0x060011F4,
m_itemType = TYPE_CONTAINER — NOT the player's body icon (the original AP-51
"equipped-pack weenie icon" premise was wrong). Compose that base over the
Container type-underlay via the existing _iconIds delegate. Verified vs decomp
(407546-407549) + IconComposer.GetIcon (base=arg2, type drives underlay) + a
live dat dump (map 0x25000008 index 7 = 0x060011F4). Test locks type+literal.
AP-51 reworded to the residual hardcoded-vs-runtime-resolve nuance (cf. AP-55).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Comment-only. (1) the InventoryController summary said "Read-only: no
container switching" — now live. (2) note the _openContainer 0-vs-playerGuid
sentinel equivalence so the dual main-pack path isn't mistaken for dead code.
No behavior change. Code-quality review verdict: APPROVED (ship to gate).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
T6 visual gate found three issues; probe pinned the roots.
- StreamingController.DrainAndApply: the priority hunt + outbox drain were gated
behind 'if (budget <= 0) return;' AFTER the deferred-buffer drain. During a
dungeon-exit expand (~600 completions) the buffer is always >= budget, so the
hunt never ran and the destination never priority-applied (APPLY stalled ~5s;
dest built +265ms but applied +6s). Restructured: priority hunt runs FIRST and
unconditionally. Indoor (single-LB collapse) was unaffected, which is why only
outdoor exits broke.
- Teleport timeout was a 600-FRAME count; the empty-world exit hold renders at
~1000fps so it fired in ~0.6s and force-placed into the skybox before the
expand finished. Now wall-clock (10s) — worldReady wins the race.
- Arrival facing: synced _playerController.Yaw to the server orientation via the
exact inverse of YawToAcQuaternion (ExtractYawFromQuaternion has a 270deg offset
vs our yaw). Previously only the render mesh got the rotation → camera/movement
faced the stale pre-teleport direction.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wires the dormant TeleportAnimSequencer as the transit driver: on PlayerTeleport
the player holds in PortalSpace behind a full-screen fade (FadeOverlay) until the
destination terrain is resident (TeleportWorldReady, gated on the priority-applied
landblock), then materializes (Place), and after the world fades back in regains
control + acks the server (FireLoginComplete). No movement resolves against the
empty world, so the outbound cell frame can't corrupt. Outdoor changes from
place-immediately back to hold-until-resident (now fast, not a band-aid).
- FadeOverlay: fullscreen NDC black quad, alpha = ShowTunnel ? 1 : FadeAlpha.
- Retires TeleportArrivalController + its 2 tests (TAS subsumes the driver role).
- Divergence register: AD-2 updated to the new mechanism; AD-31 (fade vs swirl).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Acceptance apparatus for the teleport-residency fix. ACDREAM_PROBE_TELEPORT=1
gates 5 log points with cross-thread TickCount64 timestamps + the _datLock
waited/held measurement. Stripped (or promoted) at verification (plan T6).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
BuildCellSetAndPickContaining discarded the bool from TryGetTerrainOrigin — when
the current landblock's terrain hadn't been applied yet (priority-apply in flight
after a teleport or dungeon exit), blockOrigin was silently set to (0,0,0). The
AdjustToOutside/GetOutsideLcoord math treated world-frame sphere coordinates as
block-local and marched the cell one landblock per tick in the direction of movement
until lbX or lbY underflowed to 0x00. ACE rejected every subsequent move as a
failed transition.
Fix: honor the bool return. When terrain is unregistered for an OUTDOOR seed
(low < 0x0100), return currentCellId verbatim — "no block-local frame →
preserve". This mirrors the NO-LANDBLOCK verbatim contract in PhysicsEngine.Resolve
and is correct: the cell stays last-known-correct until terrain registers.
Indoor seeds are explicitly excluded (blockOrigin is never consumed by the indoor
pick path; outdoorPickAllowed=false for indoor seeds).
Reproduce + verify via CellMarchLandblockPreservationTests (two new FAILING-before
tests: WestEdge and SouthEdge with empty cache, no anchor → lbX/lbY preserved).
TeleportFarTownRunawayTests updated: no-anchor path now also preserves (pre-fix it
marched south to 0x59; post-fix returns currentCell unchanged).
CellTransitFindCellSetTests, Issue112MembershipTests, PhysicsEngineTests: added
RegisterTerrain for the streaming-center block (in production it is always resident
before outdoor resolves run; tests that used blockOrigin=(0,0,0) as an implicit
fallback now register the block explicitly). All 1567 tests pass.
Divergence AD-30 added to retail-divergence-register.md.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds a high-16-bit-prefix landblock residency check used as the teleport
worldReady gate — true once the destination landblock's terrain+cells
have been registered via AddLandblock, regardless of whether the caller
passes a canonical (0xFFFF), cell-resolved, or bare landblock id.
Two TDD tests confirm: false before registration, true after, and
that a cell-resolved id on the same landblock returns true.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replace RemoveAt(0)-in-a-loop drain idiom with RemoveRange(0, i) in both
Step-1 deferred drain and the post-found deferred drain inside DrainAndApply,
making each an O(N) single shift instead of O(N²) on the render-thread hot path.
Add PriorityNeverArrives_noThrow_noLoss_noDoubleApply test: sets a priority id
that never appears in the outbox, ticks several times, asserts no throw, no
loss of the non-priority completions, and no double-apply (applied count ==
completions enqueued). Comment above the priority-hunt explains the failure
mode: completions relocate to _deferredApply while the hunt is active and drain
at per-frame budget until the caller clears PriorityLandblockId.
Restyle test 2 to use named constructor arguments and break the compressed
lambda onto readable lines (matches test 1 style).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds PriorityLandblockId (uint, default 0) + _deferredApply buffer.
DrainAndApply now: (1) applies up to budget from the deferred buffer,
(2) when PriorityLandblockId != 0, hunts the worker outbox in chunks
applying the priority LB immediately on match and buffering any
non-priority items drained past it for later frames,
(3) falls back to normal drain when no priority is set or not found.
Extracts ApplyResult(result) + ResultLandblockId(result) helpers so
both the priority and normal paths share identical side-effects.
No existing behaviour changes on the non-priority path.
21 streaming tests pass (19 existing + 2 new priority-apply tests).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Visual gate (2026-06-22) showed the side-bag/main-pack empty cells drawing yellow
triangles. Root cause: the frame-first heuristic grabbed the 36x36 container
prototype's DirectState child 0x06005D9C — which is the open/SELECTED-container
triangle indicator, NOT a background frame — and stamped it onto every empty cell.
Fix: drop frame-first; FindIconEmpty resolves the inner m_elem_Icon ItemSlot_Empty
THROUGH BaseElement inheritance (0x1000033F -> 0x10000340 -> base 0x1000033E ->
0x1000033B -> 0x06000F6E), so containers get the dark slot background matching the
inventory. Pin test now asserts exact ids (0x06004D20 contents / 0x06000F6E
containers) — the old structural-only assertion let the wrong-but-valid 0x06005D9C
pass (Opus review Minor 2, now vindicated). The triangle + green/yellow selection
square is deferred to container-switching (AP-56 reworded). Full suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Inventory contents grid / side-bag / main-pack cells now render the retail
pack-slot empty art (dat cell template via ItemListCellTemplate) instead of the
generic toolbar square. Divergence rows AP-55 (toolbar still hardcoded) + AP-56
(flat single-sprite cell vs retail''s layered prototype).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Ports UIElement_ItemList::InternalCreateItem (0x004e3570) attribute lookup to a
testable static helper. The 0x1000000e property is an EnumBaseProperty (not
DataIdBaseProperty as the spec anticipated) — discovered by runtime reflection and
confirmed against the live dat. Pinned sprite ids from real-dat test:
contents (0x100001C6): 0x06004D20
side-bag (0x100001CA): 0x06005D9C
main-pack (0x100001C9): 0x06005D9C
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User-tested: the Slice 2 'hold outdoor until landblock loaded' gate made
EVERY outdoor teleport a ~10 s freeze, because the destination landblock
does NOT load fast during the hold (lbs=0 the whole time — the #138
streaming gap + _datLock starvation from the CreateObject flood). The hold
was band-aiding a broken/slow foundation rather than fixing it, and it never
actually prevented the #145 edge cascade anyway (it force-snapped onto
NO-LANDBLOCK after the timeout regardless).
Reverts ad8c24e..c880973 to the pre-Slice-2 state (00ef47e): outdoor places
immediately again (fast teleports). The genuine bug found along the way —
IsLandblockLoaded queried the wrong key form (& 0xFFFF0000 vs the stored
| 0xFFFF) — is preserved in the history (c880973) and will be re-applied when
we re-introduce a proper hold ON A FIXED FOUNDATION.
Decision (user, 2026-06-21): fix the foundation FIRST — fast/complete
streaming during teleport (#138), the post-teleport lost-collision bug, and
the FPS leak (Work item C) — then revisit the teleport-flow animation. Slice 1
(the pure TeleportAnimSequencer) stays in (dormant, unwired, harmless).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The contents grid now pads empty slot frames up to the main-pack capacity
(player ItemsCapacity, default 102 per retail "up to 102 items"), so the pack
reads like retail's fixed 102-slot grid you scroll through — not just the loose
items. Mirrors the side-bag column padding. Three existing grid tests updated
for the now-padded count; new test covers the 102-pad.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Drag the bottom edge to expand the inventory and see more of the pack
(ResizeX=false + ResizableEdges=Bottom blocks horizontal resize). The contents
grid + its gm3DItemsUI sub-window + scrollbar + the backdrop stretch vertically
(Left|Top|Bottom); the paperdoll + side-bag column stay pinned at the top
(Left|Top). The grid's ViewHeight grows → more rows + the scrollbar thumb ratio
(view/content) reflects how much is left to scroll. Min = dat default (expand
only for now); max = 560. Visually confirmed: scroll + resize work.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wrap the gmInventoryUI content in the universal 8-piece beveled chrome (same
UiNineSlicePanel as vitals/chat/toolbar), so the inventory has a proper window
frame like every other window. The frame is the draggable window + the F12-
toggled registered window; the dat content sits inside it offset by the border.
Reused as the base for the vertical-resize step next.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The Slice 2 outdoor readiness gate queried IsLandblockLoaded(destCell &
0xFFFF0000) = e.g. 0x7D640000, but streaming stores landblocks under the
EncodeLandblockId form (low 16 = 0xFFFF), e.g. 0x7D64FFFF. The raw
ContainsKey never matched, so the outdoor teleport gate could NEVER flip
Ready and every outdoor arrival ran to the 600-frame (~10 s) timeout and
force-placed. The cascade was still prevented (the timeout force-place lands
cleanly), but the gate did no work — the 10 s freeze the apparatus showed
was this bug, NOT the #138 streaming stall I first suspected.
Root cause found via the apparatus re-test (3-agent investigation
wf_8b67a9d1-35c, all high-confidence) + verified against StreamingRegion.cs:99
(EncodeLandblockId | 0xFFFF), PhysicsEngine.cs:79 (stores as-is),
GameWindow.cs:5530 (queries & 0xFFFF0000).
Fix: IsLandblockLoaded normalizes its arg to the canonical 0xFFFF landblock
key, so the prefix form, any contained cell id, and the dat-id form all
resolve. Added the regression test the original Slice 2 test missed (it had
checked the same 0xFFFF form it added; the real caller passes the 0x..0000
form). Red on the prefix/cell forms before the fix, green after. 9/9.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Root cause of the "grid escapes the window when scrolled" bug: UiElement.
DrawSelfAndChildren runs ApplyAnchor on every child AFTER OnDraw, which captured
each cell's scroll-0 position and reset Top to it every frame, fighting
LayoutCells' scroll offset. Cells are laid out procedurally by the list, so they
must be exempt — AddItem now sets cell.Anchors = None, making LayoutCells the
sole authority. Regression test reproduces the anchor-pass interaction (the unit
tests missed it by calling LayoutCells in isolation, never the draw traversal).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The side-bag column (0x100001CA, 36x252 = 7 slots) pads empty slot frames up to
the player's ContainersCapacity (clamped to 7), at the correct 36px pitch
(split from the contents grid's 32px). Reads like retail's bag column. Two
existing tests updated for the now-padded count (divergence AP-52: 7-slot
fallback when capacity is absent — register row added in the wrap-up commit).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
InventoryController binds 0x100001C7 (factory Type-11 UiScrollbar) to the
contents grid's UiScrollable + the shared 0x2100003E scrollbar sprites,
mirroring ChatWindowController. The grid now scrolls instead of overflowing.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
OnEvent handles the Scroll wheel in grid mode (mirrors UiText's sign), driving
the shared UiScrollable. The bound gutter scrollbar (next task) is the primary
scroll affordance; the wheel is the convenience path.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Grid mode now drives a shared UiScrollable from its content + clips whole rows
to the panel (cells offset by -ScrollY, Visible toggled by whole-row clip,
mirroring UiText). Fill mode (toolbar single cell) unchanged. LayoutCells made
internal for tests; RowCount helper added.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code-review follow-up: the exit-sound/login-complete events are emitted
inline at their transitions, so the _exitSoundPending/_loginCompletePending
fields were set-then-cleared dead code — removed. Added a comment explaining
why TunnelContinue's min-advance is gated on worldReady. No behavior change;
29/29 sequencer tests still green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
TunnelContinue exit gate: minMet requires worldReady (min-continue hold);
maxForce fires unconditionally at MaxContinue (safety-net fallback when
world never loads). This matches spec §3.4.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Final-review response. Adds the spec §5 / Task-16 burden end-to-end coverage
the per-task plan missed: (1) burden reads wire EncumbranceVal over the carried
sum (asserts 50% from wire 7500, not 20% from sum 3000 — retires AP-48's
fallback as the primary), (2) a live player-int update repaints the bar (60%),
which only happens via the C1d Concerns `o.ObjectId == p` branch. Both are
discriminating (fail if the respective branch is reverted).
Plus two clarifying comments from the review: the 0x02CD player route depends on
the login PD upsert having created the player object (no-ops, no phantom, if
not); and a TODO that the container-open phase must treat ViewContents as a full
replace, not the additive merge used here.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
InventoryController.Concerns() now returns true when the updated object IS the
player object itself (o.ObjectId == playerGuid). Previously the method only
triggered a repopulate for objects that the player *contains* or *wields*, but
the player's own ClientObject is the carrier of EncumbranceVal — so a live
PrivateUpdatePropertyInt for burden would be silently ignored. Task 15 of the
B-Wire plan.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Pass () => _playerServerGuid to ObjectTableWiring.Wire and GameEventWiring.WireAll
so the new Batch 5/6 playerGuid parameters are populated. These were previously
left as null (default), meaning PD property upserts and PrivateUpdatePropertyInt
delivery would not route to the correct player object. Task 14 of the B-Wire plan.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Wire signature gains optional 3rd param `Func<uint>? playerGuid` (existing
GameWindow caller `Wire(session, Objects)` still compiles — default null).
- ObjectIntPropertyUpdated gate loosened: was UiEffects-only, now applies ALL
PropertyInt updates on visible objects (server is the authority on object props).
- PlayerIntPropertyUpdated → UpdateIntProperty(playerGuid(), ...) so live
EncumbranceVal (0x02CD) updates the player's burden bar.
- StackSizeUpdated → UpdateStackSize(guid, stackSize, value).
- InventoryObjectRemoved → Remove(guid).
- Updated class doc-comment to list all 5 wired opcodes.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
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>