Mirrors the InventoryPutObjInContainer 0x0022 handler which already does
MoveItem + ConfirmMove. Without this, WieldItemOptimistic's pending snapshot
would linger until the session ended (or incorrectly roll back on 0x00A0).
ConfirmMove is a no-op when nothing is pending, so safe for server-initiated
login wields.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code-review minor: prevents a future WielderId-only 'is this wielded?' check
from silently missing an optimistically-wielded item (WielderId==0 until the
server confirm; ContainerId==wielder is the live signal).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code-quality review (needs-changes) on Task 3: WieldItemOptimistic wrote
item.WielderId directly, but RollbackMove (via MoveItem) never cleared it
→ a wield-rollback left a pack item with a stale WielderId=player.
Root-cause fix (vs the reviewer's snapshot-WielderId suggestion): acdream's
existing WieldObject 0x0023 confirm models a wielded item as ContainerId=
wielder + equip=mask and does NOT touch WielderId. So the optimistic path
must match — drop the WielderId write entirely. Optimistic state now equals
the confirmed state, rollback fully restores through MoveItem alone, and the
stale-state class is structurally eliminated. The paperdoll's
(WielderId==p || ContainerId==p) filter still matches optimistic wields via
ContainerId (login-equipped items match via WielderId from their CreateObject).
Also: + the wield+move outstanding-count combo test (spec §8), MoveItem doc
note that it doesn't manage WielderId, and the test pins WielderId==0 post-
optimistic-wield to document the model. Core 74/74 green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add WieldItemOptimistic (instant optimistic wield — sets ContainerId=WielderId=player,
CurrentlyEquippedLocation=equipMask, snapshots pre-wield position) and extend the
_pendingMoves tuple to carry the pre-move EquipMask so RollbackMove restores EQUIPPED
state faithfully on server rejection. Shared RecordPending helper replaces the inline
snapshot block in MoveItemOptimistic.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Code-quality review minors on Task 2: fix the missing space in the
FingerWearRight= alignment and document why bit 31 (0x80000000, present
only in the header's CLOTHING_LOC composite) has no named member.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
The old enum invented two phantom bits (HandArmor=0x2000, FootArmor=0x10000) and
used non-retail names (Necklace, LeftBracelet, RightBracelet, LeftRing, RightRing,
AetheriaRed/Yellow/Blue), shifting every slot above 0x1000 out of alignment with
retail INVENTORY_LOC (acclient.h:3193) and ACE EquipMask.
Replace the enum body with verbatim retail values. Add EquipMaskTests to
numeric-pin every member so future renumbering breaks at compile/test time.
Existing consumers (ClientObjectTable, InventoryController, GameEventWiringTests,
ClientObjectTableTests) only reference EquipMask.MeleeWeapon and EquipMask.None --
both present at their correct retail values -- so no call sites needed updating.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
De-risk gate for Sub-phase C: verifies that the gmPaperDollUI subtree
imported under the inventory frame (0x21000023) materialises a
representative set of 6 equip-slot element ids as UiItemList widgets,
confirming the controller-binding plan can proceed without an importer
pre-fix.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Sub-phase C, Slice 1 — bind the ~25 paperdoll equip slots to live
equipped-item data + make them drag-drop wield/unwield targets. No 3D
doll (that's Slice 2).
Brainstorm findings baked in:
- The handoff's "build the wire gap" premise is STALE: BuildGetAndWieldItem
+ SendGetAndWieldItem already shipped in B-Wire. The whole optimistic-move
machine + InventoryController:IItemListDragHandler already exist — Slice 1
mirrors them. Unwield is free (the inventory grid handler already does it).
- Found a latent bug: acdream's EquipMask enum diverges from canonical AC
(acclient.h:3193 INVENTORY_LOC) from bit 0x2000 up (phantom HandArmor/
FootArmor). Correct it to the verbatim retail values + a numeric-pin test.
Blast radius is safe (4 round-trip test refs).
- Empty equip slots are TRANSPARENT (EmptySprite=0), per the user — faithful,
zero Slice-2 rework.
Real scope: correct EquipMask (Core) + WieldItemOptimistic & equip-aware
rollback snapshot (Core) + ConfirmMove on the WieldObject 0x0023 handler
(Core.Net) + PaperdollController (App) + GameWindow wiring. Element-id→mask
map verified dump ↔ deep-dive §3a ↔ acclient.h.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Detailed handoff for the next session. Key correction from the deep-dive:
retail empty equip slots are TRANSPARENT (the doll shows through), NOT
silhouettes — the current blue border is wrong. Decomposes into Slice 1
(equip slots: bind to CurrentlyEquippedLocation + drag-to-wield via the
GetAndWieldItem 0x001A wire gap) and Slice 2 (the heavy 3D doll UiViewport
Type 0xD + Core->App IUiViewportRenderer seam). Maps the reuse surface
(UiItemSlot, drag spine, optimistic-move, EntitySpawnAdapter) + open
questions + a paste-ready new-session prompt.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Visual gate: moving an item within a bag reshuffled every item ("the order is
not set"). Root cause: insert-before set ONLY the dragged item's ContainerSlot
to N, colliding with the item already at N; the sort-by-slot tie then reordered
the whole grid on every repaint. Fix: MoveItemOptimistic now does a proper
index-based INSERT (shift the others, renumber 0..N-1 gapless) like retail's
ItemList_InsertItem, and HandleDropRelease uses the target's GRID INDEX
(SlotIndex) as the placement rather than its raw ContainerSlot. Regression test
pins the shifted, gapless order. Full suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
I2 (real bug): Clear() (teleport/logoff) and Remove() (item destroyed) now drop
the item's _pendingMoves entry — a stale snapshot on a recycled guid could
otherwise mis-rollback a different future item.
I1 (race): track an OUTSTANDING count per item so an early ConfirmMove (0x0022)
for the first of several in-flight moves of the SAME item can't clear the
snapshot while a later move is unconfirmed — a later reject can still roll back
to the original instead of stranding the item at the rejected position.
Both with regression tests; full suite green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add the 3 tests the spec-compliance review flagged: 0x0022 ConfirmMove clears
the pending move (no rollback after a confirm); OnDragOver advisory-accepts a
closed bag (cap>0, contents not indexed = AP-61); App-level drop -> RollbackMove
reverts the optimistic move to the original container+slot. Production code was
already correct; these exercise the spec's test plan.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brainstorm output for B-Drag. Drop an inventory item: empty grid slot ->
first empty; on an item -> insert before; on a side-bag cell -> into that
container. Green insert-arrow (valid) / red circle (full). Movement is
OPTIMISTIC/instant per the user — local MoveItem on drop + repaint, server
reconciles via 0x0022 echo, rolls back via 0x00A0 (the rollback the B-Wire
note reserved). InventoryController : IItemListDragHandler; pending-move
tracking in ClientObjectTable (Core, reachable from the Core.Net handlers);
SendPutItemInContainer wraps BuildPickUp 0x0019. Retail anchors: InqDropIconInfo
0x004e26f0 / ItemList_InsertItem / HandleDropRelease / ServerSaysMoveItem.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>
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>
Brainstorm output for inventory container-switching. Key decision from
the brainstorm: the handoff conflated two orthogonal retail mechanisms —
the open-container TRIANGLE (0x06005D9C, UpdateOpenContainerIndicator) and
the selected-item SQUARE (0x06004D21, ItemList_SetSelectedItem). User
confirmed both are real (a bag is just an item, so it gets the square too)
and chose to ship both this phase, the square uniform across grid+bags and
visual-only (no selected-object-bar wiring yet).
Pins the ViewContents full-REPLACE (ACE writes entries OrderBy
PlacementPosition, no slot field -> ContainerSlot=index), the Use 0x0036 ->
ViewContents 0x0196 round-trip, and the 6 touched files.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Banks the next clean inventory win (container-switching: Use 0x0036 -> ViewContents
0x0196 full-replace + the selected-container indicator that retires AP-56) as a
handoff for a fresh session, per the late-session-handoff lesson. Wire layer
already exists; design sketch + open questions captured.
Also flags the CLAUDE.md "Current state" banner as stale — it still tracks M1.5
(indoor world, 2026-06-14) while the active stream has been the D.2b retail-UI
track for weeks. Left the milestone reframing for a fresh reconciliation against
the milestones doc rather than a tired guess.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
User confirmed the container column reads correct after the inheritance-resolved
fix (22d9231). Status: inventory empty-slot art FIXED + VISUALLY CONFIRMED.
Co-Authored-By: Claude Opus 4.8 (1M context) <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 empty cells now dat-resolve their
art via ItemListCellTemplate (0x1000000e -> 0x21000037). Paperdoll equip
silhouettes + main-pack icon remain open (Sub-phase C / AP-51).
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>
5-task TDD plan for the OPEN empty-slot-art issue: ItemListCellTemplate resolver
(ports UIElement_ItemList::InternalCreateItem's 0x1000000e -> 0x21000037 lookup),
UiItemList.CellEmptySprite, InventoryController + GameWindow wiring, divergence
rows AP-55/AP-56, ISSUES close + visual gate. Each task is test-first with exact
code; Task 1 pins the exact retail sprites from the live dat.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Brainstorm + decomp investigation for the OPEN issue "Inventory + equipment
slots show the wrong empty-slot background art". Verified against the named
decomp that retail's UIElement_ItemList::InternalCreateItem (004e3570) sources
each list's empty-cell sprite from attribute 0x1000000e on the list's own
ElementDesc -> catalog LayoutDesc 0x21000037 -> the prototype's ItemSlot_Empty
(0x1000001c) media. acdream hardcodes 0x060074CF (the generic toolbar square),
bypassing the per-list cell-template inheritance entirely.
Design ports the resolver: a new ItemListCellTemplate.ResolveEmptySprite helper
(mirrors the existing GameWindow 0x21000037 digit-array read), a
UiItemList.CellEmptySprite property, and InventoryController wiring for the
contents grid / side-bag / main-pack lists. Toolbar untouched (its 0x060074CF
is correct); paperdoll silhouettes stay Sub-phase C.
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>
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>